LPG - Grymkin
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- This article is part of Warmachine University's Learning to Play the Game (LPG) series, which is "Intermediate Training" aimed at new players who are still learning the core rules.
The Grymkin Faction was released 2017, with the Wicked Harvest event. The Hordes faction introduced the Arcana, a malleable type of feat that can be tailored to each match. The faction works exactly as a Hordes faction should, with Warlocks, Warbeasts, units, solos, and battle engines.
Arcana Core Rules
Instead of feats, Grymkin warlocks have Arcana cards. Arcana cards can be played at any time during a game in accordance with the rules on the cards. Each of a warlock’s Arcana cards can be played only once per game. A warlock can play only one Arcana card per turn.
There are two types of Arcana cards: regular Arcana cards and Trump Arcana cards. Each Grymkin warlock has one Trump card that can be assigned only to that warlock. The remaining Arcana cards can be assigned to any Grymkin warlock.
Before either player’s deployment at the start of the game, a Grymkin player assigns each of his warlocks three Arcana cards and reveals those cards to the opponent. One of these three cards must be the warlock’s Trump card. The other two cards can be any non-Trump Arcana cards, but each card can only be assigned to a single warlock in the army once. In other words, no duplicate Arcana cards are allowed within an army.
|The warlock can play this card when ...||What it does|
|... a friendly Faction model with a corpse token is damaged by an enemy attack while in the warlock's control range.||While in the warlock's control range, enemy models lose incorporeal, tough, and undead, and cannot have damage removed from them. Additionally, enemy non-warbeast models lose Construct while in the warlock's control range. Accursed lasts for one round.|
|... an enemy model ends its Normal Movement in the warlock's control range.||Centre a 4" AOE on the enemy model. You choose whether the AOE is an acid bath, burning earth, forest, rubble, or shallow water terrain. You can choose to remove the AOE from the table at the start of any of your turns.|
|... an enemy model misses a friendly Faction model in the warlock’s control range with an attack.||For one round, friendly Faction models gain +1 to attack and damage rolls against enemy models in the warlock's control range.|
|... an enemy model destroys a friendly Faction warrior model in the warlock’s control range.||For one round, enemy models suffer –1 to attack and damage rolls.|
|... an enemy model advances and ends its movement in the warlock's control range.||For one round, enemy models beginning their activations in the warlock's control range suffer –2 SPD that activation.|
|... an enemy non-warcaster, non-warlock model issues an order while in the warlock's control range.||The model’s unit is not affected by that order. Warlock and warcaster units are not affected by Pandemonium.|
|... an enemy model targets a model in the warlock's control range with a spell.||The spell does not take effect, but is still considered to be cast and its COST remains spent. Additionally, all enemy upkeep spells in the warlock’s control range expire.|
|... an enemy model destroys a friendly Faction model in the warlock's control range.||After the destroyed model is removed from the table, you can remove all damage points from each friendly Grymkin model in the warlock's control range.|
|... a friendly Faction model is destroyed by an enemy ranged attack while in the warlock's command range.||For one round, friendly Faction models gain Stealth while in the warlock's control range.|
|... an enemy model advances into and ends its movement in the melee range of a smaller-based friendly Faction model in the warlock's command range.||Immediately add to play a Faction heavy warbeast to the warlock's battlegroup, placing it anywhere completely within 5˝ of the smaller-based friendly Faction model. The warbeast cannot advance. The warbeast is removed from play after one round.|
Refer to individual warlocks for their Trump cards, and any associated rules clarifications.
To maximize your Arcana, you need to understand what your opponents army can do, or more importantly wants to do, and pick the Arcana that will stop that. Do they want to sit back and shoot? Shroud will probably help you. Do they want to get the alpha strike and charge you? Labyrinth will be handy.
In more general terms, it used to be a simple flowchart:
- Is Sacrifice good in this matchup (aka, do I have a lot of beasts I can reasonably expect to survive their first round in melee)?
- If not, then does my opponent have a powerful spell I need to stop with Ruin.
- If not, then does my opponent have an elite unit I want to mess up with Pandemonium?
- If not, just take Ill Omens.
However, as of mid-2019 the meta is shifting towards Constructs and medium base troops (as well as the re-emergence of the stand & shoot gunline thanks to Crucible Guard & the Colossals that have been reworked). This has opened up the other Arcana as viable options.
- Fortune's Path is really good into lists with minimal defensive tech, namely those stand & shoot gunlines and most of the medium-base infantry lists.
- Shroud is obviously excellent in very specific gunline matchups, especially with long threat range lists under the Child or Wanderer.
- Accursed forces Construct-heavy lists (especially Skorne Exalted) to play fair, although it can be difficult to use in Bump in the Night due to the weird trigger.
There are a further two arcana that have become very useful due to the release of the Clockatrice in early-2019:
- Labyrinth was never good enough by itself to justify taking it over one of the original four. However with the Clock's animus, you can get a very mobile & difficult to remove -4 Spd bubble over most of your opponent's army. Even into prepared opponents, that is a timewalk which will score you points or set up an alpha.
- The Shadow finally has a beast worth summoning in the form of the Clock. Time Stutter still works (I know right!) and the Paralysis spray really shuts down what kind of maneuvers your opponent can make with their heavies (this is obviously more relevant into Hordes when running Bump, due to the triggering requirements & how Paralysis works).
Unfortunately Desolation is still mediocre.
The Child - Wrath [Show/Hide]
The Dreamer - All Fall Down [Show/Hide]
The Heretic - Reckoning - None yet
The King of Nothing - Taste of Ashes [Show/Hide]
The Wanderer - Divergent Path - None yet
Ill Omens [Show/Hide]
The Shadow [Show/Hide]
|Grymkin Index (Edit)|
|Units, Solos, & Battle Engines|
Baron Tonguelick, Lord of Warts - Cask Imp - Defiled Archon - Four Horseymans - Glimmer Imp - Grave Ghoul - Gremlin Swarm - Isiah, Dread Harvester - Lady Karianna Rose - Lord Longfellow - Trapperkin - Weird Wendell - Witchwood
|Battle Engines||Death Knell|
|Dark Menagerie - Bump in the Night||Refer to Category: Grymkin Minion|
|This index was last updated: 2021.02|