Neigh Slayers

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Neigh Slayers
Grymkin Unit
War Horse
Command Attachment

"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.

The childish imagination of the neigh slayers takes on a tangible and deadly form. In their minds, they ride not toys but terrifying warhorses. They delight in carnage, giggling at the corpses they leave behind, for the slain seem less real to them than the imagined steeds they ride. The gremlin with the greatest imagination leads a pack from his rocking horse, accompanied by shield and lance bearers. He capriciously dictates to other neigh slayers the ever-changing rules of his favorite games, leaving their victims lit afire or bleeding from mortal wounds.

Basic Info

Neigh Slayers
Missing Info
Neigh Slayers.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Neigh Slayers / War Horse
BASE Small / Large
STR 4 / 6
MAT 6 / 7
M.A. N/A
DEF 13
ARM 14 / 16
CMD 7 / 9
ESSENCE {{{essence}}}
HP 1 / 8
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
UNIT SIZE 3 / 5 +1CA
COST 7 / 12 +4CA
2.7 each
FA 2
Warcaster 1
the Statblock


  • Entire unit
    • Cavalry symbol.jpg Cavalry
    • 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, this model gains Pathfinder.
  • Warhorse only
    • He has a very different stat line
    • Officer symbol.jpg Officer
    • Follow the Leader - This model can use one of the following special rules at any time durimg each of its unit's activations. Each model in the unit gains the benefits listed.
      • Leap Frog - Affected models gain Parry and Annoyance for one round. (Annoyance - Living enemy models within 1" of this model suffer -1 to attack rolls.)
      • Playing Dead - Models in this unit are immediately knocked down. Additionally, models in this unit gain Feign Death for one round. (Feign Death - This model cannot be targetted by ranged or magic attacks while knocked down.)
      • Tag! - The weapons of affected models gain Grievous Wounds this activation. (Grievous Wounds - A model hit by this weapon loses Tough and cannot have damage removed from it for one round.)


  • Leader & Grunts
    • 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. This weapon's RNG 0 unless it charges. When this model charges, this weapon becomes RNG 2 until the charge attack is resolved.
    • Mount - 0.5" reach, POW 9 mount attack
  • Warhorse
    • He has the same weapons, but he is stronger so they hit harder.
    • Lance - 2.0" reach, POW 3, P+S 9 charge-only melee attack
      • Armor-Piercing
      • Lance
    • Mount - 0.5" reach, POW 12 mount attack

Theme Forces

Recent Changes

No changes since 2019.01

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.

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.

Thoughts on the CA

Command Attachment

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, Play Dead gives them a way of remaining safe whilst edging forward towards key targets.

All of the Warhorse's abilities ignore formation, so you can do some janky stuff. In particular Mad Caps and the Warhorse have a neat interaction:

  • Move the Mad Cap boss to within 3" of the Warhorse.
  • Run the Leader & Grunts into position. Then use "All Fall Down" (which will affect them even if they're out of formation).
  • The trick is that the Warhorse doesn't get knocked down, because the Mad Caps gave it Stumbling Drunk.
  • After resolving the Stumbling Drunk move, run the Warhorse into position.
  • The advantage is that you've managed to use All Fall Down on a turn that you ran, and you got to run the Warhorse after triggering it. The disadvantage is that the War Horse won't get Feign Death (unless you use something else to knock it down). So mae sure you park him somewhere safe.

Combos & Synergies

  • 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 Witch3 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

  • 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.
    • Note that the Warhorses' Leap Frog provides Parry, allowing you to ignore free strikes. The downside is that a unit of Neigh Slayers using Leap Frog is one which is not using one of its other, more potent abilities.
  • 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

  • Slayers 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 the Slayers that died are returned to play at the rear of the formation. The front Slayers (who were in the middle / rear last turn) then charge, leaving the rear Slayers 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 Slayers potentially gain a lot of value.
    • Don't employ this tactic against Remove from Play heavy armies. The Slayers will have to be treated preciously and need to connect with high value targets only in a decisive manner against such armies.
    • It's theoretically easier to do with Two units of Neigh Slayers, but table state can be messy in reality
    • 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 Slayers 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 your go to answer to high-DEF targets in Bump as they are the most accurate Grymkin infantry unit (before buffs).
  • Make sure you spread out using Reposition after piling into a heavy, Neighs Slayers clumped together are easy targets for retaliation.
  • Don't forget they can make Impact Attakcs! 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 MAT 8 POW 14 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



Lil' Fenris, Mini Crate exclusive
  • Base unit released 2017.06
  • CA released 2019.03
  • The first (and so far only) cavarly models that are small-based and single-wound.
  • This model has a limited edition sculpt, released in 2019.11.

Other Grymkin models

Grymkin Logo.jpg       Grymkin Index       (Edit)

The Child - The Dreamer - The Heretic - The King of Nothing - The Wanderer - Old Witch 3
Warlock Attachment: Baron Tonguelick

Warbeasts Lesser



Frightmare - Gorehound - Rattler


Cage Rager - Clockatrice - Skin & Moans

Units, Solos, & Battle Engines

Dread Rots - Hollowmen - Mad Caps - Malady Man - Murder Crows - Neigh Slayers - Piggybacks - Twilight Sisters


Baron Tonguelick, Lord of Warts - Cask Imp - Defiled Archon - Four Horseymans - Glimmer Imp - Grave Ghoul - Gremlin Swarm - Isiah the Dread Harvester - Lady Karianna Rose - Lord Longfellow - Trapperkin - Weird Wendell - Witchwood

Battle Engines Death Knell
Theme Forces Minions
Dark Menagerie - Bump in the Night Refer to Category: Grymkin Minion
This index was last updated: 2020.07

Rules Clarifications

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

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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)
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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

  • Cavalry model with no melee weapon
    • If you have a Mount weapon but no regular Melee weapon (such as the Efaarit Scout), you can still declare a charge. (Locked thread)
    • You can make Impact Attacks along the way.
    • Once you get to the charge target, however, you can't make a melee attack against it. Because you can't use the mount weapon for a charge attack, due to the way the Cavalry rules are written. (Unless you have a rule like Trampling Hooves.)
    • If you don't charge, the mount attack can be used as an initial melee attack.
  • 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.
  • End of Activation (Edit)
    • Some end-of-activation abilities explicitly state your activation ends as part of resolving the ability, and some don't. Either way, you can never do anything extra during or after triggering an end-of-activation ability. You cannot cast spells, purchase additional attacks, use a mini-feat, etc.
    • If you start resolving an end-of-activation-movement (such as Reposition) then you cannot trigger abilities that occur "at any time" (such as Go To Ground). Because you can't trigger it while moving, and after moving your activation has ended. (Infernal Ruling)
    • For units: if any model in the unit starts resolving the unit's end-of-activation-movement, then no model in the unit can trigger an any-time ability. (Infernal Ruling)
    • If you have more than one end-of-activation ability, you have to choose which one to resolve, then your activation ends and you cannot use the other one.
    • See also the training article: LPG - End of Activation.

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Rules Clarification : Officer      (Edit)

  • Even if they're not on the Officer's card, an Officer can give (and benefit from) any non-standard orders that are on the unit's card (such as Shield Wall). Refer main rulebook.
  • When the Officer dies, the Leader model becomes the new Unit Commander (you don't get to choose).
  • But if your unit doesn't include a Leader model, then you do get to choose any of the remaining models to be the new Unit Commander. You don't swap the model, but it may be worth putting a token down so you can tell that grunt apart.
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Rules Clarification : Prayers and/or Follow the Leader and/or Tactical Flexibility and/or Witchcraft     (Edit)

  • All models get the benefit, regardless of whether they're in formation or not.
  • Restrictions on "Any Time" abilities     (Edit)         [Show/Hide]
    • "Any Time" abilities can be used at any time during a model/unit's activation, except:
    1. Before any compulsory forfeiture of movement/action. See step 2 of the activation sequence, appendix A.
    2. After the model with the "Any Time" ability has had their activation end "prematurely". By this I mean you resolved something which includes the phrase "its activation ends". Examples include:
      • Running, failing a charge, or failing a slam.
      • Abilities that include "then its activation ends" (such as Reposition and Teleport).
    3. In between declaring your charge target and making your charge movement. (Infernal Ruling)
    4. In between completing your charge movement and determining whether it was a successful charge. (Infernal Ruling)
    5. When you're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
    6. When you're in the middle of an attack. Which also includes effects that occur "after the attack is resolved".
      (Although the attack is "resolved" at Step 11, in terms of using an "Any Time" ability the attack is not "finished" until after Step 14. Refer to the first paragraph of Apdx A.)
    7. Your opponent interrupted your activation to trigger one of their own abilities (such as Countercharge).
    8. Warcasters/warlocks/etc can normally cast a spell or use their feat "At any time". However, there is a core rule saying they cannot do so on the same activation that they run. So, they are subject to all the same restrictions listed above, plus they can't cast/feat before running.
    9. Units: See below.

    • In general you can use "Any Time" abilities while you're knocked down or stationary (except Spells and Feats which specify you can't).
    • If you have a gun with a random ROF, you can use an "Any Time" ability inbetween rolling the number of shots and actually making the first attack. (Infernal Ruling)

    Units with "Any Time" abilities
    • You cannot use an "Any Time" ability before issuing/receiving orders. See step 1 and 2 of the activation sequence, appendix A.
    • A model in a unit can't use an "Any Time" ability after they run (Infernal Ruling) or fail a charge. Because that makes that specific model's activation to end even though the unit's activation is still ongoing, and you can't use abilities on models that are not active.
      • You can use an "Any Time" ability before running, however.
    • A model in a unit can't use an "Any Time" ability after anyone in the unit has begun a Reposition move. (Infernal Ruling)
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Rules Clarification : Leap Frog      (Edit)
Rules Clarification : Parry - None yet. (Edit)
Rules Clarification : Annoyance - None yet. (Edit)

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Rules Clarification : Playing Dead      (Edit)

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Rules Clarification : Feign Death      (Edit)

  • "Cannot be targeted" is not the same as "cannot be hit". You can still be hit by AOEs, Sprays, etc that target someone else.
  • You cannot use Gunfighter vs models Feigning Death, because Gunfighter is still a ranged attack.
  • However, you can use Point Blank, because that lets the attacker make a melee attack with a ranged weapon.
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Rules Clarification : Tag!      (Edit)

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Rules Clarification : Grievous Wounds      (Edit)

  • GW prevents "repairs" as well as "heals".
  • It does not stop a warlock transferring damage, or stop the wounded model from being able to 'heal' someone else.
  • Does not affect models with the Massive rule.

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