Kriel Company, Horgle or Grim2?

Kriel Company  Horgle2 or Grim2

First, a disclaimer. At the time of this writing, the Northkin CID has not gone public. The Runebearer still costs 4, and doesn’t extend control range. We won’t know if it has changed for a month or two. We also don’t know if the Krielstone will be changed to its final CID version. And the Pyre Trolls are up for review as well, so we have some things to readdress after the Northkin CID goes public.

So, in the current game state, we have two warlocks who play Kriel Company a little differently from each other. Grim’s boost, Mortality, can be used every turn. Horgle’s boost, his Feat: Stoking the Flames, can only be used once and requires things to be on fire. Grim’s Snipe can only be used once, but affects all models in his control range. The 12” swath can actually include most of his army, and with Kriel warrior models not blocking LOS, they have a large number of attack angles. Grim can sit far back, and Horgle has to play further up-field.

Assassin, or Scenario-attrition?

Grim offers a deep assassination play style. Horgle offers a chance at assassination, but probably plays a better attrition game. Why and how come down to threat ranges and the numbers game.

With Grim, you can run double wagons and shoot on the feat at 16” away. That’s a 23” threat. Grim’s 16” threat on mortality means the wagons can spread a little, then close in for the kill.

Horgle doesn’t have a range extender, but with AOEs being prevalent in his typical force, his army can play close in, and ignore the blast. That means Fire Eaters can run in the company, charging in ahead of bombers and wagons.

As far as who does more damage on a turn, then Horgle wins hands down, assuming the same number of shots can be fired into a foe in each of the two armies. However, Grim can offer more to his army on a regular basis in terms of damage boosting, with Mortality.

Army construction can be fairly similar. Two War Wagons mean two big pieces giving you a couple good knockdown guns, and good threat. Horgle will need to take some Pyre Trolls, and both warlocks benefit from a Bomber Troll. Grim gains range on his gun, while Horgle gains a target for Firestarter. Fire Eaters work well in Horgle’s army, but can be replaced by another 14 points in Grim’s company.

For comparison, here are two lists.

War Room Army

Trollblood – Horgle

Theme: Kriel Company

3 / 3 Free Cards 75 / 75 Army

Stockpile – Steamroller Objective

Horgle, the Anvil – WB: +29

– Pyre Troll – PC: 9 (Battlegroup Points Used: 9)

– Pyre Troll – PC: 9 (Battlegroup Points Used: 9)

– Dire Troll Bomber – PC: 19 (Battlegroup Points Used: 11)

War Wagon – PC: 16

War Wagon – PC: 16

Braylen Wanderheart, Trollkin Outlaw – PC: 0

Northkin Fire Eaters – Leader, Trollkin Grunt, and Pyg Grunt: 7

Northkin Fire Eaters – Leader, Trollkin Grunt, and Pyg Grunt: 7

Krielstone Bearer & Stone Scribes – Leader & 3 Grunts: 6

– Stone Scribe Elder – PC: 0

Pummeler Crew – Gunner & 2 Grunts: 0

Trollkin Highwaymen – Leader & 9 Grunts: 15

THEME: Kriel Company

GENERATED : 09/16/2017 23:48:56

BUILD ID : 2047.17-07-25

I wasn’t planning on running the stone in Kriel Company, but with Horgle’s Inviolable Resolve combined with the stone, the Highwaymen can get through with a chance of surviving. It’s only 18 armor, but at least POW 10 won’t auto kill them. If Highwaymen aren’t your cup of tea, Scattergunners or Boomhowler make good options. Both have a melee option, Boomhowler with combined attacks, and Scattergunners with a Clear attack.

War Room Army

Trollblood – hunters grim

Theme: Kriel Company

3 / 3 Free Cards 75 / 75 Army

Hunters Grim – WB: +25

– Muggs & Krump

– Trollkin Runebearer – PC: 4

– Dire Troll Bomber – PC: 19 (Battlegroup Points Used: 19)

– Storm Troll – PC: 9 (Battlegroup Points Used: 6)

War Wagon – PC: 16

War Wagon – PC: 16

Braylen Wanderheart, Trollkin Outlaw – PC: 0

Trollkin Highwaymen – Leader & 9 Grunts: 15

Trollkin Sluggers – Leader & 4 Grunts: 10

Thumper Crew – Gunner & 2 Grunts: 0

Pummeler Crew – Gunner & 2 Grunts: 0

Sons of Bragg – Wrathar, Tor & Rhudd: 11

THEME: Kriel Company

GENERATED : 09/16/2017 23:59:48

BUILD ID : 2047.17-07-25

With Grim, there are options as well. The Sons could go to Burrowers, or a min Boomhowler, or another artillery unit. A pair of 16” Pummeler shooting at some knocked down things can be annoying, especially with Mortality giving them an effective POW 16, and a chance to hit the thing on the ground.

No stone in Grim’s company means you need to rely on his range and volume of fire to deliver a fast win. There’s no tanking with Grim.

For me, I plan to run Hunters Grim with the Kriel Company. The long range attacks and first strike play offset my other list, Madrak3 in Band of Heroes.

Whatever you decide, make it your own, and above all, experiment. I feel the metals haven’t really settled down for mk3, so anything goes.