Murder Crows

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Murder Crows
Grymkin Unit

"Cruel beaks, unblinking eyes, slashing talons... all hope dies."

Hideously transformed for their transgressions against others, murder crows creep into the battles of the Wicked Harvest to reap a deadly toll. Appearing seemingly from nowhere, these unnatural assassins are adept at singling out and eliminating vital targets to aid the armies of the grymkin.

Basic Info[edit]

Murder Crows
Missing Info
Murder Crows.jpg
COST N/A
UNIT SIZE N/A
FA N/A
Warcaster 0
BASE Small
SPD 7
STR N/A
MAT 6
RAT N/A
M.A. N/A
DEF 13
ARM 12
CMD 7
FOCUS N/A
FURY N/A
THRS N/A
HP 1
F. Field N/A
WJP N/A
WBP N/A
UNIT SIZE 6
COST 9
1.5 each
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]

  • Advance Deployment - Models with advance deployment are placed after normal deployment and may be placed up to 6" further forward.
  • 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.
  • 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.
  • 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.
  • Prey - After deployment but before the first player's turn, choose an enemy model/unit to be this model/unit's prey. This model gains +2 to attack and damage rolls against its prey. When the prey is destroyed or removed from play, choose another model/unit to be the prey.

Weapons[edit]

  • Claws - 0.5" reach, P+S 9 melee weapon


Thoughts on Murder Crows[edit]

Murder Crows in a nutshell[edit]

Murder Crows are the faction's light skirmishers/ambushers. They're fast, surprisingly accurate, and can strike from ambush thanks to Bump in the Night's theme benefit. Don't expect them to live long once they reach combat, however!

Why should I include Murder Crows in my army?[edit]

Murder Crows are an accurate, cheap pathfinder infantry who gain a very handy rule of Ambush from the Bump in the Night benefits. They are also not limited to one unit gaining, both gain it. This means they are absolutely excellent at providing scenario pressure from ambush, as well as funneling your opponent towards the middle of the board.

Essentially, take murder crows when you want an aggressive, fast melee unit that can hit your opponent in the sides or get into their backline. They will die very very quickly but at 1.5pts a model, they are cheap. They are also a pathfinder unit in grymkin which makes them very valuable, overcoming one big faction weakness

Combos & Synergies[edit]

  • Hollowmen & Frightmare's can use their guns to kill off the Murder Crows prey target, allowing them to swap it to the most relevant model they want to charge
  • The Heretic allows them to get some truly absurd damage numbers. With the whole hog (Prey, Fury, Gang, Trump Arcana, Backstrike) the murder crows gain +8 MAT, and +9 to damage rolls. MAT 14 and P+S 18 is a hell of a hit. Don't expect to get the whole combo off very often but when you do...
  • The Wanderer gives them better threat range through use of his gun. Anything that can boost their threat off the ambush is super valuable.
  • The King of Nothing has some really great synergies with the unit
    • They enable his assassination - running 14" and then being the sands of fate target to be in the back arc of target caster, and within 5" for Master of Ruin is how the King Assassination usually begins
    • He can give them Burning Ash cover after they come in, when they are usually clumped and going to be massacred
    • They like Scything Touch for a damage bump
  • Rattlers and Mad Caps love if the enemy clumps up more to try to avoid the ambush

Drawbacks & Downsides[edit]

  • They have absolute victim stats, like most Bump infantry.
  • The Gang/Ambush combo they have means they usually die in great numbers when they come in because they end up clumping around targets they want dead
  • If your opponent remembers they exist, it's not incredibly difficult to premeasure their threat from the side of the board
  • They are quite lackluster when not ambushing
  • Their attacks are quite weak individually. It takes Gang to take them to a good POW (POW 9 won't even ding a heavy reliably).

Tricks & Tips[edit]

  • You can Waterfall Prey to boost its effectiveness
    • Example - The enemy has a solo that is Prey target, a damaged light jack, and a full health heavy warjack. you send in 3 murder crows onto the full health jack and 2 onto the damaged light, and one onto the Solo that is the prey target, preferably in his back arc. You then do your attacks to kill the solo, swap prey to the light, kill the light, swap prey to the heavy, damage the heavy.
    • Efficient use of Prey is an extremely good tactic to use
  • Prey management - Maximising a powerful ability gets a lot of value for Murder Crows
    • One tactic you can use is to place Prey on an easier to kill model that wants to be in the fight. This lets Hollowmen and other ranged elements take it out and lets you shuffle prey to wherever you want it.
    • You can also place Prey onto your opponents most key models to make them play a bit more skittishly
  • Use Murder Crows to gain a scenario advantage the turn they come in. They're good at both contesting zones and flags and helping clear zones on the sides.
  • They can simply run to engage some gun using models to shut the guns down. Use this tactic sparingly because any kind of free strike immunity or nearby models who can unjam the gun models make it a bad tactic.
  • They don't always need to gang up on targets, many infantry models will die to the Mat 6 + backstrike pow 9 charge. Gang is helpful vs high def or high arm.


Other[edit]

Trivia[edit]

  • Beta rules released in the Grymkin CID (2017.03), final rules with the Faction release (2017.06)
  • A group of crows is called a murder of crows. Get it?

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

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

Battle Engines Death Knell
Theme Forces Minions
Dark Menagerie - Bump in the Night Eilish Garrity, the Occultist

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.")

Rules Clarification : Advance Deployment - None yet. (Edit)

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Rules Clarification : Pathfinder      (Edit)

RC symbol.png

Rules Clarification : Stealth      (Edit)

  • "Automatically missing" is not the same as "cannot be hit by".
  • For instance, a stealth model can still be the target of an AOE attack and although it auto-misses, if the AOE deviates onto them they will get damaged.
RC symbol.png

Rules Clarification : Gang and/or Gang Fighter     (Edit)

  • You can gain the Gang bonus vs knocked down/stationary models (refer to the latest Errata).
  • 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.
RC symbol.png

Rules Clarification : Prey      (Edit)

  • When you declare your Prey target, it has to be used on a model that is currently on the table. You can't use it on models that are in Ambush, Burrow, etc. (Infernal Ruling)
  • If you have both Prey and Ambush, then you declare your Prey target at the normal time (even though the Prey-er isn't currently on the table). (Infernal Ruling)
  • Prey bonuses apply to "non-attack" damage, such as Electro Leap. (Infernal Ruling)
  • If you hit your Prey target, but your attack is "shifted" to a non-Prey model (via Shield Guard etc) then you don't get the damage bonus vs the new target.