Not all music is pleasing to the ear, and it is with discordant, off-kilter harmonics and an uneven tempo that the Malady Man plays his fiendish instrument. He punishes those who lack conviction and are easily distracted to abandon work or to neglect their wards. Soldiers who stray from watch posts, mothers who let their children wander off, or laborers who stand idly by more than they work, all have been transfixed by the sound of his hand-cranked organ before being torn apart by the deranged monkey that joins him.
- Officer - This model is the unit commander even if the unit has a Leader model.
- Combat Caster - When this model's unit receives the Press Forward order, before its Normal Movement, this model can make one Magical Ability special action or special attack. It can then run or charge normally.
- Hard to Keep a Good Monkey Down - If the Monkey is not in play during your Maintenance Phase, you can return the Monkey to this unit. Place the Monkey completely within 3˝ of this model.
- Magic Ability [ - ] - This model can cast spells. Normally this uses up the model's Combat Action and as such is limited to one spell per activation, but exceptions do exist.
- Wagon - This model always has cover.
- Acrobatics - This model can advance through other models if it has enough movement to move completely past their bases. This model ignores intervening models when declaring its charge target.
- Countercharge - When an enemy model advances and ends its movement within 6" of this model and in its LOS, this model can immediately charge it. This model can use Countercharge only once per round and not while engaged.
- Monkey Bite - While in melee with this model, living enemy models suffer -2 to melee attack rolls.
- Unarmed - This model has no weapons.
- Bite - 0.5" reach, POW 3, P+S 8 melee attack
- Cradle Song (★ Action) - When a living enemy model ends its activation within 5˝ of the Malady Man, the enemy model becomes stationary for one round. Cradle Song lasts for one round.
- Desperate Pace [Grymkin] (★ Action) - RNG CMD. Target friendly Grymkin unit. If the unit is in range, Grymkin models in the unit gain +2" movement during their Normal Movement this turn.
- Something Wicked (★ Action) - While in the Malady Man's command range, the Monkey gains an adiditional die on melee attack and melee damage rolls and Killing Spree. Something Wicked lasts for one activation. (Killing Spree - When this model destroys one or more enemy models with a melee attack during its Combat Action, after the attack is resolved this model can advance up to 1" and make one additional melee attack.)
Thoughts on the Malady Man
New model - This article is a Work In Progress
Please don't delete this warning unless you (1) have played several games with the final rules (games with CID rules don't count) and (2) you've reviewed this article and it mostly(★) matches your experiences.
(★) Bearing in mind that other editors may make suggestions you don't think are the "best" but that doesn't make them "wrong". Don't delete stuff just because you disagree with it, please.
Malady Man in a nutshell
Nothing seems more Grymkin than a devilish songster who enchants you with his tunes while his murderous monkey companion bites his way through your infantry. The Malady Man (and his monkey) are a small two-mankey unit that provides some control for you and some spacing problems for your opponent. The Malady Man himself has a bevy of bewitching spells that makes life difficult for your opponent. Also, when needed, he can really turn the dial up to 11 and let the monkey loose, where it goes on a homicidal killing spree. Don't worry, when the monkey finally falls, another pops up next turn. Lastly, he can turn his melody upon his own allies to increase their movement as they rampage across the battlefield towards their enemy with Desperate Pace for Grymkin units.
Grymkin are a melee faction whose biggest weakness is their ability to deliver their models to the enemy’s face intact. There isn’t a single Grymkin unit which does not overwhelmingly benefit from an additional 2” of movement a turn courtesy of Desperate Pace.
Combos & Synergies
- Dread Rots are squishy & slow, but also hard hitting & cheap. They pair particularly well with the Malady Monkey (Monkey Man?) as the Monkey can effectively deal with the softer, harder to hit targets while the Dreads deal with the harder, but much easier to hit ones.
- Piggybacks have always needed a goodly amount of support, and now those support options have just gotten better! Literally the only thing Pigs need to be worth their points is to be an additional couple inches up the table. Desperate Pace is so relevant to their impact on the board, it might even be worth calling Pigs + Malady Man the best combo in Grymkin (perhaps even better than Skin & Moans + Death Knell).
Drawbacks & Downsides
- While the Malady Man himself has some resistance to shooting thanks to the Wagon rule, he is still a large base with middling stats and will get sniped by anything which can boost. Once he's dead, the utility of the monkey drops dramatically.
- Likewise, the monkey can be removed from game. This prevents its respawning, and effectively removes all the direct output of the unit. This scenario is especially crippling into similarly slow & bulky armies (such as in the mirror), as the relevance of Desperate Pace declines dramatically later in the game.
- The Malady Man & Monkey is a 6 point unit which can be taken for free, you are unlikely to be spending points on these guys. This means they take up a free slot which could be used on something else, such as Lord Longfellow or one of the attachments. This is less a problem for the Malady Man and more for other options in your list; including a full FA of 2 Maladies Man result in fast but samey lists.
Tricks & Tips
- The Malady Man is a great scoring option for Dark Menagerie lists, whose only other unit option is Dread Rots. Their ability to act as scoring pieces actually improves when only one member remains, as they are still technically a unit. If this is only the Monkey, it can be trivial to contest & score round zones as it is very easy to block a small base.
- Countercharge on the Monkey can be used to block charge lanes. This is especially relevant for 1" reach medium bases, a well placed Monkey can block two-three models from meaningfully engaging.
- Don't be afraid to send the Monkey right into the enemy. His -hit aura works on things which are engaging him making him especially annoying for gargantuans or 2" reach living heavies.
- The Monkey can be used in conjunction with a unit of Mad Caps to efficiently generate corpses for Grave Ghouls. This is most relevant on turn 1, when Countercharge & Monkey's Paw are unlikely to do anything.
Released at Adepticon (2019.03)
Other Grymkin 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|
| Triggering Countercharge
What can your opponent do?
Attacks & Boosting
After the Countercharge
Unit with countercharge