Death Knell

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Death Knell
Grymkin Cavalry Battle Engine

"Claim the dead and stack the caskets. Save these sots from the maggots."

Creaking corpse carts called death knells follow behind the cursed hordes of the grymkin. The impish coachman rings its somber bell as a warning to all who would dare disrespect the dead, and its toll can be felt as a chill down to the marrow. The bodies stacked high on the cart contain power of an old and dark sort. These corpses fuel the nightmares and horrors of the grymkin while bolstering their ability to shrug off wounds that would fell mortal folk.

Basic Info[edit]

Death Knell
Missing Info
Death Knell.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Huge
SPD 6
STR {{{str}}}
MAT 6
RAT N/A
M.A. N/A
DEF 12
ARM 18
CMD N/A
ESSENCE {{{essence}}}
FOCUS N/A
FURY N/A
THRS N/A
HP 22
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
UNIT SIZE N/A
COST 13
N/A
N/A
FA 2
N/A
Warcaster 1
BASE N/A
SPD N/A
STR N/A
MAT N/A
RAT N/A
DEF N/A
ARM N/A
CMD N/A
FOCUS N/A
FURY N/A
THRS N/A
HP N/A
WJP N/A
WBP N/A
UNIT SIZE N/A
COST N/A
FA N/A
N/A
Understanding
the Statblock

Abilities[edit]

  • Battle Engine - All battle engines share the same special rules, most notably being immune to a bunch of stuff. Click here for the long version.
  • Cavalry - All Cavalry come with a stack of standard special rules, most notably Impact Attacks and auto-boosted charge attacks. Click the link for the full rules text.
  • Construct - This model is a construct and is not a living model.
  • Pathfinder - This model treats rough terrain as open terrain while advancing. While charging, slam power attacking, or trample power attacking, this model does not stop its movement when it contacts an obstacle.
  • Bring Out Your Dead! - When an enemy living or undead model is destroyed while in this model's CMD range, this model gains the destroyed model's corpse token. When a friendly living model is destroyed by a continuous effect/enemy attack/collateral damage from an enemy attack while in this model's CMD range, this model gains the destroyed model's corpse token. This model can have up to five corpse tokens at any time.
  • Death Feast - During its activation, this model can spend corpse tokens to remove d3 damage for each token spent.
  • Entropic Force - While within 5" of this model, enemy models lose tough and cannot be healed/repaired.
  • Finisher - This model gains an additional die on damage rolls against damaged models.
  • Special Delivery - Once per turn at any time during its activation, this model can remove any number of corpse tokens and place them on a friendly model with the ability to gain corpse tokens that is within 5˝ of it.
  • Warmth of the Grave - While the Death Knell has one or more corpses, friendly Faction models gain +2 ARM while within 4" of this model, +1" for each corpse token.

Weapons[edit]

  • Death Knell - 2" reach, P+S 10 melee weapon
  • Mount - 0.5" reach, POW 10 mount attack


Thoughts on Death Knell[edit]

Death Knell in a nutshell[edit]

The Death Knell is a support battle engine that forms the backbone of any Grymkin brick list. It essentially has no offensive output, and you need to maximise its support abilities to get your "points worth".

It allows corpse tokens to move fluidly around the Grymkin army, from models that generate them (enemies, disposable allies) to models that need them (the grymkin beasts). It can be thought of as roughly analogous to the Krielstone Bearer & Stone Scribes.

Competitive Viability
As of August 2018, the Death Knell is considered extremely viable. Grymkin have good heavies, which become extremely good when you can control how they receive corpses. Patrick Dunford showed this off at Lock N Load 2018 to great effect, making sure that his defensive brick of heavies had corpses before his opponent was able to engage.

Theme Force thoughts[edit]

The Death Knell is available to both Grymkin theme forces, and on a cursory glance it may appear to be more useful in Bump where friendly corpses are more abundant and it counts towards free points. However the Death Knell is almost always useless in the Bump theme, due to:

  1. Grymkin infantry are not resiliant. Buffing a terrible ARM stat to a mediocre ARM stat is not investing your points well.
    • Dread Rots go up to ARM 16, Hollowmen and Murder Crows to ARM 14.
    • There is one thing these numbers have in common - they are not critical "break points" in armor that dramatically change your survival rate.
  2. The Death Knell prefers to support beasts, and there aren't that many in the infantry-centric Bump theme.
  3. Three Grymkin infantry types have RFP effects that will deny corpses to the Death Knell, making offensive corpse collection surprisingly difficult.
  4. The Knell does not begin the game with a corpse in Bump, this opens you up to all kinds of counterplay that a Death Knell in Dark Menagerie simply does not have to face.
    • Opponents can target models outside of corpse collection range first, and use clever use of RFP and non attacks such as Electro leap to deny corpses to the cart for as long as possible.

The Knell however does carve out a small niche for itself in one specific Bump build: Piggybacks. Some players have had good success with Knell + Piggybacks + The Heretic, but most players do not consider Piggybacks to be a very compelling option.

Combos & Synergies[edit]

  • It synergises very strongly with the Cage Rager as it pushes their armor exceptionally high from the beginning of the match. They allow them to upkeep spells and threaten arcane vortex consistently. Make sure to be giving your cage ragers corpses in any match up where your opponent has key spells.
  • The other strong synergy it has is the Skin & Moans. It allows it to have the best heavy beast statline in the game once fully loaded. Mat 7, P+S 19, DEF 13, ARM 21 is truly nuts. The Death Knell is the thing that makes this happen, shifting corpses to the Skin & Moans before they see combat. They thing support them by allowing them abuse Death Feast to heal a lot of damage. A Skin & Moans can activate, heal 3d3 (using all its corpses), then kill up to 6 models (7 with Child's Trump) and heal that many times, before the Knell refills its corpses back to 3. It turns a very efficient beast into a true monster.
  • Grymkin has a few genuinely awful caster statlines - Notably three of the casters in faction are Arm 14, Heretic for his extra defensive buffs is only 15/15, and both Child and Old Witch have good armor but low defense. The Death Knell assists every single caster to become either respectable, or actually pretty good defensively.
  • Almost every Grymkin beast has a generally good statline to stellar statline under the aura. Theres only a single beast that feels like its armor is only brought up "to where it should be" because of the existence of the aura which is the Frightmare.

Drawbacks & Downsides[edit]

  • It has no offensive output. You may, on rare occasion make a decent impact attack or put some damage into something with its Finisher charge but it will never do much.
  • 120mm bases are unwieldy and awkward at the best of times to position
  • It fights for that "center of the board" position with Old Witch 3
  • It can always be seen through clouds and over forests, as well as over your own models. This means its always going to be a charge target, always going to be a target for enemy guns. It's also got a big target on its back as its a key model.
  • Without the Dark Menagerie theme list, it will be hard to have the ARM buff active for the initial engagement with the enemy.

Tricks & Tips[edit]

  • Its mount is magic, don't forget about it against incorporeal solos who are trying to slow down scenario.
  • Warmth of the Grave (the armor buff) is not a spell - blessed models cannot ignore it!
  • Giving out corpses is "At any time during this models activation" meaning it can hand out corpses to a Grymkin heavy within 5" and then run into its new position
  • Like the Skin & Moans it has Death Feast. If you are going to kill multiple enemy models in its collection range you can potentially just heal up to 5d3 and then collect those corpses to fill back up. Makes it hard to chip the Knell down as an opponent.
  • Due to its large base, it has a surprisingly large aura when at max corpses. Leaving it full lets you spread out quite a lot.
  • He has a decently sized bubble of anti-healing aura, which in addition to cancelling tough can foil things like Imperatus's revival, the ability of the Harbinger and Makeda to save warrior models, or Rapid Healing on everblight models. It also makes Self Sacrifice on Exemplar Errants unuseable because it just means two models die instead of one.


Other[edit]

Trivia[edit]

Theme Forces[edit]

Other Grymkin models[edit]

Grymkin Logo.jpg       Grymkin Index       (Edit)
Battlegroup
Warlocks

The Child - The Dreamer - The Heretic - The King of Nothing - The Wanderer - Old Witch 3
Arcana
Warlock Attachment: Baron Tonguelick

Warbeasts Lesser

Crabbit

Light

Frightmare - Gorehound - Rattler

Heavy

Cage Rager - Clockatrice - Skin & Moans

Units, Solos, & Battle Engines
Units

Dread Rots - Hollowmen - Mad Caps - Malady Man - Murder Crows - Neigh Slayers - Piggybacks - Twilight Sisters

Solos

Baron Tonguelick, Lord of Warts - Cask Imp - Glimmer Imp - Grave Ghoul - Gremlin Swarm - Lady Karianna Rose - Lord Longfellow - Trapperkin - Witchwood

Battle Engines Death Knell
Theme Forces Minions
Dark Menagerie - Bump in the Night

Eilish Garrity, the Occultist - Hermit of Henge Hold - J.A.I.M.s - Primal Archon

This index was last updated: 2019.04

Rules Clarifications[edit]

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Rules Clarification:  : Magical Damage      (Edit)
(Click Expand to read)

* The "Damage Type: Magical" is not inherited by "secondary" damage from a weapon. That is, stuff like arcs (Electro Leap) or hazards (Scather). (Infernal Ruling)
  • All spells have "Damage Type: Magical" (refer errata).
    • This is inherited by "immediate" secondary damage (such as Eruption of Spines). (Infernal Ruling)
    • and might be inherited by "lingering" secondary damage (see below).
  • If a spell leaves a template in play that does damage to models that walk around in it, then:
    • if it is not described as a hazard it will do magical damage to models that walk around in it. (Example: Razor Wall)
    • if it is a hazard then it will not do magical damage to models that walk around in it. Instead, it does whatever damage type is specified by the spell description. (Example: Breath of Corruption).
    • (Infernal Ruling)
  • If a weapon/spell includes Magic Damage and another kind of elemental damage it will still damage Incorporeal models. Incorporeal models are not affected by the rule "if an attack does multiple types of damage and a model is immune to at least one it is immune to the entire attack."
    The phrase "immune to non-magical damage" should be interpreted as "immune to damage that doesn't include Damage Type: Magical" (not interpreted as "has immunity to Corrosion and Electricity and Cold and etc.")
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Rules Clarification : Battle Engine      (Edit)

  • The main differences between battle engines and the other huge bases are:
    • They can be placed, and they can move outside their Normal Movement (such as Dodge).
    • They can benefit from Advance Deployment, Incorporeal, and Stealth.
    • They can't make ranged attacks while in melee.
      At least not by default; but many battle engines have Gun Platform, Dual Attack, or similar.
    • Unlike Colossals and Gargantuans, your opponent can take control of your battle engine. There are very few such abilities that work on this model type, though.
  • Huge Base (Edit)
    • Coming on a huge base triggers a bunch of rules scattered throughout the rulebook. Click here for a summary of them.
    • You can draw LOS from your Left arc to a target in your Right arc (and vice versa). See also this diagram
    • Huge-based models get bonus distance on Power Attack Slams. But this bonus doesn't apply to slams caused by other means, such as Critical Smite or the Hurricane's Thunder Charge ability.
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Rules Clarification:  : Cavalry      (Edit)
(Click Expand to read)

Mount Weapon
  • Although the core rulebook specifies mount weapons have 0.5" range, this doesn't "overwrite" models that have a longer mount range listed on their card. (Infernal Ruling)
  • Mount Weapons are melee weapons. (Infernal Ruling) This means:
    • Mount Attacks can benefit from any buffs that affect "melee weapons" (such as Acidic Touch and Elasticity) or "melee attacks" (such as Battle Lust).
    • Mount Weapons can be used to make free strikes.
    • If the model doesn't have any regular melee weapon (such as the Gun Carriage) then it does have a melee range, can engage enemy models, and can make free strikes; anyway.
    • Despite being a melee weapon, you cannot use a Mount's special attack on the same activation you charge. (Infernal Ruling)
      • Exception: If you have Trampling Hooves, because that allows you to make charge attacks with your mount when you charge.
  • Mount attacks will trigger "Melee attack" stuff like Battle Wizard.
  • You can purchase additional attacks with your Mount Weapon. (Infernal Ruling)

Impact Attacks - Movement

  • You cannot "stop" in an illegal position to carry out Impact Attacks. For instance, halfway over a linear obstacle, or a flying cavalry stopping while it 'overlaps' other models, or stopping halfway through an Incorporeal model.
    • The reason is, you need to obey the rule "this model can advance through [stuff] if they have enough movement to move completely past it".
    • Stopping during your movement doesn't satisfy that rule, whether that's the "stop" at the end of the model's normal movement or the "stop" for impact attacks.
  • If your charge target is included in your Impact Attacks, then you need to turn and face it and end your movement before starting the attacks (refer rulebook, last paragraph of 'Impact Attacks').
    • As such, things which trigger at "End of Movement" (such as Admonition) will occur before your Impact Attacks.
    • On the other hand, if your Impact Attacks don't include your charge target, then you're interupting your movement to resolve them, and thus stuff like Admonition won't trigger.

Impact Attacks - The attack(s)

  • You resolve stuff that occurs "after the attack is resolved" (such as Battle Wizard) before continuing with your charge movement.
  • If you have an ability that boosts your "first" melee attack (such as Stir the Blood), then only one attack will be boosted even though you're making multiple simultaneous attacks.
  • If you choose to make any impact attacks, you make all attacks against all models in the Mount's melee range (even friendly models).(Infernal Ruling)

Impact Attacks - Other

  • You cannot use "any time" abilities while resolving Impact Attacks. Because Impact Attacks occur during movement; and you can only use 'any time' abilities before moving or after moving, but not during movement. (Infernal Ruling)
    • Exception: If your Impact targets include your charge target, then your movement has ended (refer rulebook, last paragraph of 'Impact Attacks') and thus you're fine to use "any time" abilities.

Cavalry unit

  • If you have a unit of Cavalry, charge them and do impact attacks, remember you interrupt movement to do impacts, but you have to resolve all movements before doing any charge attacks. So for example it would go:
    • Cavalry model A charges enemy X, and contacts model M. Stop and make impact attacks against M. Then continue movement to X.
    • Cavalry model B charges enemy Y, and contacts model N. Stop and make impact attacks against N. Then continue movement to Y.
    • Cavalry model C charges enemy Z, and contacts model O. Stop and make impact attacks against O. Then continue movement to Z.
    • Resolve model A's charge attack vs X, B's vs Y, and C's vs Z. (This can be done in any order, as per normal)

Other interactions

  • Countercharge & Cavalry ( Edit )
    • A model with Countercharge and Cavalry can make Impact Attacks during the countercharge. (Refer "Charges Outside of Activation" in the rulebook).
  • Warcaster/Warlock Cavalry ( Edit )
    • Warcasters/Warlocks can't cast spells or use their feat while resolving Impact Attacks. Because Impact Attacks occur during movement - you can use spells or feat before moving, or after moving, but not during movement.
      • Exception: If your Impact target(s) include your charge target, then your movement has ended (refer rulebook, last paragraph of 'Impact Attacks') and thus you're fine to use "any time" abilities before starting the Impact attacks.
  • Flight on a Cavalry model (Edit)
    • Although you can move over obstacles/models while charging, if you want to stop and make Impact Attacks while you fly "over" models you need to stop in a legal position. You can't make Impact Attacks while your flying horse is on top of obstacles, models, etc.
  • Gunfighter & Cavalry ( Edit )
    • A cavalry model that charges then makes a Gunfighter attack will not gain a boosted charge attack roll, because a ranged attack is not a charge attack. (Infernal Ruling)
    • You also won't gain a boosted charge damage roll, as per normal for a Gunfighter.

Rules Clarification : Construct - None yet. (Edit)

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Rules Clarification : Pathfinder      (Edit)

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Rules Clarification : Bring Out Your Dead!      (Edit)

  • It can be a bit confusing, but "collateral damage from an enemy attack" is actually a thing even though "collateral damage is not considered to be from an attack". Best not to overthink it. (Infernal Ruling)
  • This model needs to be the closest eligible model. It doesn't have the "regardless of proximity" wording like, say, Dark Fire does.
  • You can collect corpses from friends that were killed by friendly "non-attack" damage, such as lighting them on fire or killing them with collateral damage.
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Rules Clarification : Death Feast      (Edit)

  • You roll a new d3 each time you spend a token.
  • Restrictions on "Any Time" abilities     (Edit)         [Show/Hide]
    • "Any Time" abilities can be used at any time during a model/unit's activation, except:
    1. The model with the Any Time ability has had their activation end "prematurely". By this I mean you resolve anything which includes "its activation ends". Examples include:
      • Running, failing a charge, or failing a slam.
      • Abilities that include "then its activation ends" (such as Reposition and Teleport).
    2. In between declaring your charge target and making your charge movement. (Infernal Ruling)
    3. In between completing your charge movement and determining whether it was a successful charge. (Infernal Ruling)
    4. You're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
    5. You're in the middle of an attack. Which also includes effects that occur "after the attack is resolved".
      (Although the attack is "resolved" at Step 11, in terms of using an Any-Time ability the attack is not "finished" until after Step 14. Refer to the first paragraph of Apdx A.)
    6. Your opponent interrupted your activation to trigger one of their own abilities, such as Countercharge.

    • In general you can use "Any Time" abilities while you're knocked down or stationary (except Spells and Feats which specify you can't).
    • If you have a gun with a random ROF, you can use an "Any Time" ability inbetween rolling the number of shots and actually making the first attack. (Infernal Ruling)

    • Units with "Any Time" abilities
    • Even if the ability says "any time during the unit's activation", a model in a unit can't use an Any Time ability if they run, fail a charge, or use an ability like Reposition.
    • Because that model's activation has ended (even if the unit's activation is still ongoing) and you can't use abilities on models that are not active.
    • So, for example:
      • You cannot use a minifeat after the Officer runs. (Infernal Ruling)
      • You cannot use a minifeat after anyone in the unit has begun a Reposition move. (Infernal Ruling)
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Rules Clarification : Entropic Force      (Edit)

  • Affected models can still remove damage from other models.
  • Affected models can still trigger abilities that involve removing damage, and all other effects will be resolved. For instance:
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Rules Clarification : Finisher      (Edit)

  • Finisher is not tied to a specific weapon so it applies to all damage rolls, including power attacks.
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Rules Clarification : Special Delivery      (Edit)

  • It can place any number of tokens on one model. Not on as many models as it likes.
  • Restrictions on "Any Time" abilities     (Edit)         [Show/Hide]
    • "Any Time" abilities can be used at any time during a model/unit's activation, except:
    1. The model with the Any Time ability has had their activation end "prematurely". By this I mean you resolve anything which includes "its activation ends". Examples include:
      • Running, failing a charge, or failing a slam.
      • Abilities that include "then its activation ends" (such as Reposition and Teleport).
    2. In between declaring your charge target and making your charge movement. (Infernal Ruling)
    3. In between completing your charge movement and determining whether it was a successful charge. (Infernal Ruling)
    4. You're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
    5. You're in the middle of an attack. Which also includes effects that occur "after the attack is resolved".
      (Although the attack is "resolved" at Step 11, in terms of using an Any-Time ability the attack is not "finished" until after Step 14. Refer to the first paragraph of Apdx A.)
    6. Your opponent interrupted your activation to trigger one of their own abilities, such as Countercharge.

    • In general you can use "Any Time" abilities while you're knocked down or stationary (except Spells and Feats which specify you can't).
    • If you have a gun with a random ROF, you can use an "Any Time" ability inbetween rolling the number of shots and actually making the first attack. (Infernal Ruling)

    • Units with "Any Time" abilities
    • Even if the ability says "any time during the unit's activation", a model in a unit can't use an Any Time ability if they run, fail a charge, or use an ability like Reposition.
    • Because that model's activation has ended (even if the unit's activation is still ongoing) and you can't use abilities on models that are not active.
    • So, for example:
      • You cannot use a minifeat after the Officer runs. (Infernal Ruling)
      • You cannot use a minifeat after anyone in the unit has begun a Reposition move. (Infernal Ruling)

Rules Clarification : Warmth of the Grave - None yet. (Edit)