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- "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.
- 1 Basic Info
- 2 Thoughts on Neigh Slayers
- 3 Other
Leader & Grunts
- 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.
- Lance - 2.0" reach, POW 3, P+S 7 charge-only melee attack
- Mount - 0.5" reach, POW 9 mount attack
Rules subject to change.
This is a new model, and the information here is what was given at the start of the CID cycle
- He has a very different stat line
- Officer - This model is the unit commander even if the unit has a Leader model.
- Template:Follow the Leader choose one of these:
- Relentless Charge
- Repo 3
- Lance - 2.0" reach, POW 3, P+S 9 charge-only melee attack
- Mount - 0.5" reach, POW 12 mount attack
2019.01 Grymkin CID
- Gained the CA
Thoughts on Neigh Slayers
Neigh Slayers in a nutshell
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
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?
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
- Extra damage buffs make Neigh Slayers happy. They can kill a heavy in 2-3 charges alone with a damage buff.
- 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
- 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
- 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
- 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
- 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 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
- 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.
Other Grymkin models
|Grymkin Index (Edit)|
|Units, Solos, & Battle Engines|
|Battle Engines||Death Knell|
|Dark Menagerie - Bump in the Night||Eilish Garrity, the Occultist|
Note to self: I need to update this rules section after the CID rules are finalised - juckto.
| Mount Weapon
Impact Attacks - Movement
Impact Attacks - The attack(s)
Impact Attacks - Other