Hunters Grim
Grim
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When leaders like Madrak Ironhide and Grissel Bloodsong require the completion of missions in the most remote and inhospitable reaches, it is to Grim Angus they invariably turn. He and his band comprise the first line of defense for the United Kriels. In all his tasks Grim is assisted by a pair of pygs, Muggs and Krump, that have become the core of his team. In short order the pair learned to grasp Grim’s complex system of gestured signals and to fight smoothly alongside him even in silence, all three of them coordinating precise ambushes while tracking down their enemies. Grim has taken the time to teach Muggs how to use his snare gun and has come to entrust the pyg with it, while Krump has proven quite capable of devising and implementing cunning snares even in the midst of battle.
Basic Info
Warlock Unit - All warlocks come with a stack of standard special rules - most notably being awesome. Furthermore, this warlock comes with some grunts that can be ordered around. Click here for a newbie-friendly recap, or click here for the full rules.
- This unit is made up of Grim (warlock), plus Muggs and Krump (character troopers).
Grim
Grim2 | |||||||||||||||||||||||||||||||||||
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Feat: On My Mark
While in Grim's control range, friendly Faction models gain Mark Target and their ranged weapons gain Snipe. On My Mark lasts for one turn.
- Mark Target - Other friendly Faction models gain +2 to ranged attack rolls against enemy models within 5" of a model with Mark Target and in its LOS.
- Snipe - This attack gains +4 RNG.
Abilities
- Officer
- Pathfinder
- Tough
- Take Down - Models disabled by a melee attack made by this model cannot make a Tough roll. Models boxed by a melee attack made by this model are removed from play.
- Trollkin - Grim is a Trollkin model, but the unit isn't.
Weapons
- Headhunter - 13" range, POW 13 ranged weapon
- Damage Type: Magical
- Blood Lure - Warbeasts in this model's battlegroup can charge enemy models hit by this weapon this turn without being forced.
- Gun Blade - 1" reach, P+S 12 melee weapon
Spells
COST | RNG | AOE | POW | DUR | OFF | ||
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Mage Sight
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2 | Control | 5 | - | Upkeep | - | |
Place a 5" AOE completely within the spellcaster's control range. While a model is within the AOE, models in the spellcaster's battlegroup ignore forests and cloud effects when drawing LOS to it and ignore Stealth when attacking it. | |||||||
Mirage
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2 | 6 | - | - | Upkeep | No | |
Target friendly Faction model/unit gains Apparition.
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Mortality
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3 | 10 | - | - | Round | Yes | |
Target model/unit suffers -2 DEF and ARM, loses Tough, and cannot have damage removed from it. Mortality lasts for one round. | |||||||
Pursuit
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2 | 8 | - | - | Upkeep | Yes | |
If target enemy model/unit advances during its activation, one model in the spellcaster's battlegroup that is in its control range can immediately make a full advance. |
Muggs
Muggs | ||||||||||||||||||||||||||
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Abilities
- Pathfinder
- Tough
- Granted: Reposition [3"] - While this model is in formation, models in its unit gain Reposition [3"]. (Reposition [3"] - At the end of an activation in which it did not run or fail a charge, a model with Reposition [3"] can advance up to 3", then its activation ends.)
- Pyg - Muggs is a Pyg model, but the unit isn't.
- Take Down - Models disabled by a melee attack made by this model cannot make a Tough roll. Models boxed by a melee attack made by this model are removed from play.
Weapons
- Snare Gun - 8" range, POW -nil- ranged weapon
- Knockdown - When a model is hit by an attack with this weapon, it becomes knocked down.
- Hand Axe - 0.5" reach, P+S 8 melee weapon
Krump
Krump | ||||||||||||||||||||||||||
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Abilities
- Pathfinder
- Tough
- Granted: Circular Vision - While this model is in formation, models in its unit gain Circular Vision. (Circular Vision - Models never gain a back strike bonus against a model with Circular Vision.)
- Pyg - Krump is a Pyg model, but the unit isn't.
- Take Down - Models disabled by a melee attack made by this model cannot make a Tough roll. Models boxed by a melee attack made by this model are removed from play.
- Trapper [5"] (★ Action) - Place a 5" AOE in base contact with this model. The AOE remains in place for one round. Living and undead models entering or ending their activations in the AOE suffer a POW 10 damage roll. Models damaged by Trapper become knocked down. Models with Flight are not affected.
Weapons
- Blunderbuss - 8" range, POW 12 ranged weapon
- Hand Axe - 0.5" reach, P+S 8 melee weapon
Theme Forces
- Trollbloods
- Band of Heroes. In this theme they all gain "Optional Take Down".
- Kriel Company
- Power of Dhunia. In this theme Grim can start the game with friendly upkeeps in play.
- Storm of the North. In this theme Grim can upkeep spells on (almost) any friendly model for free.
- Vengeance of Dhunia. In this theme Grim gains Attuned Spirit [Trollblood/Minion Warbeast].
- Other Factions
- Minion players can also use this warlock unit in the Vengeance of Dhunia and Grim gains Attuned Spirit as mentioned above.
Thoughts on Grim2
Grim2 in a nutshell
Hunter's Grim is a ranged support warlock unit, rivalling Captain Gunnbjorn for the premier ranged Trollblood position. One big alpha turn of shooting really helps. His spell list encourages concentrated fire, as Mage Sight and Mortality only affects a single unit/model. Use them on feat turn to take out a heavy or an important unit, two if you have the Runebearer. Even better, cripple two heavies and knock down another one with Muggs' Snare Gun.
Feat thoughts
You use his feat when you get into range. Use dispensable models like Whelps to trigger it. Because of the theme benefit in Kriel Company the extra range is often the better part.
There is some odd Skornergy with this feat Mark Target needs models close to the action. But Snipe helps models out of range, rarely will they both come up on the same target.
Spell thoughts
- Mirage is an awesome threat extender. You can put it on a low RAT shooting units like Pyg Bushwhackers to let them get in range and aim. Their RAT becomes 8 with aiming and the feat. It can also be put on Grim himself to help Mugg and Krump aim.
- Mage Sight deals with a lot of stuff. Including pretty effectively with Circle's Wurmwood, meaning that the Hunters Grim are an effective counter to one of the current metagame problems. It can only covers a few models however, so concentrate your firepower.
- Mortality and Pursuit are both risky to use, as that means Grim has to play forward. However they combo well with Reposition as Grim can cast the spell and reposition back behind a wall/cloud/forest. Mortality can also be casted by the Runebearer, which means you cast two per turn or keep Grim back.
- Mortality prevents healing, which means you can cast it on a warjack/warbeast, cripple its systems, then kill it next turn. Grim's army can neutralize two warjacks a turn with the Runebearer and this spell.
Drawbacks & Downsides
- He does little for melee. Mortality reduces DEF and ARM and Blood Lure lets your beast charge for free. Mirage is essentially a 2" speed buff for one unit.
- Cannot deal with incorporeal enemies.
- A problem with any gunline is that they have to stay back, giving opponents easy access to the Scenario.
- Muggs and Krump have significantly lower DEF, than Grim. Minus 2 DEF is just enough, that an opponent with slightly above average FURY/FOCUS can reliably put a unit-wide debuff upon them, which will threaten the survival of Grim. Watch out for Crippling Grasp, Calamity, Parasite, Mortality and the like.
Tricks & Tips
- Muggs and Krump are both effective but disposable. Trapper protect the army from single wound Weapon Master infantry.
- Cast spell, shoot, then reposition to safety.
List Building Advice
Strategy
His main win condition is BOOM! Again, concentrate firepower, take out important models before they have the chance to retaliate.
Theme Thoughts
The Hunters Grim like ranged combat. This immediately points to Kriel Company - but there's also a lot to be said for Storm of the North.
- Trollkin Highwaymen - Again, they love Snipe. And Mirage can put them into back arcs, making them really good with Braylen Wanderheart.
- Pyg Burrowers - Really like Snipe and can benefit from his feat after they pop up. And they are something that can easily get close enough to enemies to Mark Targets.
- Northkin Raiders - another snipe-loving unit for the Trollbloods
- General 'Thunderstone' Brug - damage fixer on feat turn, Pyg support the rest of the time.
- These units from Kriel Company are also available in Storm:
- Dhunian Knot - They help Muggs, Krump and the Runebearer hit. Also having rerolls for the Bomber is always better.
Support models - Various themes
- The Krielstone. He's a lot less battlegroup-centric than Gunnbjorn and appreciates more units.
- Runebearer - Casting Mortality so you can have two debuffs per turn or not risking putting Grim on the front line, which is always a good thing.
- Troll Whelps - They help the Hunters Grim manage fury, and are also perfect to trigger the feat.
Battlegroup
- Slag Troll - Shoots things, especially warjacks and construct warbeasts, hard.
- Dire Troll Bomber - Trollbloods best ranged warbeast really likes Mark Target, while he has Far Strike innately on feat turn it allows him to boost an extra roll.
- Glacier King - Loves being given Snipe, and hitting easily.
- Ice Troll - a good value shooter that like other battlegroup shooters loves snipe and Mage Sight.
- Pyre Troll - updated 11/2020 with an animus that can be put on anything Faction plus a ROF 2 gun, he should make an appearance in almost all Troll lists.
Other
Trivia
Released in Hordes: Gargantuans (2013)
Other Trollbloods models
Rules Clarifications
Rules Clarification: : Warcaster Unit or Warlock Unit (Edit) | |
This summary is specific to Warcaster/Warlock units. You may also want to check the Warcaster and Warlock pages respectively, for the "regular" rules clarifications.
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Rules Clarification : Officer (Edit)
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Rules Clarification : Pathfinder (Edit)
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Rules Clarification : Tough - None yet. (Edit)
Rules Clarification : Take Down (Edit)
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Rules Clarification: : Magical Damage (Edit) | |
* 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)
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Rules Clarification : Blood Lure - None yet. (Edit)
Rules Clarification : Mage Sight (Edit)
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Rules Clarification : Mirage (Edit)
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Rules Clarification : Mortality (Edit)
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Rules Clarification : Pursuit and/or Shadow (Edit)
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Rules Clarification : Mark Target (Edit)
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Rules Clarification : Snipe (Edit)
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Rules Clarification : Tactics vs Granted (Edit)
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Rules Clarification : Reposition (Edit)
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Rules Clarification : Circular Vision (Edit)
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Note to Editors |