Post by demonic on Aug 24, 2018 19:08:39 GMT
so, since I play a lot of factions that have beastly armor and low defense, probably the first non-astetic thing that attracted me to Grymkin was how easy it was to solve all of the problems I was facing with my other factions and how it only took little tweaks to a list in order to get the same power and armor that I'm used too... SO
The factions I'm used to playing are Skorne, Menoth, and Circle of Oboros in bones theme. The issues I've been suffering from is the recent trends in list building I've been encountering, which involve a focus on super long threat ranges (between 18-21 inches) that deny the alpha or armor cracking spams that can piece trade much easier than my current factions. So... the reason why I made this thread...
Exactly how valid would a highly defensive skewed list in Grymkin be? The two casters I have in mind for it is The Dreamer and The Wanderer. Though I'm pretty sure The Wanderer has a better skew, The Dreamer is about as sufficient at it and is the caster who seems to be more successful out of the two. Here is a better break down of my thoughts:
The Wanderer has both Fog of War, which grants concealment, as well as Starcrossed. Combining these two gives him both a ranged and melee def buff that can be increased by using gremlin swarms and Annoyance. Concealment also activates our prowl units into stealth. Repudiate can take down mat/rat fixers. Veil of Mists can block off enemy LoS that can't see through clouds. His Lantern's Light spray attack, though it deals no damage, counters stealth and high def models; it also lets our beasts run rampant on whatever it hits . Taking into consideration that most ranged models are rolling at either a 6 or 7 before aiming, you are looking at an 8 or 9 from 10-14 inches out, dramatically decreasing that nasty 21 frigg'n threat range. Even then, our average beast is starting off at 13 + 2 from concealment (minus cage rager), making an aiming rat 7 have to roll a hard 6 (7 once under annoyance), giving you a little less than 50% chance to miss on 2 dice, and if you are forcing combined attacks and the spending of focus and fury, you're doing your job!
The Dreamer, however, has Enfeeble, which will stack with concealment and cover. Artifice of Deviation is great at both increasing defense as well as stopping your enemy in their tracks. Her phantasms can also bolt around the board to trigger annoyance without taking up your Gremlin Swarms who could be scoring flags. Wraith Walker is great for letting you get in a little closer as well. Her biggest benefit would be Manifest Destiny fixing our higher defensive model's damage rolls, though. Her biggest weakness in the defensive skew, however, is that she lacks melee defensive buffs, instead going the more kill them before they kill you route. On the other hand, I can easily see where, if you are good at using terrain, she could easily outdo The Wanderer, even in the def category... just much, much more difficult.
So what do you guys think? Think Grymkin can boost their models' defenses so high as to break the current trends? Is the Deathknell good enough to null blast damage and other auto hits? I was also thinking that the Twilight Sisters would do really well in this kind of list, as they can both heal when the rare shot gets through and revive infantry units.
The factions I'm used to playing are Skorne, Menoth, and Circle of Oboros in bones theme. The issues I've been suffering from is the recent trends in list building I've been encountering, which involve a focus on super long threat ranges (between 18-21 inches) that deny the alpha or armor cracking spams that can piece trade much easier than my current factions. So... the reason why I made this thread...
Exactly how valid would a highly defensive skewed list in Grymkin be? The two casters I have in mind for it is The Dreamer and The Wanderer. Though I'm pretty sure The Wanderer has a better skew, The Dreamer is about as sufficient at it and is the caster who seems to be more successful out of the two. Here is a better break down of my thoughts:
The Wanderer has both Fog of War, which grants concealment, as well as Starcrossed. Combining these two gives him both a ranged and melee def buff that can be increased by using gremlin swarms and Annoyance. Concealment also activates our prowl units into stealth. Repudiate can take down mat/rat fixers. Veil of Mists can block off enemy LoS that can't see through clouds. His Lantern's Light spray attack, though it deals no damage, counters stealth and high def models; it also lets our beasts run rampant on whatever it hits . Taking into consideration that most ranged models are rolling at either a 6 or 7 before aiming, you are looking at an 8 or 9 from 10-14 inches out, dramatically decreasing that nasty 21 frigg'n threat range. Even then, our average beast is starting off at 13 + 2 from concealment (minus cage rager), making an aiming rat 7 have to roll a hard 6 (7 once under annoyance), giving you a little less than 50% chance to miss on 2 dice, and if you are forcing combined attacks and the spending of focus and fury, you're doing your job!
The Dreamer, however, has Enfeeble, which will stack with concealment and cover. Artifice of Deviation is great at both increasing defense as well as stopping your enemy in their tracks. Her phantasms can also bolt around the board to trigger annoyance without taking up your Gremlin Swarms who could be scoring flags. Wraith Walker is great for letting you get in a little closer as well. Her biggest benefit would be Manifest Destiny fixing our higher defensive model's damage rolls, though. Her biggest weakness in the defensive skew, however, is that she lacks melee defensive buffs, instead going the more kill them before they kill you route. On the other hand, I can easily see where, if you are good at using terrain, she could easily outdo The Wanderer, even in the def category... just much, much more difficult.
So what do you guys think? Think Grymkin can boost their models' defenses so high as to break the current trends? Is the Deathknell good enough to null blast damage and other auto hits? I was also thinking that the Twilight Sisters would do really well in this kind of list, as they can both heal when the rare shot gets through and revive infantry units.