Difference between revisions of "Piggybacks"
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Piggybacks are a slow heavy infantry unit. They advance in shield wall and become impervious to weaker attacks, forcing the enemy to engage them with heavy weaponry. Their Impervious Flesh rule makes their deceptively low armor quite impressive - in shield wall unboosted pow 11s can't even do a single damage. | Piggybacks are a slow heavy infantry unit. They advance in shield wall and become impervious to weaker attacks, forcing the enemy to engage them with heavy weaponry. Their Impervious Flesh rule makes their deceptively low armor quite impressive - in shield wall unboosted pow 11s can't even do a single damage. | ||
Revision as of 19:09, 24 January 2019
Piggybacks
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- "Squeal for us, it sounds so nice. ’Tis your reward for gluttony’s vice!"
Living testaments to the dangers of overindulgence, piggybacks serve as a cautionary tale to all who would surrender to the pleasures of the flesh. The hogs chuff gleefully over the tormented moaning of their withered mounts—tortured souls who must forevermore bear their crushing burdens in battle for the Wicked Harvest of the grymkin.
Placeholder for CA fluff
Contents
Basic Info
Leader & Grunts
Rules subject to change. This is a existing model/theme, and the information here is the rules it had before the CID cycle. If you wish to document the CID changes before they're finalised, please do so under the Recent Changes heading only. |
Piggybacks | |||||||||||||||||||||||||||||||||||
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Abilities
- Tough
- Impervious Flesh - When this model suffers a damage roll, roll one fewer die.
- Shield Wall (Order) - Until the start of their next activation, each affected model gains +4 ARM while B2B with another affected model in its unit. When receiving this order a model can forfeit its Combat Action to gain +3” movement as part of its Normal Movement this turn. This bonus does not apply to damage originating in the model's back arc. Models in this unit can begin the game affected by Shield Wall.
- Snacking - When this model boxes a living model with a melee attack, it can choose to RFP the boxed model. When it does, this model can remove d3 damage points.
Weapons
- Pole Arm - 2" reach, POW 5, P+S 13 melee attack
- Brutal Charge - This model gains +2 to charge attack damage rolls with this weapon.
Officer
Rules subject to change. This is a new model, and the information here is what was given on day 1 of the CID cycle |
Abilities
- He has +1 MAT, +2 CMD, and +3 HP
- Officer
- Tough
- Defensive Formation [ Minifeat ] - This model can use Defensive Formation once per game at any time during its unit's activation. This activation, models not affected by the Shield Wall order in this unit currently in formation gain Reposition [5"]. Additionally, at the end of this activation any previous orders this unit was issued expire and this unit is affected by the Shield Wall order. (Reposition [5"] - At the end of an activation in which it did not run or fail a charge, a model with Reposition [5"] can advance up to 5", then its activation ends.)
- Granted: Retaliatory Strike - While this model is in formation, models in its unit gain Retaliatory Strike. (Retaliatory Strike - If this model is hit by a melee attack made by an enemy model during your opponent's turn, after that attack is resolved this model can immediately make one basic melee attack against that model. This model can make only one Retaliatory Strike per turn.)
- Impervious Flesh
- Tactics: Bulldoze - Models in this unit gain Bulldoze. (Bulldoze - When this model is B2B with an enemy model during its Normal Movement, it can push that model up to 2" directly away from it. A model can be pushed by Bulldoze only once per turn. Bulldoze has no effect when this model makes a trample power attack.)
Weapons
As above
Recent Changes
2019.01 Grymkin Wave 2
- Gained the officer
- Week 2 Piggyback & Piggyback Officer went to ARM 14 from 13
Thoughts on Piggybacks
Piggybacks in a nutshell
Piggybacks are a slow heavy infantry unit. They advance in shield wall and become impervious to weaker attacks, forcing the enemy to engage them with heavy weaponry. Their Impervious Flesh rule makes their deceptively low armor quite impressive - in shield wall unboosted pow 11s can't even do a single damage.
Thoughts on the CA
Template:Recent Release Oink oink here he comes! The Piggyback Officer adds a bunch of cool rules to Piggybacks to really amp up their defensive game play as well as giving them some disruptive game play options, and helping them stay in Shield Wall. Defensive Formation is a once-per-game ability to gain Reposition 5" and then become affected by Shield Wall, so it allows them to charge enemies and then get back into a defensive position. Additionally, the Officer gives the unit Retaliatory Strike while he is alive, which will punish your opponent for swinging at the unit. Lastly, their Bulldoze Tactics gives them a useful scenario presence, by bumpin' models around (or out of scenario zones).
Why Should I Include Piggybacks in my Army?
Piggybacks are generally brought when you want an anchor in your list. a tough unit that plants its feet at the edge of a scenario zone and dares your opponent to go in on them. Additionally, they're a source of Remove from Play, and the only durable Bump unit. Overall, they have a unique position in the faction and you'll know if you want them.
Are Piggybacks Competitive? As of June 2018, Piggybacks are never seen as a Competitive option in Grymkin list building. The problem lies in how anti-synergistic they are with the general Bump in the Night gameplan. This can be summed up with:
- Piggybacks like the Death Knell, but the Death Knell is a very bad option for Bump in the Night
- Piggybacks aren't delivering enough output for their points, especially if you are pricing their potential support in
- Piggybacks are so slow and lacking pathfinder in a scenario package that is live and only getting more live as SR2018 is approaching. This makes it very hard for them to actually do their job of anchoring.
- They're hard to kill, but they're not actually that hard to kill by determined attacks.
- They simply are not on par with the standard of good to excellent medium base infantry in mk3.
Combos & Synergies
Piggybacks are a unit that does not work well in a vacuum, it relies heavily on combos and synergies with other parts of the faction.
- The Death Knell is a major, major component to their ability to survive attacks. the +2 ARM is some critical break points.
- Low pow shooting (pow 10/11) is very scary if the piggybacks run to get up the board, unless you have the death knell.
- Take a high POW boostable shot, POW 15. At ARM 17 a boosted POW 15 will kill a piggyback in one shot. At ARM 19 however it is more likely to do 2-3 damage instead of the critical 5.
- Piggybacks are the most survivable Grymkin unit, and on top of that are the most expensive at 3pts/model. This makes Recursion a decent combo
- The Twilight Sisters can return 2 per turn, and those 2 can join the shield wall
- Old Witch 3 Can return an additional d3 of them per turn through Hellhole
- Piggybacks enjoy damage buffs, as they are very low output, out of the Big Three Bump warlocks each can buff their damage
- The Heretic offers Fury and his Arcana and is considered one of the best Piggyback casters due to the fact he doesn't mind the Death Knell
- The King of Nothing offers Scything Touch. However the problem with King is he doesn't want the knell, and he can't stand anywhere near his own Piggybacks
- Old Witch 3 has Curse of Shadows, and can blind their targets.
- Other, powerful models in the faction preform the counterpunch once they reel in the heavy hitters
- Neigh Slayers are in particular, good at this. Especially as they are also very recursion friendly which means you aren't wasting too much support
Drawbacks & Downsides
- They're so slow. Its actually an extreme downside. If they advance in shield wall they only advance a ponderous 5" a turn
- Sometimes they'll need to make it to scenario as fast as possible to become the anchors they want to be, but running out of shield wall exposes them to incoming gunfire.
- Their melee threat range is only a laughable 7"
- They can't charge without making themselves much easier to kill.
- They have a very low output for their points, usually making single MAT 6 unboosted POW 13s for 3pts/model ; Other factions medium infantry has just left them in the dust for output
- Extremely weak to debuffs as they aren't comfortably survivable, they're only *just* tanky enough to be annoying
Tricks & Tips
- Don't forget they have Snacking
- This means that recurred and wounded piggybacks get to heal
- Its an always on remove from play, and RFP is very powerful as of 2018.
- Their formation can increase or decrease how easy they are to kill
- Sometimes for example, an hourglass formation with 2 leading, 1 in the middle, and 2 in the rear can be very difficult for melee attackers to reach the rear piggybacks.
- Sometimes standard shield wall triangles is best
- Bump has Rise as a theme benefit, so make sure you stand all your piggys up. It makes tough quite decent on them
- Being knocked down by a tough check doesn't remove the bonus from shield wall, so it actually doesn't make them much easier to kill
Other
Trivia
- Base unit released 2017.06
- Beta rules for CA released 2019.01
Theme Forces
Other Grymkin models
Grymkin Index (Edit) | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Battlegroup | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Warlocks |
The Child -
The Dreamer -
The Heretic -
The King of Nothing -
The Wanderer -
Old Witch 3 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Warbeasts |
Lesser: Crabbit |
Light: Frightmare - Gorehound - Rattler | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Heavy: Cage Rager - Clockatrice - Skin & Moans |
Gargantuan: Slaughterhouse | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Units, Solos, & Battle Engines | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Units |
Dread Rots - Hollowmen - Mad Caps - Malady Man - Murder Crows - Neigh Slayers - Piggybacks - Twilight Sisters | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Solos |
Baron Tonguelick, Lord of Warts - Cask Imp - Defiled Archon - The Four Horseymans - Glimmer Imp - Grave Ghoul - Gremlin Swarm - Isiah, 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: 2021.08 |
Rules Clarifications
Note to self: I need to update this rules section after the rules are finalised - juckto.
Rules Clarification : Powerful Charge and/or Brutal Charge (Edit)
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Rules Clarification : Tough - None yet. (Edit)
Rules Clarification : Impervious Flesh (Edit)
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Rules Clarification : Shield Wall (Edit)
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Rules Clarification : Snacking (Edit)
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Rules Clarification : Vengeance and/or Righteous Vengeance and/or Retaliation and/or Swift Vengeance and/or Tantrum (Edit)
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