Difference between revisions of "The Heretic"
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===Trivia=== | ===Trivia=== | ||
− | Originally released 2017.03 | + | * Originally released 2017.03 |
+ | * The Heretic has been released in both plastic and metal/resin, with the plastic version coming in the 2017 Army Box | ||
===Theme Forces=== | ===Theme Forces=== |
Revision as of 00:11, 17 February 2019
- "True and false are merely words, to turn the masses into herds."
The last of the Defiers to spurn Menoth, the Heretic is a self-styled god who rebelled against his creator. Believing all are able to become divine, he fashioned himself into a paragon of his own distorted virtues. Now the Heretic wishes to dethrone the God of Man and free all of his creation from his laws.
Basic Info
The Heretic | |||||||||||||||||||||||||||||||
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Abilities
- Warlock - All warlocks come with a stack of standard special rules - most notably being awesome. Click here for a newbie-friendly recap, or click here for the full rules.
- Divinity - This model cannot become knocked down and never suffers Blind. Models do not gain back strike bonuses against this model.
- Godlike Power - During its activation, this model can cast any non-animus spell that was cast by an enemy warlock or warcaster while in this model's control range during your opponent's last turn as if it were one of its own spells. This model cannot upkeep spells that do not appear on its card.
- Sacred Ward - This model cannot be targeted by enemy spells.
Weapons
- Execrator - 2" reach, P+S 13 melee weapon.
- Damage Type: Magical
- Dispel - When this weapon hits a model/unit, upkeep spells and animi on that model/unit immediately expire.
- Guided - Attacks made with this weapon automatically hit.
Spells
- |-
|colspan=7 style="text-align:left; font-size:110%; border-right: 1px solid #fff; border-left: 1px solid #fff;"| |colspan=1 style="text-align:left; font-size:110%; border-right: 1px solid #fff; border-left: 1px solid #fff; border-bottom: 1px solid #fff;"| |- |style="text-align:left; font-size:110%; border-bottom: 1px solid #fff; border-left: 1px solid #fff;" rowspan=1| Fury ! style="border-top: 1px solid #A8A8A8;"| 2
! 6
! -
! -
! Upkeep
! No
|style="border-bottom: 1px solid #fff; border-right: 1px solid #fff; border-left: 1px solid #fff; border-top: 1px solid #fff;"| |- |colspan=8 style="text-align:left; border-bottom: 1px solid #fff; border-right: 1px solid #fff; border-left: 1px solid #fff; border-top: 1px solid #fff;"|Target friendly Faction model/unit gains +3 to melee damage rolls but suffers -1 DEF.
- |-
|colspan=7 style="text-align:left; font-size:110%; border-right: 1px solid #fff; border-left: 1px solid #fff;"| |colspan=1 style="text-align:left; font-size:110%; border-right: 1px solid #fff; border-left: 1px solid #fff; border-bottom: 1px solid #fff;"| |- |style="text-align:left; font-size:110%; border-bottom: 1px solid #fff; border-left: 1px solid #fff;" rowspan=1| Gallows ! style="border-top: 1px solid #A8A8A8;"| 3
! 10
! -
! 13
! -
! Yes
|style="border-bottom: 1px solid #fff; border-right: 1px solid #fff; border-left: 1px solid #fff; border-top: 1px solid #fff;"| |- |colspan=8 style="text-align:left; border-bottom: 1px solid #fff; border-right: 1px solid #fff; border-left: 1px solid #fff; border-top: 1px solid #fff;"|When an enemy model is hit by this attack, it can be pushed d6" directly towards Gallows' point of origin.
- |-
|colspan=7 style="text-align:left; font-size:110%; border-right: 1px solid #fff; border-left: 1px solid #fff;"| |colspan=1 style="text-align:left; font-size:110%; border-right: 1px solid #fff; border-left: 1px solid #fff; border-bottom: 1px solid #fff;"| |- |style="text-align:left; font-size:110%; border-bottom: 1px solid #fff; border-left: 1px solid #fff;" rowspan=1| Hex Blast ! style="border-top: 1px solid #A8A8A8;"| 3
! 10
! 3
! 13
! -
! Yes
|style="border-bottom: 1px solid #fff; border-right: 1px solid #fff; border-left: 1px solid #fff; border-top: 1px solid #fff;"| |- |colspan=8 style="text-align:left; border-bottom: 1px solid #fff; border-right: 1px solid #fff; border-left: 1px solid #fff; border-top: 1px solid #fff;"|Enemy upkeep spells and animi on the model/unit directly hit by Hex Blast immediately expire.
- |-
|colspan=7 style="text-align:left; font-size:110%; border-right: 1px solid #fff; border-left: 1px solid #fff;"| |colspan=1 style="text-align:left; font-size:110%; border-right: 1px solid #fff; border-left: 1px solid #fff; border-bottom: 1px solid #fff;"| |- |style="text-align:left; font-size:110%; border-bottom: 1px solid #fff; border-left: 1px solid #fff;" rowspan=1| Rebuke ! style="border-top: 1px solid #A8A8A8;"| 2
! 10
! -
! -
! Upkeep
! Yes
|style="border-bottom: 1px solid #fff; border-right: 1px solid #fff; border-left: 1px solid #fff; border-top: 1px solid #fff;"| |- |colspan=8 style="text-align:left; border-bottom: 1px solid #fff; border-right: 1px solid #fff; border-left: 1px solid #fff; border-top: 1px solid #fff;"|Target model/unit cannot give orders, receive orders, or make power attacks or special attacks.
- |-
|colspan=7 style="text-align:left; font-size:110%; border-right: 1px solid #fff; border-left: 1px solid #fff;"| |colspan=1 style="text-align:left; font-size:110%; border-right: 1px solid #fff; border-left: 1px solid #fff; border-bottom: 1px solid #fff;"| |- |style="text-align:left; font-size:110%; border-bottom: 1px solid #fff; border-left: 1px solid #fff;" rowspan=1| Wall of Fire ! style="border-top: 1px solid #A8A8A8;"| 3
! CTRL
! Wall
! -
! Upkeep
! No
|style="border-bottom: 1px solid #fff; border-right: 1px solid #fff; border-left: 1px solid #fff; border-top: 1px solid #fff;"| |- |colspan=8 style="text-align:left; border-bottom: 1px solid #fff; border-right: 1px solid #fff; border-left: 1px solid #fff; border-top: 1px solid #fff;"|Place the wall template anywhere completely within the spellcaster's control range where it does not touch a model's base, an obstruction, or an obstacle. (1) When a model enters or ends its activation within the wall template, it suffers an unboostable POW 12 fire damage roll and the Fire continuous effect. (2) Models within the template gain concealment.
Trump: Reckoning
- Trigger - When an enemy model in The Heretic's control range destroys or RFPs a friendly Grymkin warrior model in The Heretic's control range.
- Effect - For one round, friendly Grymkin models gain +2 to attack and damage rolls against the attacking enemy model/unit. If that enemy model/unit is destroyed or RFP'd, choose another enemy model/unit to receive the bonus against.
Grymkin warlocks use Arcana instead of feats.
At the start of every game, the Grymkin player chooses 3 Arcana Cards for that game. One card must be the warlock's unique Trump Card (above) but the other two are from the generic set.
During the game, the Grymkin player can use each chosen Arcana once, at any time that the trigger conditions are met.
Thoughts on The Heretic
The Heretic in a nutshell
The Heretic is a warlock with great tools for almost all situations. He is the closest thing Grymkin have to a generalist caster
He bears quite a few similarities with another divine person, The Harbinger of Menoth:
- both share the Divinity trait, making them well-defended against pop-and-drop assassinations
- has auto-hitting close combat attacks
- and despite that, he is not a frontline warlock
The Heretic is also protected from spells, while his Godlike Power allows him to turn the most potent spells against his enemies.
Arcana thoughts
Reckoning is one of the best Arcana in the faction, and surely the best trump card among the Grymkin warlocks. It gives an army-wide equivalent of Prey, offering an outstanding turn where you can decimate your opponent. If you can capitalize it with a good support (such as stealing a key debuff with Godlike Power), few enemy will stand before you.
Note that transferring damage does not cause the enemy model to destroy the model, so Reckoning can't be triggered due to transferring damage. Infernal
Spell thoughts
- Fury - The bread & butter support spell, making any model in your army stronger. You almost always want to cast Fury every turn, parking it on whatever can do the most damage. Alternatively cast it on The Heretic himself and kill whatever you need to with his auto-hitting staff.
- Gallows - Expensive spell, which can be great starting point for assassinations or for picking out critical but tough targets such as command attachements.
- Hex Blast - Standard zapping spell, which sadly works only on a direct hit. Has the same dispelling effect as The Heretic's melee weapon, which strongly discourages enemy upkeeps finding themselves on your frontline.
- Rebuke - Beside the self evident benefits (blunt charges, stop slams, prevent head-butts, and block tricks with trampling & reposition), do not forget about the orders. Losing "Press Forward" will bereft enemy units of run and charge (and thus, Assault). Also nullifies other orders, like "Cautious Advance", or "Shield Wall".
- Wall of Fire - A great board control tool, and ideal deterrent for jamming units and light infantry. Combines nicely with the Desolation arcana. You can also pull targets into/through with Gallows or pull attacks seen on the Gorehound or Baron Tonguelick.
Drawbacks & Downsides
- Average defensive stats. Like many other Grymkin models, the Heretic relies on his defensive rules to stay safe.
- Medium base makes screening somewhat challenging. This being said there are several medium or larger base models in Grymkin which love the kind of support the Heretic provides.
- Vulnerable to anti-magic tricks, especially ones which strip your upkeeps. Losing Fury on a key attack can be devastating.
- Not much in the way of defensive boosts for his army. This can be somewhat mitigated by picking the right arcana - for example Heretic's high command range lets him trigger the Shroud arcana easily.
Tricks & Tips
- Panic-dispel: if your unit suffers from a nasty upkeep, whack them into the back with the Execrator for instant dispelling.
- Godlike Power, along with the Arcana mechanism offers you great flexibility. You should aim for the top spells on your enemy's card, which might be useful to you. Some examples from the most desirable ones:
- Universal force multipliers - spells, which support all of your army, be it unit or battlegroup member. Spells, like Fog of War, Windstorm, Deflection and Deceleration should also be listed here, but considering your sub-par ranged threat, the enemy will rarely cast them against you.
- Dark Guidance, Signs & Portents, Incite, Crusader's Call, Dash - warrior models only
- Universal de-buffs - spells, which mess around with the whole enemy force.
- Universal battlegroup buffs - spells, which enhance your whole battlegroup's abilities
- Mobility, Host of Shadows, Energizer, Psycho Surgery, Unstoppable Force, Manifest Destiny
- Targeted buffs - enhancing spells, which affect either a single model in a unit/battlegroup, or a single unit.
- Targeted de-buffs - single unit/model spells, which put penalty on enemy models' stats
- Parasite, Crippling Grasp. Creating a smoke wall from Freezing Mist is also an efficient way to block charges, or incur MAT penalty upon your enemy.
- Self - spells, which purely for your caster, either on the attack, or on the defence
- Blood of Kings, Engine of Destruction, Flashing Blade, Quickness, Skyborne, Teleport
- Universal force multipliers - spells, which support all of your army, be it unit or battlegroup member. Spells, like Fog of War, Windstorm, Deflection and Deceleration should also be listed here, but considering your sub-par ranged threat, the enemy will rarely cast them against you.
List Building Advice
Strategy
Attrition
The Heretic has a strong attrition game thanks to his powerful spells, notably Fury & Rebuke. Fury can be used to allow cheaper models, such as Gorehounds or Murder Crows, to trade up for more much more expensive enemy targets. Rebuke takes away much of enemy infantry's output, especially jamming infantry which rely on defensive orders to do work (screw you Rocketmen!). The Heretic is a strong damage dealer himself, and his ability to leverage his enemy's spell list only gains in value as the game progresses and options leave the table.
Scenario
The Heretic's scenario game is much the same as his Attrition game; kill enemies efficiently by cycling Fury while leveraging his other spells & abilities as the opportunities present themselves. The big difference is a shift from killing big things, to killing things in zones.
Assassination
The Heretic has an amazing Assassination game thanks to a very offensive spell list and a strong desire to move up the table to maximize his ability to steal spells. Oftentimes Assassinations with the Heretic will take place later in the game, as Fury & Rebuke make their presence felt on the efficiency of the enemy army. This late game assassination is perfect for the Heretic, who can park Fury on himself for some more than robust personal output.
Conclusion
The Heretic is a warcaster who can take any model in the faction and make them better (Syvestro or Deneghra1 are good examples of this archetype). Fury is an extremely powerful spell which is good on pretty much every Grymkin model, and as such there are no obvious best choices with the Heretic.
Thus a good place to start your army is figuring out how to cover the Heretic's weaknesses:
- Medium base, making him more vulnerable to shooting. Good options here include Piggybacks, Cage Ragers, or the Death Knell to block line of sight, and Crabbits for Shield Guard.
- Lack of defensive buffs which can be applied to his army. The Death Knell obviously covers this weakness, with other defensive support options being the Twilight Sisters or the Grave Ghoul.
- His trump arcana requiring a friendly warrior to die. Dread Rots and the Malady Man can be taken in both themes, with Gremlin Swarms and Hollowmen being theme specific options.
Theme Thoughts
Dark Menagerie
Dark Menagerie is a very strong theme with the Heretic. Fury makes Grymkin's already above average melee 'beasts even scarier, and free Crabbits are ideal for protecting the Heretic from enemy fire. Gremlin Swarms can be used to trigger Reckoning, though as of Jan 2019 most Dark Menagerie Heretic lists also include a min or max unit of Dread Rots for this purpose.
Bump in the Night
In Bump in the Night the Heretic has more options, able to still rely on heavies and the Death Knell, but gaining access to an additional blocking option in the form of Piggybacks, a pair of amazing Fury targets in Hollowmen & Murder Crows, and many more warriors to trigger his arcana. It's worth starting here with the Heretic until you are familiar with how to maximize the Gremlin Swarms in Dark Menagerie.
Army
- Gorehounds are very strong with the Heretic, able to abuse Fury to deal critical damage to much larger targets. The speed also means that the Gorehound can often start in the Heretic's cast range, then rocket out to whatever part of the table needs something dead.
- A Cage Rager should always be considered with the Heretic, less for the anti-magic aura (Heretic does that himself, although doubling up on effects is a good strategy for attrition or scenario based lists) and more for the arc node. Threatening Rebuke across the board is killer, especially as a way to deliver a Fury-laden Gorehound or Rattler.
- The Death Knell is often paired with the Heretic, due to the immense value of its defensive aura to a caster who wants to be in the centre of the table for most of the game.
- A Clockatrice or two is really strong in a more control oriented Heretic build, able to limit charge lanes and threaten over terrain with Flying. The Clockatrice's Assault & spray combination also make it quite a good Fury target, able to hit multiple enemies at once (effective POW 17 ain't shabby on a 'beast which can fly and is immune to frenzy).
- Baron Tonguelick is a worthy inclusion, as you are always going to be able to use his free upkeep (for Fury or Rebuke) and are likely to want his cloud (to help put the Heretic further up the table where he wants to be). Spell Slave + Gallows is cute, allowing you to squeeze out just that little bit more threat.
Bump-only
- Piggybacks, especially with the Officer, are very good with the Heretic, acting as a beefy skirmishing unit which also happens to take Fury extremely well.
Other
Trivia
- Originally released 2017.03
- The Heretic has been released in both plastic and metal/resin, with the plastic version coming in the 2017 Army Box
Theme Forces
Template:Grymkin warlock themes
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 |
Video Battle Reports
- 2018.09 Feat Fetish 75 points vs Nemo2
- See also Category: Video Battle Reports for more casters with videos.
Rules Clarifications
Rules Clarification: Arcana (Edit)
The Child - Wrath [Show/Hide]
The Dreamer - All Fall Down [Show/Hide]
The Heretic - Reckoning - None yet The King of Nothing - Taste of Ashes [Show/Hide]
The Wanderer - Divergent Path - None yet
Accursed [Show/Hide]
Ill Omens [Show/Hide]
Ruin [Show/Hide]
Sacrifice [Show/Hide]
The Shadow [Show/Hide]
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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 : Dispel (Edit)
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Rules Clarification : Guided (Edit)
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Rules Clarification: : Warlock (Edit) | |||||
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Rules Clarification : Divinity - None yet. (Edit)
Rules Clarification : Godlike Power (Edit)
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Rules Clarification : Sacred Ward and/or Spell Ward (Edit)
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Rules Clarification : Fury - None yet. (Edit)
Rules Clarification : Gallows (Edit)
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Rules Clarification : Hex Blast (Edit)
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Rules Clarification : Rebuke - None yet. (Edit)
Rules Clarification : Wall of Fire (Edit)
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