drocklp
Baby's First Wargame
Posts: 2
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Post by drocklp on Sept 1, 2017 23:03:16 GMT
Hi everyone. I'm completely new to the game. I've never played a match and don't have a good grasp of the rules. I do play a lot of other board games and computer strategy games so understand broad strategy language. I am trying to generate a reasonably playable Grymkin army based on what models I currently own and what seems the most interesting to me. I was hoping for some advice on these lists I'm considering. I suspect that there haven't been enough games played yet to really know what a truly lean army looks like for Grymkin but I have noticed some discrepancies between what I see as current wisdom and my lists. Thank you in advance for any assistance.
Wanderer Bump in the Night
-Cage Rager -Skin and Moans -Crabbit x2
-Death Knell
-Lord Longfellow (free) -Witchwood (free) -Witchwood (free) -Glimmer Imp]
-Murder Crows -Murder Crows -Hollowmen (min+Ca) -Dread Rots (min) -Dread Rots (min) -Twighlight Sisters
The Child Dark Menagerie
Cage Rager Cage Rager Skin and Moans Skin and Moans Crabbit x2 Crabbit x2 Crabbit (free) Rattler
Death Knell
Gremlin Swarm (free) Gremlin Swarm (free) Gremlin Swarm (free) Gremlin Swarm (free) Lady Karianna Rose
Twilight Sisters
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Post by trollsareblue on Sept 2, 2017 2:00:11 GMT
None of us have been playing the faction long, so a reasonable amount of the advice offered is going to be based purely from experience with the game. That said.
The Wanderer's strength lies in offering improved mobility for friendly models, and using Star-Crossed to annoy your opponent. I tend to feel that the best Wanderer lists are Dark Menagerie lists, simply because of the increased threat and improved chanced to hit from spraying down a target with his lantern. Neigh slayers make Bump a reasonable choice, but not if you want to use the models you already own. Skin & Moans in particular is real good with the Wanderer. There's not much you can't hit with a MAT 9 beast, and it loves Star-Crossed. Generally, you'll get the best results out of Star-Crossed with DEF 13 models, because of math. I'd say that list you want to run with the Wanderer would be better off with the Heretic, which I suspect you own.
Your Child list is largely OK, but is missing bodies to fuel the Death Knell. The minimum unit of Dread Rots you see in most lists is there to provide early corpse generation. I'd suggest swapping out the Twilight Sisters for some Dread Rots.
Other than that, there's no better way to learn what works for you than to get stuff on the board and play games. If you can find opponents willing to play smaller point games, starting at 50 points will give you a good introduction to the game, and reduce the number of moving parts. Do not get discouraged if you lose a lot during the first few months of playing. The game has a steep learning curve, but has the depth to be worth playing if you put in the time.
Good luck!
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Post by ysthrall on Sept 2, 2017 12:42:38 GMT
On a more general basis....
Choose your Arcana carefully, based on what your opponent has in their list. And remember to use them.
Don't be afraid to take casualties. Given the amount of things that need corpse tokens, taking casualties (with a Death Knell nearby) is all to the best.
Careful positioning of Crabbits. Given half a chance, your opponent would love to scalpel out Lord Longfellow, the Lantern Man, or the Death Knell as soon as possible. Crabbits with Shield Guard will help towards that.
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drocklp
Baby's First Wargame
Posts: 2
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Post by drocklp on Sept 2, 2017 20:53:51 GMT
I totally forgot to list what I own. I only have a skin and moans, a cage rager, and two witchwoods. I have been hesitant to order too much as I'm still very unclear about what units are just bad. For instance I don't see much in the way of mad caps, pigs, neighs, or glimmer imps. I'm only spending about $40 each paycheck and I am really enjoying getting rules knowledge by osmosis while playing in war room so I'm not stressing about it. Here is a list I thought up based on the Heretic suggestion.
The Heretic (bump theme) Cage Rager Skin & Moans Crabbits
Death Knell
Lord Longfellow 0 Witchwood 0 Witchwood 0
Hollowmen (max) - Lantern Man Hollowmen (max) - Lantern Man Dread Rots (min) Piggybacks (max)
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Post by trollsareblue on Sept 3, 2017 2:09:43 GMT
Give the list a try and see how things work for you. I don't think Grymkin have any truly awful units, just some that are more situational.
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doopsie
Junior Strategist
Posts: 341
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Post by doopsie on Sept 13, 2017 19:51:30 GMT
drocklpSo far, I haven't seen anything "bad" in Grymkin. For example, of the things you listed as not seeing, I've so far used (proxied, mostly) all but the Glimmer Imps, and been happy with them. My experiences: Piggybacks, especially near a Death Knell, are just an immovable wall when in shield wall. Neigh Slayers, proxied with Heretic, managed to finish off and/or kill by themselves a Raider (killed by a single Fury'd Neigh Slayer after being hit by 2 Fury'd chargin Hollowmen, and then healing due toHexeris' Vampiric Harvest) and a Titan Cannoneer. Mad Cap (same game as Neigh Slayers) never managed to actually hit with the Cask Imps, but the threat of the Imps cost a ton to deal with. So I'm calling this a win, because if a max unit of Venator Reivers are spending their activation to kill 3 free cask imps made by the Mad Cap, I'm coming out ahead.
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