Theme - Bump in the Night
| Theme - Bump in the Night |
The grymkin are not an organized military force. They do not come to battle in regimented formations; indeed, they attack with scarcely any perceivable order at all. When a mass of motley grymkin lumber to war in the service of their masters, they advance as a haphazard but terrifying horde. Descending upon a viceridden population, they indulge in their unique appetites as they demand their due of wicked humanity.
Rules subject to change.
This is a existing model/theme, and the information here is the rules it had before the CID cycle.
If you wish to document the CID changes before they're finalised, please do so under the Recent Changes heading only.
An army made use the Bump in the Night theme force can include only the following Grmykin models:
Full Model List
This list was last updated: 2019.01 (Edit)
- Baron Tonguelick, Lord of Warts - (Warlock Attachment)
- Cask Imp
- Glimmer Imp
- Grave Ghoul
Lady Karianna Rose
- Lord Longfellow
- You may also include one Minion solo and one Minion unit that will work for Grymkin.
- These models can be included even if they have the Partisan [Grymkin] rule.
- Minion units in this army can include attachments, including a Ranking Officer
- For every 20 points of units or battle engines in this army you can add free of cost either:
- one command attachment, or
- one weapon attachment, or
- one solo
- Free models/units do not count toward the total point value of models/units when calculating this bonus.
- Grymkin warrior models in the army gain Rise.
- Rise - If this model is knocked down, at the beginning of your next Maintenance Phase it stands up for free.
- Murder Crow units in this army gain Ambush.
- Ambush - You can choose not to deploy a model/unit with Ambush at the start of the game. If it is not deployed normally, you can put it into play at the end of any of your Control Phases after your first turn. When you do, choose any table edge except the back of your opponent's deployment zone. Place this model/all models in the unit with Ambush in formation completely within 3" of the chosen table edge.
2018.11 Cornucopia CID
- Beta rules for Clockatrice released
2019.01 Grymkin Wave 2 CID
- Beta rules for 5 new model/units released
- Baron Tonguelick, Lord of Warts
- Neigh Slayers CA
- Piggybacks CA
- Malady Man
- Grave Ghoul
Thoughts on Bump
Please feel free to update the article and remove this warning.
Bump in a nutshell
Bump in the Night is an infantry theme with an emphasis on skirmishing. Rise is directly relevant for Dread Rots and Piggybacks because of Tough, and is just generally useful for infantry looking to pick fights with heavy warjacks & warbeasts. All of the units and the Death Knell will contribute to free points, and it is thus generally advised to try and keep at least 60 of 75 points devoted to units (or the Death Knell) to maximize free slots. Ambush is extremely strong on the Murder Crows, so strong in fact that is generally advised to always Ambush with the Murder Crows. All but two models currently released for Grymkin can be played in Bump, with the most notable of the two exclusions being Gremlin Swarms due to their extremely potent scenario presence. Bump is thus a very open theme with lots of list building options, which only looks to expand as Wave 2 releases in the Spring of 2019.
Gremlin Swarms are one of the best scenario contesting models in the game. This is not a major weakness, due to the wide variety of skrimishing options available in Bump, but it is notable due to how effective these models are at triggering arcana or contesting enemy scoring positions.
The absence of Lady Karianna Rose leaves you with no fury management outside your warlock. This again is not a major weakness for Bump, due to the strong incentive to include lots of units (or the Death Knell) instead of having a large battlegroup, as well as Grymkin warlocks generally high FURY stat.
All of the currently released Grymkin units fall into either the Support or Skirmish category. Support units are very useful, but do little work by themselves, existing as they do to enhance other elements of the army. Skirmishers are generally good at occupying space, but not necessarily taking or holding that space. Dread Rots are cheap and hit well above their points thanks to Weapon Master. Hollowmen have Combined Range Attack & Blood Boon via the Lantern Man, giving them a reliable source of both damage and additional bodies for the unit. Neigh Slayers have Armor-Piercing, making them extremely effective at fighting up into large targets with high natural ARM. However all of these units lack for staying power, and can easily be taking off the table by almost every kind of attack in the game. While your troops might be cheap, they die like they are cheap.
While Bump does provide access to up to two units of Hollowmen, the lack of any kind of heavier ranged attacks means that the enemy has little to fear when engaging a Bump in the Night army at range. This is a big weakness of Grymkin in general, lessened somewhat by solo options such as Lord Longfellow and the Witchwood which can provide some ranged output to support the Hollowmen.
Slow Corpse Economy
Unlike Dark Menagerie, a Death Knell in Bump in the Night does not start the game with any corpses and thus does not start the game with its defensive aura switched on. This can be a problem in the initial engagement, especially at range, often putting a soft cap on how rapidly the Bump force can advance up the table on the first couple of turns. This problem will sort itself out thanks to the abundance of weak troops which will inevitably die, but it is absolutely worth considering when playing with the Death Knell or the Grymkin heavies.
List building tips
Bump in the Night is a very open theme, with five major units (and the Death Knell) to consider as well as numerous support options. The battlegroup is even more diverse thanks to Grymkin's wide variety of unique 'beasts. Like with Dark Menagerie, Bump in the Night lists thus tend to be built around what their warlock provides. Generally speaking Bump will focus on scenario play or attrition, lacking the kind of long range threats or movement shenanigans which make assassination lists work.
- Murder Crows are a good choice, as they gain Ambush from the theme benefit allowing them to get into the enemy army where their combination of Gang & Prey can wreck havoc on larger targets
- Hollowmen are in many ways the signature unit of Bump thanks to their unique role as Grymkin's sole ranged unit. That isn't to say that all Bump lists must include the Hollowmen, indeed it is often better to omit their inclusion to allow you to take another unit which hits harder in melee.
- Neighslayers are extremely hard hitting thanks to Armor-Piercing, able to trade up with little effort into seemingly impregnable targets. Of special note is how they interact with the Heretic's Fury spell, as well as his Prey-like arcana.
- Piggybacks are very resilient thanks to Tough & Impervious Flesh, much more so than their stats would suggest. They were the Grymkin unit most in need of help, which in Grymkin Wave 2 they got with the arrival of the Piggyback Officer. Generally speaking these big boys won't see play without the Officer, though builds which merely make use of the Death Knell do exist.
- Dread Rots are the chaff of Grymkin. Only 1.2 points per model, they are an extremely cheap source of Weapon Master which if delivered can cause disproportionate damage to the enemy. However they do need a delivery mechanism, such as Zevanna Agha's 18" Windstorm.
- The Death Knell, while a staple of Dark Menagerie, is less so in the theme which can provide it with an overabundance of corpses. The main issue with the battle engine is how long it can take before its defensive aura becomes relevant, and how much longer it can take for their to be extra corpses to pass to a Skin & Moans (or Cage Rager, or Grave Ghoul). The Death Knell is recommended, though not essential, when running lots of Dread Rots or Piggybacks (or both). +2 ARM on the Piggybacks pushes them to 19 (20 if Grymkin Wave 2 changes hold), which with Impervious Flesh makes them immune to unboosted POW 13s (or perhaps even 14s).
Starting a 25 point list
Other Grymkin models
|Grymkin Index (Edit)|
|Units, Solos, & Battle Engines|
|Battle Engines||Death Knell|
|Dark Menagerie - Bump in the Night||Eilish Garrity, the Occultist|
Rules Clarification: Theme Forces (Edit)
Warjacks/Warbeasts with bonds [Show/Hide]
Including Mercenaries [Show/Hide]
Number of Mercenaries
Partisans & Theme Forces (Edit)
Mercenaries and Quasi-Partisans
Mercenaries and Ranking Officers
Benefits for a single model/unit (eg "One unit of [blah] gains [yaddah]") [Show/Hide]
Free models and Specialists (ADR) [Show/Hide]
Unit Attachments & free points [Show/Hide]
When to apply theme benefits [Show/Hide]
Number of free models [Show/Hide]
Protectorate - The Faithful Masses [Show/Hide]
Protectorate - The Creator's Might [Show/Hide]
Cryx - Ghost Fleet [Show/Hide]
Cryx - Scourge of the Broken Coast [Show/Hide]
Cryx - Slaughter Fleet Raiders [Show/Hide]
Mercenary - Llaelese Resistance [Show/Hide]
Trollblood - Kriel Company [Show/Hide]
Circle - The Bones of Orboros [Show/Hide]
Circle - Call of the Wild [Show/Hide]
Circle - The Devourer's Host [Show/Hide]
Legion - Children of the Dragon [Show/Hide]