Neigh Slayers

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Neigh Slayers
Grymkin Unit

"Hobbyhorses, severed heads, wielding spears of utmost dread..."

Armed with spears and riding grisly hobbyhorses, neigh slayers are gremlins with an outsized appetite for bloody mischief. These obnoxious grymkin scream across the battlefield upon their “steeds” while foes look on in bewilderment. Few understand the peril they face until it is too late, as the neigh slayers trample and impale any foe that crosses their path.

War Horse
Command Attachment

Fluff

Basic Info[edit]

Leader & Grunts[edit]

Neigh Slayers
Missing Info
Neigh Slayers.jpg
COST N/A
UNIT SIZE N/A
FA N/A
Neigh Slayers / War Horse
BASE Small / Large
SPD 6
STR 4 / 6
MAT 6 / 7
RAT N/A
M.A. N/A
DEF 13
ARM 14 / 16
CMD 7 / 9
FOCUS N/A
FURY N/A
THRS N/A
HP 1 / 8
F. Field N/A
WJP N/A
WBP N/A
UNIT SIZE 3 / 5 +1CA
COST 7 / 12 +4CA
2.7 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]

  • Cavalry - All Cavalry come with a stack of standard special rules, most notably Impact Attacks and auto-boosted charge attacks. Click the link for the full rules text.
  • Reposition [3"] - At the end of an activation in which it did not run or fail a charge, this model can advance up to 3", then its activation ends.
  • Relentless Charge - While advancing as part of a charge, a model with Relentless Charge gains Pathfinder.

Weapons[edit]

  • Lance - 2.0" reach, POW 3, P+S 7 charge-only melee attack
    • Armor-Piercing - When calculating damage from this weapon, halve the base ARM stat of models hit.
    • Lance - This weapon can only be used to make charge attacks.
  • Mount - 0.5" reach, POW 9 mount attack

Officer[edit]

CID icon.jpg

Rules subject to change.
This model is unreleased.

This model is part of the current CID cycle (What is CID?) and the information shown below does not represent its final rules.

This is a new model, and the information here is what was given at the start of the CID cycle

Abilities[edit]

Weapons[edit]

  • Lance - 2.0" reach, POW 3, P+S 9 charge-only melee attack
    • Armor-Piercing
    • Lance
  • Mount - 0.5" reach, POW 12 mount attack

Recent Changes[edit]

2019.01 Grymkin CID

  • Gained the CA

Thoughts on Neigh Slayers[edit]

Command Attachment

Neigh Slayers in a nutshell[edit]

Neighslayers are the epitome of Glass Cannons ; they are pretty easy to deal with it, but they have one of the highest damage output in the game for the points. Protect and deliver them, and they will kill even the toughest models.

Thoughts on the CA[edit]

Recent Release icon.jpg

Recent Release
This model/theme has only recently been released, and the content in the "Thoughts On" section is based more on theory-machine than actual gameplay experience.

Feel free to remove this warning if you, personally, have a good level of gameplay experience with the model, have reviewed this article, and either you A) agree with the content 100% or B) for the parts you disagree with, you don't strongly disagree; and it's more a case of differing opinions between you and previous editors rather than incorrect content / bad advice.

Neigh Slayers are rambunctious gremlins who can't tell the difference between playtime and murder. We wanted to give the Neigh Slayers a couple more options than just "run at enemy, hit with lance, repeat," by giving them a menu of special rules to vary up their game play. Each special rule should personify some kind of different playtime activity, and aid the Neigh Slayers in different situations. Grievous Wounds for example, is sorely lacking in Grymkin in general, and this should give the army a good way to handle enemy healing. Conversely, Parry and Annoyance should help them get unstuck from combat and inhibit enemy counter-attacks. Lastly, Continuous Fire and Flame Burst should help them get slightly more favorable trades with enemy light infantry when they don't have anything heavier to hit.

Why Should I Include Neigh Slayers in my Army?[edit]

Neigh Slayers are one of the true "Elite" Bump models. They are highly accurate thanks to cavalry charge rules, and with a massive damage output. They are also the only Grymkin infantry capable of generating multiple attacks, through their ability to make impacts. Another big tick in their box is that they have a pathfinder solution, a key weakness for Grymkin in general.

Essentially, Neighs are brought when the Grymkin player wants a real heavy hitter capable of generating high value attacks rather than another chaff model that needs support. It would not be incorrect to say that Neigh Slayers are one of the iconic faction units due to their at times absurd damage output. However the Grymkin player may decide against them if there isn't a good delivery mechanic, or if they are trying to leverage a wave of cheap models. One example of this would be a list archtype experimented with by some was Heretic running 30 dread rots and 20 hollowmen to attempt to bury the opponent.

Competitive Viability Neigh Slayers as of the June 2018 Meta are extremely viable and a mainstay in the Bump in the Night theme force. They are considered a staple so heavily that you will struggle to find Grymkin tournament lists that don't run double Neigh Slayers. They are an extremely compelling package for only 12 points. It is hard to ever imagine a meta where Neigh Slayers will not be a staple of competitive Grymkin list building.

Combos & Synergies[edit]

  • Extra damage buffs make Neigh Slayers happy. They can kill a heavy in 2-3 charges alone with a damage buff.
    • Fury from The Heretic lets them trash heavies, especially when combined with the Heretic's Trump arcana.
    • Scything Touch from The King of Nothing helps as well
    • Curse of Shadows from Old Witch 3 helps them the same.
  • Due to how much damage they dish out, they love delivery tech. If these glass cannons reach their target there won't be a target left
    • Windstorm on Old Witch 3 protects them from blasts and guns
    • The King of Nothing can generate a cloud wall with Burning Ash clouds
    • The Wanderer grants his entire army concealment through Fog of War - However Concealment has a lot of answers so it’s not the strongest tech.
  • They play extremely well in tandem with other, cheaper bump infantry such as Dread Rots and Hollowmen. They act as a counterpunch to the powerful models that come in to kill their screen
  • Twilight Sisters offer them a valuable recursion. Neighs are the strongest model in faction to bring back. Neighs are priced at 2.4pts/model and are extremely powerful offensively.

Drawbacks & Downsides[edit]

  • They have to charge to gain value.
    • They have the lance rule - meaning they are stuck with only a pow 9 mount attack without a charge
    • They have relentless charge - meaning no pathfinder if they don't charge
    • their melee range is based on the lance rule!
  • They're super easy to kill. 13/14 models go down like a sack of bricks to most attacks
  • They are vulnerable to armor stacking due to the way Armour Piercing works. Imagine an Arm 19 model, with a shield, under a +2 armor effect to bring them to arm 23. If Armour piercing treated this normally it would bring it down to Arm 12 (23 halved, rounded up), or dice-5 for our brave Neighs. However how its actually handled is halving the 19, so Arm 10 and then adding the +4 from the effects. This is Dice-7 instead. It makes standard armor buffs better against them
  • Very vulnerable to being jammed. They can't survive free strikes from any model essentially and then wont be able to gain their lance and charge the targets they really want.
  • They aren't fond of Tough. Having their main powerful attack negated 33% of the time is really bad for them
  • Hazards - standard cavalry can usually ride straight through pow 10/12 or auto point damage hazards without much complaints. It kills neigh slayers.

Tricks & Tips[edit]

  • Neighs love cycle charging. The front neigh slayers charge a target and deal heavy damage. They are killed by the opponent, and then on the following turn they Neighs that died are returned to play at the rear of the formation. The front neighs (who were in the middle / rear last turn) then charge, leaving the rear neighs who can't take a combat action in safe positions to survive until next round. This "Cycling" repeats over as many turns as the Grymkin player finds it viable, letting a single unit of Neighs potentially gain a lot of value.
    • Don't employ this tactic against Remove from Play heavy armies. The Neighs will have to be treated preciously and need to connect with high value targets only in a decisive manner against such armies.
    • It's easier to do with Two units of Neighs because its a neat set up on paper, but table state can be messy in reality. But it is a genuinely very effective strategy
    • Old Witch 3 can amplify this strategy by offering the forward models Boundless Charge to give them a threat range boost, while protecting the rear models with her Windstorm.
  • Neighs enjoy being in the rear ranks to allow you to charge a target that came in, and then spread out through Reposition[3]
  • They are a good answer to high def targets as they are unassisted the most accurate grymkin infantry unit.
  • Make sure you spread out using Reposition[3] after piling into a heavy, Neighs clumped together are easy targets for retaliation.
  • Neighs shouldn't be your first line of attack due to their fragility
  • Don't forget they can impact! It's only mat 6 pow 9 but that will still kill infantry models. It's worth noting the impact attack can be made much stronger
    • Fury and the Heretic's Trump both benefit it as its a POW buff to melee attacks. Its possible to have MAT8 POW14 impacts if they are impacting the Arcana target, and have Fury placed on them.
    • Fortune's Path arcana benefits the impact, making it MAT 7 POW 10


Other[edit]

Trivia[edit]

  • Base unit released 2017.06
  • CA beta rules in CID 2019.01
  • The first (and so far only) cavarly models that are small-based and single-wound.

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]

Note to self: I need to update this rules section after the CID rules are finalised - juckto.

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Rules Clarification : Armor-Piercing and/or Case Cracker     (Edit)

RC symbol.png

Rules Clarification : Lance      (Edit)

  • If you declare a charge but move less than 3", then it doesn't count as a charge attack and you can't use your Lance.
  • If you kill your charge target with an Impact Attack, then you "lose" your Lance attack. (Infernal Ruling)
RC symbol.png

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

Mount Weapon
  • Although the core rulebook specifies mount weapons have 0.5" range, this doesn't "overwrite" models that have a longer mount range listed on their card. (Infernal Ruling)
  • Mount Weapons are melee weapons. (Infernal Ruling) This means:
    • Mount Attacks can benefit from any buffs that affect "melee weapons" (such as Acidic Touch and Elasticity) or "melee attacks" (such as Battle Lust).
    • Mount Weapons can be used to make free strikes.
    • If the model doesn't have any regular melee weapon (such as the Gun Carriage) then it does have a melee range, can engage enemy models, and can make free strikes; anyway.
    • Despite being a melee weapon, you cannot use a Mount's special attack on the same activation you charge. (Infernal Ruling)
      • Exception: If you have Trampling Hooves, because that allows you to make charge attacks with your mount when you charge.
  • Mount attacks will trigger "Melee attack" stuff like Battle Wizard.
  • You can purchase additional attacks with your Mount Weapon. (Infernal Ruling)

Impact Attacks - Movement

  • You cannot "stop" in an illegal position to carry out Impact Attacks. For instance, halfway over a linear obstacle, or a flying cavalry stopping while it 'overlaps' other models, or stopping halfway through an Incorporeal model.
    • The reason is, you need to obey the rule "this model can advance through [stuff] if they have enough movement to move completely past it".
    • Stopping during your movement doesn't satisfy that rule, whether that's the "stop" at the end of the model's normal movement or the "stop" for impact attacks.
  • If your charge target is included in your Impact Attacks, then you need to turn and face it and end your movement before starting the attacks (refer rulebook, last paragraph of 'Impact Attacks').
    • As such, things which trigger at "End of Movement" (such as Admonition) will occur before your Impact Attacks.
    • On the other hand, if your Impact Attacks don't include your charge target, then you're interupting your movement to resolve them, and thus stuff like Admonition won't trigger.

Impact Attacks - The attack(s)

  • You resolve stuff that occurs "after the attack is resolved" (such as Battle Wizard) before continuing with your charge movement.
  • If you have an ability that boosts your "first" melee attack (such as Stir the Blood), then only one attack will be boosted even though you're making multiple simultaneous attacks.
  • If you choose to make any impact attacks, you make all attacks against all models in the Mount's melee range (even friendly models).(Infernal Ruling)

Impact Attacks - Other

  • You cannot use "any time" abilities while resolving Impact Attacks. Because Impact Attacks occur during movement; and you can only use 'any time' abilities before moving or after moving, but not during movement. (Infernal Ruling)
    • Exception: If your Impact targets include your charge target, then your movement has ended (refer rulebook, last paragraph of 'Impact Attacks') and thus you're fine to use "any time" abilities.

Cavalry unit

  • If you have a unit of Cavalry, charge them and do impact attacks, remember you interrupt movement to do impacts, but you have to resolve all movements before doing any charge attacks. So for example it would go:
    • Cavalry model A charges enemy X, and contacts model M. Stop and make impact attacks against M. Then continue movement to X.
    • Cavalry model B charges enemy Y, and contacts model N. Stop and make impact attacks against N. Then continue movement to Y.
    • Cavalry model C charges enemy Z, and contacts model O. Stop and make impact attacks against O. Then continue movement to Z.
    • Resolve model A's charge attack vs X, B's vs Y, and C's vs Z. (This can be done in any order, as per normal)

Other interactions

  • Countercharge & Cavalry ( Edit )
    • A model with Countercharge and Cavalry can make Impact Attacks during the countercharge. (Refer "Charges Outside of Activation" in the rulebook).
  • Warcaster/Warlock Cavalry ( Edit )
    • Warcasters/Warlocks can't cast spells or use their feat while resolving Impact Attacks. Because Impact Attacks occur during movement - you can use spells or feat before moving, or after moving, but not during movement.
      • Exception: If your Impact target(s) include your charge target, then your movement has ended (refer rulebook, last paragraph of 'Impact Attacks') and thus you're fine to use "any time" abilities before starting the Impact attacks.
  • 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.
  • Gunfighter & Cavalry ( Edit )
    • A cavalry model that charges then makes a Gunfighter attack will not gain a boosted charge attack roll, because a ranged attack is not a charge attack. (Infernal Ruling)
    • You also won't gain a boosted charge damage roll, as per normal for a Gunfighter.
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Rules Clarification : Reposition      (Edit)

  • Models out of formation cannot move via Reposition. Refer to the "Out of Formation" rules in the core rulebook.
  • You cannot trigger abilities that occur "at the end of activation" (such as Sprint) after resolving Reposition, because your activation has ended. (Infernal Ruling) See also this article for a detailed explanation.
  • You cannot trigger abilities that occur "at any time" (such as Go To Ground) during a Reposition. Because you can't trigger it while moving, and after moving your activation has ended. (Infernal Ruling)
    • This holds true even if it's a unit with multiple Reposition moves. (Infernal Ruling)