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Post by sludgeogre on Aug 18, 2017 16:46:25 GMT
A couple guys in my meta have gone all in on Grymkin, and they are ridiculously hard to play against. I have been destroyed by The Heretic, The Child, and Old Witch 3.
Problems that I can't seem to solve:
Counter Alpha: They thrive on opponents getting a decent alpha strike against them and punishing them for it. It's hard to decide how much to commit against them and what targets need to be killed first.
Infantry swarming: I can kill more than a few Dread Rots with my Storm Strider and a Firefly, but if they succeed their tough rolls, they are a massive pain. I killed 4 dread rots with one generator hit and 3 of them toughed, rose the next turn, and decimated my stormblades, even with AS and mini feat.
Ambush: Murder crows can tie up your whole army for only 9 points each. I can't play wide against them at all, and it allows them the time they need to move everything else up the board, dominate scenario, and sandpaper you down very quickly. I can take out a good 20 infantry on my turn, but it isn't even close enough to gain back board presence or win attrition the next turn.
I have been playing Haley2 with Storm Division mostly, and she's good against The Child, but sucks against infantry swarms. Also used Stryker1 and it wasn't even close. I really think that Trenchers will be amazing against them, but I don't have the cash to buy an entire Trencher list right now.
Any thoughts on how Cygnar can reliably answer these questions, especially in Storm Division?
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Post by snarlyyow on Aug 18, 2017 17:14:07 GMT
I've not played into Grymkin a bunch but they are a fairly resiliant army to gunlines. I don't think I've ever seen an all melee force that Haley2 doesn't kick in the teeth before. Between Arcane Vortex and Toughing, Rising Dread Rots, and Shield Guards, and a variety of annoying Arcana....it's rough.
But I don't think it's unbeatable. I'm still trying to figure it all out. Haley2 feels playable but I think whenever I've done so I've prioritized the wrong models.
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Post by sludgeogre on Aug 18, 2017 18:53:56 GMT
I've not played into Grymkin a bunch but they are a fairly resiliant army to gunlines. I don't think I've ever seen an all melee force that Haley2 doesn't kick in the teeth before. Between Arcane Vortex and Toughing, Rising Dread Rots, and Shield Guards, and a variety of annoying Arcana....it's rough. But I don't think it's unbeatable. I'm still trying to figure it all out. Haley2 feels playable but I think whenever I've done so I've prioritized the wrong models. Gunlines really seem to be decreasing in power because of SR17 and Grymkin just eating them up. They have decent tech against it, especially with Old Witch 3, and a lot of their units and beasts just don't really care much about getting shot up, plus Crabits are just crazy for getting targets up that don't like being shot, the main one being Skin and Moans. I think Haley2 is strong into The Child and lists that don't feature Hollow Man and Dread Rot spam. She can help deal with Piggybacks really well, especially with the feat. My problem with that game was also failing to focus on the correct targets and take care of them before they reach me. Also really should have TK'd stuff to face the other way to shut down their charges, but that's because I'm a newbie and forget those things sometimes. If you do that, I think Haley2 can control them enough to put the game down quickly, but if they can hold up to the feat turn enough, they'll eat you alive.
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Post by octaviusmaximus on Aug 18, 2017 21:04:47 GMT
Haley 2 is strong into the child but the absolute second something goes wrong for Haley child eats at least half of Haley's army. You have to play exact to win and hope you don't get unlucky.
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Post by sludgeogre on Aug 19, 2017 4:46:36 GMT
Haley 2 is strong into the child but the absolute second something goes wrong for Haley child eats at least half of Haley's army. You have to play exact to win and hope you don't get unlucky. This is really true, and I'm still pretty new, so it's been... rough, to say the least. Skorne is also a huge problem for me, too, and legion can be tough, but definitely doable. Can't crack armor worth a crap, it's awful.
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Post by stelios on Aug 19, 2017 17:10:09 GMT
Played into the starter box with Sloan this week, running a heavy-metal gunline. It ALMOST had a handy on my end until I rolled triple 1s on a shot against the other guy's knocked-down caster and consequently failed the assassination....My setup had been good because the cage rager was in front guarding the caster. The cage rager got knocked down by the first hurricane shot, and then pounded fire into the caster which would have easily killed him if not for the critical miss. I died because I'd moved Sloan up to take shots at their line AND he rolled 17 on 3 dice when attacking Sloan...which added up to exactly the 16 points he needed. Sometimes you can't fight the dice.
If you're up against those I'd recommend using heavy metal. Running jacks denies their Army the corpses they need to be dangerous. Feating early into the game allowed my gunline to pick off a significant number of their grunts early on, with the biggest damage being caused by is inexperience with the minuteman: it was able to move up and jump over the wall template he'd put up, devastating his pumpkin-heads between the detonate command and three shots(feat turn). The Hurricane's heavy guns under a range buff were able to knock down the beasts and consequently slow his advance.
They ARE tough, but against the Heretic a well equipped gunline is very capable of thinning the herd significantly before they cause too much damage.
Also worth noting: Hurricane guns + Sloan's boosted attack buff + Hunters wrecked the box warbeasts. Depending on the cards they play it may be important that you kill their warbeasts the first turn you start attacking them: if they have the right one, they can jump them back behind their screen then heal them back to full as soon as you kill one of their infantry.......so all they have to do is trigger a free strike to sacrifice one grunt, then everything comes back at you 100%.
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stibe
Light Addition
Posts: 62
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Post by stibe on Aug 23, 2017 14:19:14 GMT
As a Kraye player, and newly converted Grymkin fanatic, maybe I can offer some advice. Though maybe I shouldn't... Read the Arcanas they choose as many times as necessary until you understand what they do exactly, and how they proc. You probably won't be able to stop all of them totally, but at least you know it's coming and you can maybe bait them into using it at unopportune times. Freestrikes. I love freestrikes. They give me access to some nice jank like Reckoning+Fortune's Path (+3 to hit and to damage on the reckoning target, cycle away!), you proc Fortune's Path on a random miss on your enemys turn and then on your turn you do a charge where you deliberately either get to hit the target in the back arc, or they do freestrike and you proc Reckoning and R.I.P. You guys are Cygnar! Use the lightning! Electroleaps don't give corpses so go crazy. I have yet to figure out a good solution to them, but I'm working on it... If all else fails, atone for your sins and reroll Grymkin.
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Post by 36cygnar24guy36 on Aug 23, 2017 14:30:03 GMT
Played into the starter box with Sloan this week, running a heavy-metal gunline. It ALMOST had a handy on my end until I rolled triple 1s on a shot against the other guy's knocked-down caster and consequently failed the assassination....My setup had been good because the cage rager was in front guarding the caster. The cage rager got knocked down by the first hurricane shot, and then pounded fire into the caster which would have easily killed him if not for the critical miss. I died because I'd moved Sloan up to take shots at their line AND he rolled 17 on 3 dice when attacking Sloan...which added up to exactly the 16 points he needed. Sometimes you can't fight the dice. If you're up against those I'd recommend using heavy metal. Running jacks denies their Army the corpses they need to be dangerous. Feating early into the game allowed my gunline to pick off a significant number of their grunts early on, with the biggest damage being caused by is inexperience with the minuteman: it was able to move up and jump over the wall template he'd put up, devastating his pumpkin-heads between the detonate command and three shots(feat turn). The Hurricane's heavy guns under a range buff were able to knock down the beasts and consequently slow his advance. They ARE tough, but against the Heretic a well equipped gunline is very capable of thinning the herd significantly before they cause too much damage. Also worth noting: Hurricane guns + Sloan's boosted attack buff + Hunters wrecked the box warbeasts. Depending on the cards they play it may be important that you kill their warbeasts the first turn you start attacking them: if they have the right one, they can jump them back behind their screen then heal them back to full as soon as you kill one of their infantry.......so all they have to do is trigger a free strike to sacrifice one grunt, then everything comes back at you 100%. How did you find Sloan fared against the Sacrifice Arcana and Crabbit shield guards? were you able to still focus down heavies or did they let you do some damage and then shield guard a high pow shot to a crabbit and trigger Sacrifice?
cheers
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