doopsie
Junior Strategist
Posts: 341
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Post by doopsie on May 27, 2019 2:29:52 GMT
Felt like sharing, as the Grymkin forum has been quite silent. This list is basically the only way I've gotten Wanderer to work for me, as I otherwise find him underwhelming.
Wanderer - Dark Menagerie Clockatrice x3 Skin & Moans x2 Crabbit x4 Death Knell min Dread Rots Lady Rose Gremlin Swarm x4
So far, it's played out ok. Clockatrices always threaten assassination, especially if you can get Wanderer to spray the target first for extra threat range, free charge, and -2 DEF (making the spray from the beast more likely to hit), Skins give it decent hitting power, and Starcrossed + Fog means your opponent HAS to boost to be able to reliably hit anything. Most amusing result (for me. Opponent was highly frustrated) was a Trident missing the melee attack and 6/7 shots vs a Clockatrice in a single turn. Biggest weakness is scenario, as any scenario that wants your beasts to spread out is a big problem.
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Post by gedditoffme on May 28, 2019 22:15:10 GMT
Wanderer is the one (true) defier that I haven't managed to play with, and the shame it I like his concept the most. Maybe clockatrice could be the key, in another def13 warbeast.
I'd be tempted to drop the dread rots and a pack of crabbits to cram in a couple of lights.
Does it break armour well? Slight hesitation in that clock loves damage buffs, and even S&M can use it sometimes.
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doopsie
Junior Strategist
Posts: 341
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Post by doopsie on May 29, 2019 0:59:20 GMT
1) The Dread Rots. Really, they're here both as bodies to fuel the Death Knell, and as warrior models to trigger arcana if needed. That said, don't expect them to do anything but die. But that's enough. The Skin&Moans NEED bodies, and relying upon the opponent's models just hasn't worked for me.
2) Dropping Dread Rots + Crabbits for lights. I mean, play around with it and see. The concerns I have are
a) you lose the bodies provided by the Rots, which as stated previously are important. b) 6 FURY is TIGHT. I'm not sure Wanderer can easily take on the additional load. c) Crabbits are super-important, both because Wanderer tends to play quite far forward, and because the biggest threat is shooting from outside Starcrossed range, especially vs the Death Knell. 4 Crabbits renders most shooting ineffective. d) As best as I can figure, you can either go to 2 lights and 1 crabbit, or 1 light and 3 crabbits. So not sure you're gaining enough to make it worth the loss.
3) So long as you only target 1-2 things a turn, it should be fine vs ARM. Ideal is to load up S&M with bodies (again, Dread Rots + Knell make this work), apply Enrage, and go. That'll wreck basically anything, especially with the Wanderer can Beacon/Flare the target. But yeah, if those two drop, I really really hope your opponent is down to lights/units.
My personal biggest problem playing has been placement/protection of the Death Knell. If it gets sniped out early, you lose a lot, so it's not unreasonable to have all your crabbits in range of the Knell turn 1-2. Once you're in melee and/or it has gathered & delivered bodies, the Knell is less valuable, and Crabbits can start going to grab/contest zones.
edit: agree on the shame of not playing Wanderer. I adore his concept, but he has been rough to find a good way to play on the table.
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doopsie
Junior Strategist
Posts: 341
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Post by doopsie on Jun 9, 2019 1:47:29 GMT
Update:
Yeah, I really like this list...
Played today vs fellow Grymkin
Heretic - Bump in the Night Cage Rager Clockatrice Crabbit x2 Death Knell max Piggyback + UA x2 Grave Ghoul x2 Twilight Sisters Mad Cap
This was a long slog. I managed to drop the Mad Cap early with a Clockatrice spray, as I am well aware how out of control they can get and prioritized it, then traded a S&M for a Cage Rager, lost the second S&M to Heretic's trump (but his Clockatrice was basically dead at that point, easily killed next turn), and the piggybacks on either side were being very ineffectual vs Starcrossed Clockatrices. (to be fair, Clockatrices weren't doing much, maybe one kill a turn, vs Piggies).
Due to time constraints, opted for an assassination run rather than grinding it out (which I THINK favored me, as by that point I had 2 full health Clocks & 1 injured vs his remaining piggies & support). Moved Wanderer up, sprayed and tagged Heretic, cast Starcrossed, freed up the first clockatrice and gave it enrage, then decided "what the hell, let's try" and had the other healthy clock risk SIX free-strikes from Piggies to charge Heretic (the hope was that it would just barely survive enough to get a spray off). 4 of the 6 free strikes missed due to Starcrossed, 1 did 0 damage, and 1 did like, 3 boxes. That clockatrice (which again, I expected to do basically nothing and had 0 support) then managed to kill Heretic with the spray and charge attack alone.
Conclusion: I got hella-lucky for no reason (seriously, had completely free, buffed clock waiting to go), but this list is really good at both attrition and assassination (the half-dead clock kept healing about 4-6 health a turn due to its own ability and the healing objective).
I fully encourage any/all to try it out.
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