| Gremlin Swarm |
Mischievous and malicious in the extreme, gremlins delight in rooting around in mechanikal constructs with the intent of causing as much damage as possible for their own amusement. These mysterious grymkin are attracted to the hiss and clank of warjacks on the battlefield and have been known to bring mechanized weaponry grinding to a halt at the most inopportune times.
- 1 Basic Info
- 2 Thoughts on Gremlin Swarm
- 3 Other
- Minion - Works for Circle, Legion, Skorne, and Trollbloods
- Grymkin - The Gremlin Swarm is also in the Grymkin faction. It is not a Partisan, it simply is a Grymkin.
- Incorporeal - This model can walk through walls, terrain, models, and just about anything else. It can't be damaged except by things which have Damage Type: Magical. When it makes a melee or ranged attack it loses Incorporeal until its next activation.
- Stealth - Ranged and magic attacks targeting this model from a point of origin greater than 5˝ away automatically miss. This model is not an intervening model when determining line of sight from a model more than 5˝ away.
- Annoyance - Living enemy models within 1" of this model suffer -1 to attack rolls.
- Apparition - During your Control Phase, place this model anywhere completely within 2" of its current location.
- Man-Sized - This model is on a large base, but is treated as being on a small one.
- Mischief - When an enemy warjack or battle engine begins its activation B2B with a Gremlin Swarm, roll a d3. On a roll of 1, it suffers –2 SPD. On a 2, it suffers –2 to attack rolls. On a 3, it suffers –2 to damage. Mischief effects last for the activation, and are cumulative.
- Sabotage [d3+3] (★ Action) - Target enemy warjack or battle engine in B2B with this model suffers d3+3 damage points and cannot have damage removed from it for one round. You choose which column suffers the damage.
- Unarmed - This model has no weapons.
Bump in the Night. Although it is a Minion solo, it is not a "Minion solo that works for Grymkin" so it can't go in this theme.
- Dark Menagerie
This solo may be used in the following theme forces without using their single minion solo option:
- Disciples of Agony (Skorne)
- Oracles of Annihilation (Legion) - In this theme, this Minion becomes a Blighted model. Also, enemy models that end their activation within 2" of this model suffer continuous corrosion.
- Secret Masters (Circle) - this model may be taken as a requisition option in this theme despite not being a Circle solo
As a minion solo, they can also be taken in a bunch of other Faction's themes as their single allowed minion solo. Refer to #Other Theme Forces.
Thoughts on Gremlin Swarm
Gremlin Swarm in a nutshell
Working both as Minion and Grymkin solos, Gremlins have 3 defining traits
- They mess up warjacks and battle engines.
Bereft of any offensive tools, they can still cause a lot of mischief through their abilities. Due to their special rules, they can be extremely annoying for your opponent - see Tips & Tricks for a detailed run-down.
Combos & Synergies
- There isn't a single warlock, who could (or rather, should) offer direct support to the Gremlins. However, in the Dark Menagerie theme you can bring four of them (even free, if you wish), and with the theme benefit of Serenity they can offer some decent fury management on their own.
- Grymkin, especially with loads of Cage Ragers in Dark Menagerie, tend to be very slow and thus bad at taking zones. The exception is the Gremlin Swarm.
- Gremlin Swarms are very good at preventing larger bases from being able to land charges, allowing a skilled player to 'funnel' their opponent's larger & harder hitting models onto one side of the board. This is a general property of Gremlin Swarms, but is particularly applicable to Grymkin and being able to protect your softer Death Knell, caster, and support solos.
- Competitive Note: As of August 2018, almost all top Dark Menagerie lists include the max four Gremlin Swarms. They are great zone denial solos and are perfect for triggering the Sacrifice arcana or The Dreamer's phantasms.
- Incorporeal and hands out corrosion thanks to the theme bonus. An aggravating combination.
Drawbacks & Downsides
- Unarmed, thus, no charges or free strikes.
- Can't do anything offensive against targets who are not warjacks or battle engines
- Fragile (seriously, what did you expect?)
Tricks & Tips
- Overall, the Gremlins are more effective against Hordes (and Convergence), as they lack easy access to Magical damage. Some Warmachine theme forces (like Legion of Steel) are also seriously low on magic weapons. Even if they have such weaponry, they usually have to mobilize resources way over the 3(0) pts value of these solos, making them excellent attrition pieces.
- Expecting fratricidal attacks from your Berserk troops? Run up a Gremlin Swarm into a suitable position to be in their melee range, and let them went their steam on the poor little fellas. Just watch out to stay incorporeal and not to give magical weapons to them.
- For movement shenanigans, keep in mind that the enemy must have enough movement to be able to completely pass through you - they cannot stop "within" the Gremlins' base.
- It is a great tool to keep your key models in place despite from smaller pushes, like the ones from Bulldoze, Thunderbolt, Beat Back, Repulsor Field, slams from smaller based models, etc.
- If your enemy would need a linear charge lane to reach an important model of yours, park the Gremlins in front of them, just a bit shorter away than the base size of the charger. Unless they have Chain Strike, their melee range will be insufficient to reach you.
- The same goes with Drag/Pull - if there is not enough place between the Gremlins and the attacker to fit your base, you will stop right at the Gremlins' base - hopefully out of melee range.
- They are especially annoying, if ran up in front of a colossal - usually, it does not have enough movement to bypass them.
- Even though they have no melee weapons, enemies can still engage them and receive the "target in melee" defense bonus.
- Battle engines are also valid targets for Mischief and Sabotage - perhaps even better than warjacks. Since Mischief happens at the beginning of the activation, your enemy must divert resources to remove the swarm, before the BE activates, lest they will cause trouble. Battle Engines also lack fury/focus to boost attack/damage rolls (though many have some inherent abilities, which have similar effects), so cumulative modifiers on their rolls can be pretty effective.
- Don't forget, several casters (Denny3, Reznik2, Lylyth3, Xerxis2, and Old Witch2-3) are battle engines too, making them vulnerable for both Sabotage and Mischief. Apart of Denny, all of them are living models too, along with the Siege Animantarax and the Throne of Everblight, so they are affected by Annoyance too.
- Released in Hordes: Devastation (2015)
- If you take their own words from the Grymkin book, the gremlin Swarm is a monster of a unit!
Other Theme Forces
Circle Orboros (Edit)
- Secret Masters. This theme doesn't have a limit on how many Minion solos you can take. Also, you can spend Requistion Points on Minion solos.
- The Bones of Orboros
- The Devourer's Host
- The Wild Hunt
Legion of Everblight (Edit)
- Ravens of War
- Children of the Dragon
- Oracles of Annihilation. In this theme (1) There is no limit on the number of Minion solos you can take, (2) Minions become Blighted models, and (3) enemy models that end their activation within 2" of a Blighted model in this theme suffer continuous corrosion.
- Primal Terrors
- Disciples of Agony. There is no limit to the number of Minion solos you can take in this theme.
- The Exalted
- Masters of War
- Winds of Death
Other Faction models
|Grymkin Index (Edit)|
|Units, Solos, & Battle Engines|
|Battle Engines||Death Knell|
|Dark Menagerie - Bump in the Night|
|This index was last updated: 2019.04|
Rules Clarification : Grymkin model
| Damage & Debuffs
Incorporeal models moving
Moving through an Incorporeal model