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The vile fiends known as trapperkin dwell just out of sight below and behind the magical portals they can create at whim. Be wary, for these grymkin will suddenly throw open an unseen hatch to snatch up victims and drag them back to their hidden lairs. When a trapperkin is near, all must tread carefully—a wrong step could mean vanishing without a trace, stolen away by these deadly lurkers.
- Advance Deployment - Models with advance deployment are placed after normal deployment and may be placed up to 6" further forward.
- Pathfinder - This model treats rough terrain as open terrain while advancing. While charging, slam power attacking, or trample power attacking, this model does not stop its movement when it contacts an obstacle.
- Backstab - This model gains an additional die to hit and damage rolls when it attacks from the target's back arc.
- Dodge - When an enemy misses this model with an attack at any time except when it is advancing, this model can immediately advance 2" ignoring free strikes.
- Sprint - At the end of an activation in which it destroyed or removed from play one or more enemy models with melee attacks, this model can immediately make a full advance, then its activation ends.
- Trap Door (★ Action) - The Trapperkin is replaced with a trap door marker, and can resurface in subsequent Maintenance Phases anywhere completely within 3" of the marker. It can't use Trap Door on the same turn it resurfaces, though.
- Claws - 0.5" reach, P+S 9 melee weapon
Thoughts on Trapperkin
Trapperkin in a nutshell
The Trapperkin is a fast advance deploying assassin of a solo. It's goal will to be to take a key position on the board and then become a serious area denial threat as key solos, casters, and unit CAs with valuable effects don't dare go near its trap.
Why Should I Bring a Trapperkin?
Trapperkin are cheap, but provide Bump in the Night with a valuable forward scalpel. Generally a Trapperkin will appear, murder its target, and then sprint towards the enemy backline to force models to turn around to deal with it, while it contests zones. You can easily punch above its "three points" of value by killing something important or taking a huge chunk out of heavies. Its area denial effect and the fact your opponent will be thinking about it also is worth consideration. It's very hard to avoid a 10.5" bubble around a trap marker that's roughly in the middle of the board with every single important piece in an entire list.
Consider them when you want an aggressive melee scalpel who can reach behind the opponents frontlines. He can easily be more valuable than other three point option such as the Lantern Man attachment for the Hollowmen, if you play in a meta where the Lantern Man is not very effective for example.
Combos & Synergies
He's fairly self sufficient, just a 3pt missile who digs in and then controls an area around him. Don't expect much overt synergy.
- Any Grymkin warlock who can buff his damage will be able to get value out of him slamming into the back of an enemy heavy
- Old Witch 3 can protect him with Windstorm which makes it harder for him to be shot before he traps
- The King of Nothing can hide him behind a cloud before he traps. With Scything Touch and King's aura if the trapper is in the backline you can potentially have him pop up for a PS13 5d6 charge into a casters behind. Against an ARM 16 caster this does an average of 14 damage. Great synergy with the King assassination run (Sands of Fate to apply -2 arm, sling spells, longfellow and army back him up to finish the job)
- Sometimes your models that can control enemies can allow him to apply backstab (Lantern man, Witchwood, Dreamer). Expect this to be seriously rare as the trapper is usually so forward he doesn't struggle to get them.
Drawbacks & Downsides
- He's going to die the turn after he pops up. 14/11 is extremely easy to make dead
- Vs some high threat armies you can sometimes be forced to trap early if you lost the roll off. You don't want to risk him dying for nothing
- He only gets one attack, and without backstab its not even an impressive attack for 3pts
- Sprint combined with only one attack means Tough can make him seriously sad.
Tricks & Tips
- He doesn't have to trap turn 1, you can greatly extend his area of control by running on turn 1 to a safe place behind LOS blocking terrain in the middle of the board. Then Turn 2 he can walk 7" and become a trap marker. This puts his potential trap 21" off the AD line, and with a 10.5" bubble surrounding it of stabby threat. Nice!
- Charging a model in the back makes him extremely accurate (MAT 6+2 3d6 to hit) and hit very hard (PS9 5d6!)
- He gains Backstab on free strikes too
- After he pops up and kills someone he can stand in a position where hes contesting an important enemy zone. In this way he can help you begin to get a scenario lead too
- Sometimes the threat of the trapper will be worth more than the trapper appearing, it can seriously wear down your opponent to have to consider your arcana, your army, **and** your trap marker sitting in the middle of the board
Other Grymkin models
|Grymkin Index (Edit)|
|Units, Solos, & Battle Engines|
|Battle Engines||Death Knell|
|Dark Menagerie - Bump in the Night|
|This index was last updated: 2019.04|
| * 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)