|
Post by josephkerr on Jan 14, 2019 23:31:10 GMT
Hello, friends!
Welcome to the Week 2 Update of the Grymkin CID. Please take a look at the notes below, along with the new, updated PDF to see all the changes. We're looking forward to your battle reports!
Neigh Slayer War Horse
CMD 9 changed to CMD 8
CMD 9, along with his large base size meant the Neigh Slayer War Horse was allowing just a tad bit too much spread for his unit. CMD 8 should still allow the unit to remain relatively well-spaced without feeling like the unit is scattered across the entire battlefield.
Piggyback Officer
Point Cost 5 changed to Post Cost 4
The Piggyback Officer felt just a tad too THICC at 5 points. We wanted to lower his cost so that he remains an attractive free choice, but not a required one.
Malady Man
Monkey Def 15 changed to Def 14 Monkey gains Pathfinder Malady Man added as free option in Bump in the Night
We have a couple quick changes we're excited to share about the Malady Man. Please keep testing this model heavily to make sure we land in the right spot with it. The Monkey was just a hair over-tuned with Def 15 and Monkey Bite (even though it doesn't have Parry). We have reduced the Monkey's defense to 14, but also given him Pathfinder so that he doesn't get stuck behind walls, and can take advantage of terrain to augment his defense if necessary.
Additionally, we are adding the Malady Man as a free option in Bump in the Night, because, well, it made sense! Please see below for the specific text, and please test this change to make sure it doesn't invalidate other free options available.
Grymkin Theme Force: Bump in the Night*
Change the second benefit to the following:
For every 20 points of Grymkin units and Grymkin battle engines in this army you can add one Malady Man unit, command attachment or solo to the army free of cost. Free command attachments do not count toward the total point value of units in the army when calculating this bonus.
Thoughts?
|
|
|
Post by Perry89 on Jan 15, 2019 3:05:15 GMT
I’m really happy with the changes malady man being able to be free. Also I’m glad they didn’t touch the grave ghoul. As it’s still really early and I’m giddy if he stays as is as I love the wanderer.
|
|
|
Post by josephkerr on Jan 15, 2019 4:00:52 GMT
Free Malady Men is a really easy and interesting way to further differentiate Bump from DM. Two free Malady Men every list sounds tasty.
|
|
|
Post by gedditoffme on Jan 16, 2019 9:01:20 GMT
Just thought to point out that if doopsie is correct, Grave Digger's corpse collection is not "on enemy attack." This means we have a way to collect our own corpses before engagement. If he's allowed in bump in the night, it will finally put the theme on a competitive level as we can have our expensive beasts and battle engine set up early, even if it's through sacrifice. I might be missing something, but how does grave ghoul help fuel beasts or death knell? I can’t see any way to move them from him
|
|
|
Post by dirtyharrypotter on Jan 16, 2019 15:20:18 GMT
Just thought to point out that if doopsie is correct, Grave Digger's corpse collection is not "on enemy attack." This means we have a way to collect our own corpses before engagement. If he's allowed in bump in the night, it will finally put the theme on a competitive level as we can have our expensive beasts and battle engine set up early, even if it's through sacrifice. I might be missing something, but how does grave ghoul help fuel beasts or death knell? I can’t see any way to move them from him You can't, but having a bunch of rerolls available achieves a similar result. Imagine having two gravediggers fully loaded before the first big clash... pretty hot, and not out of the question if you build for recursion and go first.
|
|
demonic
Junior Strategist
Posts: 649
|
Post by demonic on Jan 16, 2019 19:48:03 GMT
I might be missing something, but how does grave ghoul help fuel beasts or death knell? I can’t see any way to move them from him You can't, but having a bunch of rerolls available achieves a similar result. Imagine having two gravediggers fully loaded before the first big clash... pretty hot, and not out of the question if you build for recursion and go first. actually, no. I did not notice that you couldn't pass them off. Looks like malady man is suppose to be our bump in the night fix though a cool model and great with its stationary effects, it still won't be the game changer that gets us a W against competitive lists with their superior threat ranges. In my meta, where everyone enjoys staying a milometer outside threat ranges by beginning of turn 2, you need to play a tough defensive game if your faction doesn't have the ability to out-threat the competition. Looks like I'm stuck shoving inexpensive models in their face to disrupt their alpha still x.x;
|
|
|
Post by trollsareblue on Jan 16, 2019 21:59:50 GMT
You can't, but having a bunch of rerolls available achieves a similar result. Imagine having two gravediggers fully loaded before the first big clash... pretty hot, and not out of the question if you build for recursion and go first. actually, no. I did not notice that you couldn't pass them off. Looks like malady man is suppose to be our bump in the night fix though a cool model and great with its stationary effects, it still won't be the game changer that gets us a W against competitive lists with their superior threat ranges. In my meta, where everyone enjoys staying a milometer outside threat ranges by beginning of turn 2, you need to play a tough defensive game if your faction doesn't have the ability to out-threat the competition. Looks like I'm stuck shoving inexpensive models in their face to disrupt their alpha still x.x; Malady Man gets those cheap units up the field faster, which makes for better scenario play. Free in theme is fantastic as well. Not everything is about the alpha. Counter-punching is very much in the Grymkin's wheelhouse, down to the Arcana.
|
|
demonic
Junior Strategist
Posts: 649
|
Post by demonic on Jan 17, 2019 4:17:11 GMT
indeed, giving the opponent something to charge or shoot at so you can move yourself up the field while triggering arcana to harass and annoy them is definitely a game plan, and one that the Malady Man helps with as well... buuuuuttt it really doesn't open up our stable much. A lot of our survival depends on our battle engine's AoE, which only exists with a corpse (and I agree with that) Without it, though, most of our beasts, at least, lean towards being overpriced. At the same time, giving us a hilariously easy way to farm corpses, like the spirit cauldron (which can make its own corpses), makes our beasts look well underpriced instead. A 7 or 8pt grave digger that can pass off corpses it collects seems rather fair, even if the only model it can pass it to is our battle engine.
|
|
|
Post by Perry89 on Jan 18, 2019 22:12:08 GMT
Hey everyone they snuck another update in
Neigh Slayer War Horse
Remove Play with Fire!
Add Playing Dead
Playing Dead - Models in this unit gain Feign Death for one round. At the end of an activation in which this model used Playing Dead, models in this unit become knocked down. (A model with Feign Death cannot be targeted by ranged or magic attacks while knocked down.
This with rise as the theme bonus it's pretty awesome.
|
|
doopsie
Junior Strategist
Posts: 341
|
Post by doopsie on Jan 19, 2019 1:55:50 GMT
Oh man, I am a fan of Feign Death. It fixes my biggest problem with Neigh Slayers (delivery) and lets you run them with somebody besides OW3/KoN.
|
|
|
Post by Perry89 on Jan 25, 2019 19:33:13 GMT
So with the CID being over, out of the new release which you most excited about, and want lists are you peeps working on?
|
|
doopsie
Junior Strategist
Posts: 341
|
Post by doopsie on Jan 26, 2019 3:23:11 GMT
So with the CID being over, out of the new release which you most excited about, and want lists are you peeps working on? Personally, I'm most excited about the Grave Ghoul, because (based upon first glance and a single, long CiD game) he helps out Wanderer a lot, whom I've always loved the idea of, and never liked the execution. Now whether or not Grave Ghoul will be enough to bring Wanderer up to where I favor using him, idk. But the combo of starcrossed and forced rerolls is certainly potent.
|
|
|
Post by dirtyharrypotter on Jan 26, 2019 14:52:21 GMT
Depending on how they turn out of course, both the toad and the ghoul. They enable the wanderer to be really aggressive in the front, and starcrossed helps everyone.
Piggybacks in particular became really interesting. That one report where they used all those new skills to be dominant ok n scenario... awesome!
|
|
|
Post by Perry89 on Jan 31, 2019 6:05:46 GMT
Just a question I’ll like to run by everyone, with all the new release did any really help the KoN? His a caster i really like him but he is so confusing and complex has anyone had any luck with unlocking him and what he wants to do ? Scenario, Attrition Assassination? What have you had success with?
|
|
|
Post by dirtyharrypotter on Jan 31, 2019 6:54:45 GMT
Just a question I’ll like to run by everyone, with all the new release did any really help the KoN? His a caster i really like him but he is so confusing and complex has anyone had any luck with unlocking him and what he wants to do ? Scenario, Attrition Assassination? What have you had success with? I haven't looked much at the King throughout this CiD, because he feels like a DM warlock through and through and this was mostly a Bumb CiD. Sir Lickytung is great for him though. You want master of ruin out there, parlay helps him do that safer against units. Which ashes to ashes is cool against as well and the baron can copy that when not parlaying.
|
|