Grotesque Raiders

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Legion Grotesque Unit

Swooping out of the darkness, the terrifying grotesques unleash misery on those who stand against Everblight. Grotesque raiders speed across the battlefield on powerful wings before descending en masse to tear apart their prey. Grotesque banshees let loose piercing cries that liquefy organs and drown out the thoughts of spellcasters, rendering their powers useless. Together these twisted creatures spread the horror of the dragon’s blight across the land.

Basic Info

Grotesque Raiders
Missing Info
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
STR {{{str}}}
M.A. N/A
DEF 12
ARM 13
ESSENCE {{{essence}}}
HP 1
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
UNIT SIZE 6 / 10
COST 8 / 12
1.2 each
FA 2
Warcaster 1
the Statblock


  • Flight - This model ignores (almost) all terrain when moving. This model can move over other models, and ignores intervening models when declaring charges.
  • Gang - When making a melee attack targeting an enemy model in the melee range of another model in this unit, this model gains +2 to melee attack and melee damage rolls.


  • Claws - 0.5" reach, P+S 10 melee weapon.

Thoughts on Grotesque Raiders

Grotesque Raiders in a nutshell

Grotesque Raiders are a melee skirmish unit. Their threat range is shorter than their ranged variant, the Grotesque Banshees, but they have built-in MAT + STR fix in the form of Gang. Their role is the one of the expendable first-wave jammers, and their defensive stats reflect that. With their DEF and ARM, they won't stand up to any amount of even mediocre guns, and their lower CMD means it's easy to wipe a large swathes of Grotesques off the board with scattered AOEs, as even weaker blasts threaten their survival. They can leverage their high SPD and Flight to take advantage of intervening models and terrain, but don't expect the full unit to make it to your intended target intact.

Combos & Synergies

  • This unit is currently available only in the Ravens of War theme force, but they can really shine there with their theme-granted Ambush ability. You can also skim the cost of the Grotesque Assassin, as the 13'5" melee threat from either side via Ambush will leave few occasions for the enemy to thin their ranks, before the Raiders hit their targets. When in Ambush, aim for back strikes - with Gang they become effectively MAT 9.
    • This theme also presents Hellmouths, some of the best board controlling pieces in Hordes. Use them in conjunction to mount pressure on the enemy lines.
  • Grotesque Assassin - When not striking from the flanks, Raiders will almost always want at least one Assassin to back them up. He offers the unit stealth within his CMD, which helps deliver the unit to the front lines much more reliably. Blast damage is still something to think about though, as opponents can intentionally miss and scatter AOEs all over their heads.


  • Kallus1 - Cheap units that when combined with gang and ignite can hit surprisingly above their weightclass. Also being very cost efficient for kallus1 feat, you can get lots of incubi or force your opponent to leave your units alone for a turn.
  • Bethayne can consider a unit of Grotesque Raiders for an effective feat. Their speed and access to flight allows them to get to their targets with ease, and Gang stacks with Flank on the feat for surprising amounts of damage considering the unit's very low cost. Combine with Disintegrate, and Raiders can really surprise an opponent. If you're looking to cut points, they can compete with (or complement) a unit of Swordsmen thanks to their mobility.
  • Vayl1 can turn any model into a powerhouse with Incite, so Raiders are no different in this case. They're also superb targets for spreading Frost Field as their melee range is small (in case you're trying to leverage the DEF debuff for shooting) and their SPD is high. Flight also helps them to jam deep into the enemy lines during her feat. Instead of backing off, you can leave a few on the front line and send more into the back lines to threaten free strikes and make clearing charge lanes much more annoying for the enemy.
  • Rhyas1 can do a few fun things with Raiders, although she may prefer harder hitting infantry. That said, with Dash, Raiders move inappropriately fast, and wings combined with parry allow them to get into really obnoxious locations. Combining Zuriel, Raeks, and Raiders with an Assassin plus another quality warbeast can give an army with a surprisingly great number of stealthy models.
  • Fyanna2 can use Fury (the spell) to drastically improve a unit of Raiders' hitting power far beyond their point class after factoring gang. They'll be reasonably nimble during her feat as well, so their stock as a cheap, fast jamming unit may be worth considering with her. Alternatively, Iron Flesh keeps them safe from wandering blast damage to make it to melee in once piece.

Drawbacks & Downsides

  • Their position as a jamming, harassing unit is contested:
    • Strider Blightblades cost 2 pts more than a minimum unit, but have better command, almost the same mobility, higher DEF, Advance Deployment, Stealth, CMA and stock Ambush.
    • Strider Scouts lack Ambush, but can spread out even more with their UA, and can occasionally hunt down enemy counter-jammers at range.
  • Die to trivial shooting, and to trivial melee counter punch. Don't expect them to last long.
  • There are several theme forces which forbid Ambushing. If you want to be prepared for that, they technically cost an extra Assassin to grant stealth.
  • Gang and 0,5" melee range tend to work against each other, causing them to cram up in a fight.
  • Transport. This isn't gameplay related, but the models (especially the newer sculpts) are bag space hogs due to the large wings and their posing. They will also want extra weight in their bases as they are prone to tipping on softer play surfaces. Also, good luck placing them all into 0,5" melee range without proxy bases.

Tricks & Tips

None, really. They're a fairly simple point-and-click melee unit.



Released in Forces of Hordes: Legion of Everblight (2010)

Theme Forces

Other Legion models

Legion Logo.jpg       Legion Index       (Edit)            
Battlegroup & Similar
Warlocks Absylonia1 - Absylonia2 - Anamag - Bethayne - Fyanna2 - Kallus1 - Kallus2 - Kryssa - Lylyth1 - Lylyth2 - Lylyth3 - Rhyas1 - Saeryn1 - Saeryn2 & Rhyas2 - Thagrosh1 - Thagrosh2 - Vayl1 - Vayl2
Other Warbeast Controllers Beast Mistress
Lesser & Packs Lesser Warbeasts: Shredder - Harrier - Stinger - Warbeast Packs: Blight Wasps
Light Afflictor - Naga Nightlurker - Nephilim Bloodseer - Nephilim Bolt Thrower - Nephilim Protector - Nephilim Soldier - Raek - Teraph
Heavy Angelius - Carnivean - Neraph - Ravagore - Scythean - Seraph
Azrael - Golab - Proteus - Typhon - Zuriel
Gargantuans Archangel - Blightbringer
Units, Solos, & Battle Engines
Units B.N. Archers - B.N. Hex Hunters - B.N. Legionnaires - B.N. Raptors - B.N. Scather Crew - B.N. Swordsmen - B. Rotwings - B.O. Warmongers - B.O. Warspears - Chosen - Grotesque Banshees - Grotesque Raiders - Hellmouth - Ice Witches - Strider Blightblades - Strider Scouts - Spawning Vessel
Blackfrost Shard
Solos Beast Mistress - B.N Shepher - B.N. Sorceress - B.N. Warlord - Forsaken - Grotesque Assassin - Incubi - Spell Martyr - Strider Deathstalker - Succubus - B.O. Warmonger War Chief
Ammok - Annyssa Ryvaal - Fyanna the Lash - Craelix
Battle Engines Throne of Everblight
Theme Forces
Children of the Dragon - Oracles of Annihilation - Primal Terrors - Ravens of War
Refer to Who Works for Whom and/or Category: Legion of Everblight Minion
This index was last updated: 2018.10

Rules Clarifications

RC symbol.png

Rules Clarification:  : Flight      (Edit)
(Click Expand to read)

  • Flight doesn't ignore:
    • Impassable terrain and hazardous terrain
    • Templates that stay in play and do damage to models moving through them (such as a Scather).
    • Free strikes.
  • Trampling with a flying model (Edit)
    • Flight allows you to trample "over" medium- and larger-bases.
    • Although you trample "over" them, you don't get to make a trample attack vs them and you don't ignore their free strikes. Refer the core rulebook.
      • Unless, of course, you have an exception like Blade Rush.
  • 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.
  • Charging through models (Edit)
    • You can't charge all the way through your charge target, with the intention to turn around and face them once you're on the other side.
      • Because you aren't able to satisfy the "must keep the charge target in melee range" clause at the point after you are through the model but before you turn to directly face. At that point the target is behind you, not in your front arc, and thus not in your melee range.
      • Your melee range only extends to your front arc. Refer to the latest errata.
    • You can still "skim" through the edge of their base, if you're careful and smart with your positioning.
RC symbol.png

Rules Clarification : Gang and/or Gang Fighter and/or Tag Team and/or Team Effort     (Edit)

  • You can gain the Gang bonus on free strikes, but generally only the first "Ganger" will get it.
For example, if a target is engaged by two models with Gang, when it leaves the melee range of the first Ganger it suffers a free strike with the Gang bonus. Then it leaves the melee range of the second and suffers a normal free strike.