The Wanderer: Difference between revisions

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{{Grymbox|{{Grymkin}} [[Warlock]] }} [[Category: Model]]
[[Grymkin]] [[Category:Grymkin]] [[:Category:Warlock|Warlock]][[Category:Warlock]] [[Category:Leader]]
{{4P|Grymkin}}
 
[[FACTION]] [[Category:FACTION]] [[:Category:ARMY|ARMY]][[Category:ARMY]] [[:Category:Warlock|Warlock]][[Category:Warlock]] [[Category:Leader]]
 
 
=Model stats and abilities=
 
<table>
  <tr>
      <td style = "border: 1px solid grey; vertical-align: top;">
{{Model-stats
| name  = Hellyth
| base  = 30 mm
| hp    = 15
| spd  = 7
| aat  = 6
| mat  = 6
| rat  = 7
| def  = 14
| arm  = 17
| arc  = 7
| ctrl  = 12
}}
</td>
      <td style = "border: 1px solid grey; vertical-align: top;"> <table >
          {{Model Advantage | advantage = Resistance Fire | icon = Resistance Fire}}
          {{Model Advantage | advantage = Resistance Corrosion| icon = Resistance Corrosion}}
          {{Model Advantage | advantage = Pathfinder| icon = Pathfinder}}                   
          {{Model Advantage | advantage = Dual Attack | icon = Dual_attack}} Corrosion}}
          {{Model Advantage | advantage = Tough| icon = Tough}} 
          {{Model Advantage | advantage = Undead | icon = Undead}}
          {{Field Marshal | ability = Hyper-Aggressive}}           
          {{Model Ability | ability = Arcane Machinery}}
          {{Model Ability | ability = Arcane Calibrations}}
          {{Model Ability | ability = Ionization}}
          {{Model Ability | ability = Vexing Alignment}}
          {{Star Attack | ability = Death Rattle}}
          {{Star Attack| ability = Marionette}}
          {{Star Action| ability = Pupppet Master}}
          {{Model Ability | ability = Prowl}}
          {{Model Ability | ability = Reposition}}
          {{Model Ability | ability = Take Down}}
          {{Veteran Leader | ability = Assault Kommando}}
 
      </table> </td>
</table>
 
{{Warcaster}}
 
=Weapons=
  <table style="border-collapse: collapse;>      <tr>
<th>Weapon</th><th>Type</th><th>Stats</th><th>Specials</th>
  </tr>
        {WEAPONNAME1}}
        {WEAPONNAME2}}
 
</table>
 
=Feat=
FEATNAME
{{#ifexist: Template:Errata-FEATNAME|
{{Template:Errata-FEATNAME}}
|  }}
 
=Spells=
{{SPELLNAME}}
{{SPELLNAME}}
 
==Spell Rack (Slots 2)==
 
 
=Errata=
No Errata specifically for this model. Ability errata will appear in an expandable box next to the rule (Pistol, for example).
 
=Changes and Updates=
 
=Lore=
 
=Trivia=
 
=Battle Reports=
 
=Videos=


: ''"If you care not where you roam, every road will take you home."
: ''"If you care not where you roam, every road will take you home."

Revision as of 14:05, 26 January 2024

Grymkin Warlock

FACTION ARMY Warlock


Model stats and abilities

Template:Veteran Leader

Model Statistics

Base size = 30 mmSPDAATMATRATDEFARMARCCTRL
Health = 15
FA = {{{fa}}}
Cost = Free76671417712
-
-

Model Advantages and Abilities

  • No special advantages or abilities.


         This is a template for "Model Advantage". It makes this table
table headerthing
blah blahthg
  • The idea is that this is a template that builds out an advantage category page.
  • It is called on a category after explaining what the category is doing.
  • it has to be called in a noinclude tag.

Then calls out to the auto-generate template. Grymkin Warlock

FACTION ARMY Warlock


Model stats and abilities

Model Statistics

Base size = 30 mmSPDAATMATRATDEFARMARCCTRL
Health = 15
FA = {{{fa}}}
Cost = Free76671417712
-
-

Model Advantages and Abilities

  • No special advantages or abilities.


         Template loop detected: Template:Model Advantage
         Template loop detected: Template:Model Advantage
         Template loop detected: Template:Model Advantage                    
         Template loop detected: Template:Model Advantage Corrosion}}
         Template loop detected: Template:Model Advantage   
         Template loop detected: Template:Model Advantage
Template:Veteran Leader
Field Marshal [ Hyper-Aggressive ]


Arcane Machinery


Arcane Calibrations


Ionization


Vexing Alignment


Death Rattle


Marionette


Pupppet Master


Prowl


Reposition


Take Down


Warcaster abilities:


Weapons

{WEAPONNAME1}} {WEAPONNAME2}}
WeaponTypeStatsSpecials

Feat

FEATNAME


Spells

Template:SPELLNAME Template:SPELLNAME

Spell Rack (Slots 2)

Errata

No Errata specifically for this model. Ability errata will appear in an expandable box next to the rule (Pistol, for example).

Changes and Updates

Lore

Trivia

Battle Reports

Videos

"If you care not where you roam, every road will take you home."

Traveling the unknown parts of Caen, the Wanderer once wished only to go where he pleased — until his confinement within the depths of Urcaen drove him mad. Now freed from that hell, he roams the world seeking those marked by sin to deliver upon them his own twisted and tortuous justice.

Basic Info

Template:Infobox-Model

  • This model is a Warlock.
Warlock Rules
  • A warlock is
  • Warlocks use Fury Manipulation
    • Uses ARC to determine how many fury points it gains each turn.
    • Begins the game with a number of fury points equal to its ARC.
    • Cannot exceed its ARC stat in fury points as a result of leeching.
    • Can spend fury points only during its activation (unless a special rule states otherwise) for the following:
      • Buy additional attacks
      • Boost attack rolls
      • Boost damage rolls
      • Shake some effects
    • Can leach fury points from warbeasts in its battlegroup in its control range.
    • Spirit Bond allows the warlock to gain a fury for each of its dead battlegroup warbeasts.
    • Reaving allows the warlock to pull fury points from a warbeast in its battlegroup when it dies.

Trump Arcana: Divergent path

  • Trigger - The warlock can play this card when he is damaged by an enemy attack
  • Effect - The warlock can transfer the damage from this attack without spending a fury point. After the attack is resolved, the warlock can be placed in the location of any of his road markers (refer to his Abilities).

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.

Abilities

Weapons

Lantern's Light
File:Gun icon.jpg  RNG   ROF   AOE   POW 
SP10 1 Template:- -
Lantern's Bash
File:Sword icon.jpg  RNG   POW   P+S 
2 6 11

Spells

{{Category: Template:Fog of WarTemplate:RepudiateTemplate:Star-CrossedTemplate:Veil of Mists }}[[Category: Template:Fog of WarTemplate:RepudiateTemplate:Star-CrossedTemplate:Veil of Mists ]]


Theme Forces


Thoughts on The Wanderer

The Wanderer in a nutshell

The Wanderer is full of mobility and de-buff tricks. His road markers can force opponents to choose between allowing him to teleport around or giving one of your models a free 2" move. Lantern's Light marks targets to be charged or shot, extending your models' threat range while making the enemy easier to hit.

Arcana thoughts

Divergent Path - this arcana is a life insurance, and has a big chance of coming into play, as the enemy will often try to kill The Wanderer, overcoming his plain average defensive stats. Most likely you'll use it if you managed to leave the Wanderer without FURY to transfer (or the enemy robbed off your camped point, for example with Eiryss). The trump is not limited to attacks, so it triggers on any kind of damage rolls, including collateral damage, electro-leaps and the like. Therefore, assassinations will require a bit more planning, as your enemy must remove the road markers first, either by making your models to move into them (Telekinesis, Slam, Throw, etc), or walking themselves nearby (triggering your free advance in return). You'll still suffer the additional effects of the source of the damage (like becoming knocked down from a model slammed into you, or getting a continuous effect), but you can still be placed most of the time. Most useful against assassination casters, as many of them cannot advance after started making their attacks.

  • Labyrinth - Though you cannot play in the same turn as Divergent Path, -2 SPD, along with the placing/advancing possibility from your road markers can often be as effective as your trump card to counter assassinations.
  • Ill Omens - Has great synergy with Star Crossed
  • Desolation - use in conjunction with the road markers to control the battle field and use hidden path more.

Spell thoughts

  • Fog of War - the usual caveat would be a warning about order of activation, as it conceals your enemies too. However, you can be bolder in this faction. The only 2 models who should take care about it, are Lord Longfellow and the Frightmare, as Hollowmen have Eyeless Sight, Lantern's Light ignores concealment, and you have only a single offensive spell.
  • Repudiate - perfect against support casters/locks, plus the damage can easily trigger the Finisher bonus for Longfellow's shots. It is also a panic button to remove dangerous upkeeps (Parasite, Crippling Grasp, etc.) from your own models.
  • Star-Crossed - pumps up the DEF of your slow bricks (read, Piggybacks), and makes your average DEF units highly elusive. Stacks nice with Fog of War, plus the above mentioned Arcanas. It also triggers easier the Dodge animus of the Crabbits, or on the Trapperkin. Just be on the lookout for auto-hitting attacks.
  • Veil of Mists - Another ranged denial trick, plus your built-in tactician+pathfinder for charges from behind your lines.

Drawbacks & Downsides

  • Fragile
  • Not much in the way of boosting the hitting power of his army (though gives really nice mobility boosts)
  • Tricks that deny placing and advance can shut down your movement shenanigans.
  • Poor placing of the road markers can easily leave you in exposed situations.

Tricks & Tips

  • If you want to place your warlock in your maintenance phase, don't forget to do it before checking for continuous effects expiry - unless you want to be called on (rightfully) by your opponent.
  • Divergent Path places you, while Hidden Paths allows you to advance. An important difference, whether or not it triggers such abilities as Admonition, or Countercharge.
  • Though your ranged attack is not magical, Incorporeal enemies will still be affected by Beacon and Flare.

List Building Tips

Strategy

Be smart about your road marker placement and you can safely play The Wanderer forward a bit while holding his Trump Arcana in reserve. The Wanderer has a great tool in his Lantern's Light. Under its Beacon, any friendly Faction model gets +2" movement to close in on a target for engagement, and charging the illuminated model is free for his Warbeasts. Obviously, this is going to be a target you really want dead - eventually, the opponent's Warlock or Warcaster, when possible. Combine Lantern's Light with an appropriately placed Veil of Mists to eliminate obstacles and charge away.

Theme Thoughts

The Wanderer isn't really specific to a theme; his big spell is a debuff and he always has enough warbeasts to use Attuned Spirit. He therefore plays in both themes (although isn't terribly popular in either) and appears to have a very slight bias towards Dark Managerie - athough this might be local effects. When your main spell is Star Crossed you go well with anything.

Army

  • Because the Wanderer will want to play forward in order to effectively illuminate enemy targets, Crabbits are useful Shield Guards that can hop into incoming fire.
  • Neigh Slayers charging a target that's feeling the effects of Beacon and Flare are effectively MAT 8 armor-piercers with a 13" threat range. Fog of War and Veil of Mists can help protect them from shooting as they get in position.
  • High-DEF solos, like the Glimmer Imp, the Trapperkin or Lord Longfellow are nigh-untouchable under Star Crossed.
  • Hollowmen can shoot out of Fog of War without any problem, while the enemy's shots will be affected by concealment.
  • Slow-moving, hard hitting units, like Piggybacks and Cage Ragers can really benefit from the combination of The Wanderer's ranged attack + Veil of Mists.

Starting a 25 point Brawl list

In 2021.04 Phillip Melvin, one of the LOS authors, put together this list for the Brawlmachine format. It was then updated for the 2021.10 errata. He even wrote about it's playstyle and expanding it beyond 25 points, which you can read here.

Theme - Dark Menagerie

The Wanderer: [+28 WBP]
Isaiah, Dread Harvester: [8 pts]
Witchwood: [Free] Template:Grey
Lady Karianna Rose: [3 pts]
Dread Rots (Max unit): [12 pts]

Template:Brawl

Other

Trivia

Released with the Faction release (2017.06)

Video Battle Reports

Other Grymkin models

Template:Index Grymkin

Rules Clarifications

Template:RC Arcana

Template:RC Beacon Template:RC Flare Template:RC Fire Template:RC Magical Damage

Template:RC Warlock Template:RC Pathfinder Template:RC Crossroads Template:RC Hidden Paths

Template:RC Admonition Template:RC Fog of War Template:RC Star-Crossed Template:RC Veil of Mists

         This is a template for "Model Advantage". It makes this table
table headerthing
blah blahthg
  • The idea is that this is a template that builds out an advantage category page.
  • It is called on a category after explaining what the category is doing.
  • it has to be called in a noinclude tag.

Then calls out to the auto-generate template. Grymkin Warlock

FACTION ARMY Warlock


Model stats and abilities

Model Statistics

Base size = 30 mmSPDAATMATRATDEFARMARCCTRL
Health = 15
FA = {{{fa}}}
Cost = Free76671417712
-
-

Model Advantages and Abilities

  • No special advantages or abilities.


         Template loop detected: Template:Model Advantage
         Template loop detected: Template:Model Advantage
         Template loop detected: Template:Model Advantage                    
         Template loop detected: Template:Model Advantage Corrosion}}
         Template loop detected: Template:Model Advantage   
         Template loop detected: Template:Model Advantage
Template:Veteran Leader
Field Marshal [ Hyper-Aggressive ]


Arcane Machinery


Arcane Calibrations


Ionization


Vexing Alignment


Death Rattle


Marionette


Pupppet Master


Prowl


Reposition


Take Down


Warcaster abilities:


Weapons

{WEAPONNAME1}} {WEAPONNAME2}}
WeaponTypeStatsSpecials

Feat

FEATNAME


Spells

Template:SPELLNAME Template:SPELLNAME

Spell Rack (Slots 2)

Errata

No Errata specifically for this model. Ability errata will appear in an expandable box next to the rule (Pistol, for example).

Changes and Updates

Lore

Trivia

Battle Reports

Videos

"If you care not where you roam, every road will take you home."

Traveling the unknown parts of Caen, the Wanderer once wished only to go where he pleased — until his confinement within the depths of Urcaen drove him mad. Now freed from that hell, he roams the world seeking those marked by sin to deliver upon them his own twisted and tortuous justice.

Basic Info

Template:Infobox-Model

  • This model is a Warlock.
Warlock Rules
  • A warlock is
  • Warlocks use Fury Manipulation
    • Uses ARC to determine how many fury points it gains each turn.
    • Begins the game with a number of fury points equal to its ARC.
    • Cannot exceed its ARC stat in fury points as a result of leeching.
    • Can spend fury points only during its activation (unless a special rule states otherwise) for the following:
      • Buy additional attacks
      • Boost attack rolls
      • Boost damage rolls
      • Shake some effects
    • Can leach fury points from warbeasts in its battlegroup in its control range.
    • Spirit Bond allows the warlock to gain a fury for each of its dead battlegroup warbeasts.
    • Reaving allows the warlock to pull fury points from a warbeast in its battlegroup when it dies.

Trump Arcana: Divergent path

  • Trigger - The warlock can play this card when he is damaged by an enemy attack
  • Effect - The warlock can transfer the damage from this attack without spending a fury point. After the attack is resolved, the warlock can be placed in the location of any of his road markers (refer to his Abilities).

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.

Abilities

Weapons

Lantern's Light
File:Gun icon.jpg  RNG   ROF   AOE   POW 
SP10 1 Template:- -
Lantern's Bash
File:Sword icon.jpg  RNG   POW   P+S 
2 6 11

Spells

{{Category: Template:Fog of WarTemplate:RepudiateTemplate:Star-CrossedTemplate:Veil of Mists }}[[Category: Template:Fog of WarTemplate:RepudiateTemplate:Star-CrossedTemplate:Veil of Mists ]]


Theme Forces


Thoughts on The Wanderer

The Wanderer in a nutshell

The Wanderer is full of mobility and de-buff tricks. His road markers can force opponents to choose between allowing him to teleport around or giving one of your models a free 2" move. Lantern's Light marks targets to be charged or shot, extending your models' threat range while making the enemy easier to hit.

Arcana thoughts

Divergent Path - this arcana is a life insurance, and has a big chance of coming into play, as the enemy will often try to kill The Wanderer, overcoming his plain average defensive stats. Most likely you'll use it if you managed to leave the Wanderer without FURY to transfer (or the enemy robbed off your camped point, for example with Eiryss). The trump is not limited to attacks, so it triggers on any kind of damage rolls, including collateral damage, electro-leaps and the like. Therefore, assassinations will require a bit more planning, as your enemy must remove the road markers first, either by making your models to move into them (Telekinesis, Slam, Throw, etc), or walking themselves nearby (triggering your free advance in return). You'll still suffer the additional effects of the source of the damage (like becoming knocked down from a model slammed into you, or getting a continuous effect), but you can still be placed most of the time. Most useful against assassination casters, as many of them cannot advance after started making their attacks.

  • Labyrinth - Though you cannot play in the same turn as Divergent Path, -2 SPD, along with the placing/advancing possibility from your road markers can often be as effective as your trump card to counter assassinations.
  • Ill Omens - Has great synergy with Star Crossed
  • Desolation - use in conjunction with the road markers to control the battle field and use hidden path more.

Spell thoughts

  • Fog of War - the usual caveat would be a warning about order of activation, as it conceals your enemies too. However, you can be bolder in this faction. The only 2 models who should take care about it, are Lord Longfellow and the Frightmare, as Hollowmen have Eyeless Sight, Lantern's Light ignores concealment, and you have only a single offensive spell.
  • Repudiate - perfect against support casters/locks, plus the damage can easily trigger the Finisher bonus for Longfellow's shots. It is also a panic button to remove dangerous upkeeps (Parasite, Crippling Grasp, etc.) from your own models.
  • Star-Crossed - pumps up the DEF of your slow bricks (read, Piggybacks), and makes your average DEF units highly elusive. Stacks nice with Fog of War, plus the above mentioned Arcanas. It also triggers easier the Dodge animus of the Crabbits, or on the Trapperkin. Just be on the lookout for auto-hitting attacks.
  • Veil of Mists - Another ranged denial trick, plus your built-in tactician+pathfinder for charges from behind your lines.

Drawbacks & Downsides

  • Fragile
  • Not much in the way of boosting the hitting power of his army (though gives really nice mobility boosts)
  • Tricks that deny placing and advance can shut down your movement shenanigans.
  • Poor placing of the road markers can easily leave you in exposed situations.

Tricks & Tips

  • If you want to place your warlock in your maintenance phase, don't forget to do it before checking for continuous effects expiry - unless you want to be called on (rightfully) by your opponent.
  • Divergent Path places you, while Hidden Paths allows you to advance. An important difference, whether or not it triggers such abilities as Admonition, or Countercharge.
  • Though your ranged attack is not magical, Incorporeal enemies will still be affected by Beacon and Flare.

List Building Tips

Strategy

Be smart about your road marker placement and you can safely play The Wanderer forward a bit while holding his Trump Arcana in reserve. The Wanderer has a great tool in his Lantern's Light. Under its Beacon, any friendly Faction model gets +2" movement to close in on a target for engagement, and charging the illuminated model is free for his Warbeasts. Obviously, this is going to be a target you really want dead - eventually, the opponent's Warlock or Warcaster, when possible. Combine Lantern's Light with an appropriately placed Veil of Mists to eliminate obstacles and charge away.

Theme Thoughts

The Wanderer isn't really specific to a theme; his big spell is a debuff and he always has enough warbeasts to use Attuned Spirit. He therefore plays in both themes (although isn't terribly popular in either) and appears to have a very slight bias towards Dark Managerie - athough this might be local effects. When your main spell is Star Crossed you go well with anything.

Army

  • Because the Wanderer will want to play forward in order to effectively illuminate enemy targets, Crabbits are useful Shield Guards that can hop into incoming fire.
  • Neigh Slayers charging a target that's feeling the effects of Beacon and Flare are effectively MAT 8 armor-piercers with a 13" threat range. Fog of War and Veil of Mists can help protect them from shooting as they get in position.
  • High-DEF solos, like the Glimmer Imp, the Trapperkin or Lord Longfellow are nigh-untouchable under Star Crossed.
  • Hollowmen can shoot out of Fog of War without any problem, while the enemy's shots will be affected by concealment.
  • Slow-moving, hard hitting units, like Piggybacks and Cage Ragers can really benefit from the combination of The Wanderer's ranged attack + Veil of Mists.

Starting a 25 point Brawl list

In 2021.04 Phillip Melvin, one of the LOS authors, put together this list for the Brawlmachine format. It was then updated for the 2021.10 errata. He even wrote about it's playstyle and expanding it beyond 25 points, which you can read here.

Theme - Dark Menagerie

The Wanderer: [+28 WBP]
Isaiah, Dread Harvester: [8 pts]
Witchwood: [Free] Template:Grey
Lady Karianna Rose: [3 pts]
Dread Rots (Max unit): [12 pts]

Template:Brawl

Other

Trivia

Released with the Faction release (2017.06)

Video Battle Reports

Other Grymkin models

Template:Index Grymkin

Rules Clarifications

Template:RC Arcana

Template:RC Beacon Template:RC Flare Template:RC Fire Template:RC Magical Damage

Template:RC Warlock Template:RC Pathfinder Template:RC Crossroads Template:RC Hidden Paths

Template:RC Admonition Template:RC Fog of War Template:RC Star-Crossed Template:RC Veil of Mists

         This is a template for "Model Advantage". It makes this table
table headerthing
blah blahthg
  • The idea is that this is a template that builds out an advantage category page.
  • It is called on a category after explaining what the category is doing.
  • it has to be called in a noinclude tag.

Then calls out to the auto-generate template. Grymkin Warlock

FACTION ARMY Warlock


Model stats and abilities

Model Statistics

Base size = 30 mmSPDAATMATRATDEFARMARCCTRL
Health = 15
FA = {{{fa}}}
Cost = Free76671417712
-
-

Model Advantages and Abilities

  • No special advantages or abilities.


         Template loop detected: Template:Model Advantage
         Template loop detected: Template:Model Advantage
         Template loop detected: Template:Model Advantage                    
         Template loop detected: Template:Model Advantage Corrosion}}
         Template loop detected: Template:Model Advantage   
         Template loop detected: Template:Model Advantage
Template:Veteran Leader
Field Marshal [ Hyper-Aggressive ]


Arcane Machinery


Arcane Calibrations


Ionization


Vexing Alignment


Death Rattle


Marionette


Pupppet Master


Prowl


Reposition


Take Down


Warcaster abilities:


Weapons

{WEAPONNAME1}} {WEAPONNAME2}}
WeaponTypeStatsSpecials

Feat

FEATNAME


Spells

Template:SPELLNAME Template:SPELLNAME

Spell Rack (Slots 2)

Errata

No Errata specifically for this model. Ability errata will appear in an expandable box next to the rule (Pistol, for example).

Changes and Updates

Lore

Trivia

Battle Reports

Videos

"If you care not where you roam, every road will take you home."

Traveling the unknown parts of Caen, the Wanderer once wished only to go where he pleased — until his confinement within the depths of Urcaen drove him mad. Now freed from that hell, he roams the world seeking those marked by sin to deliver upon them his own twisted and tortuous justice.

Basic Info

Template:Infobox-Model

  • This model is a Warlock.
Warlock Rules
  • A warlock is
  • Warlocks use Fury Manipulation
    • Uses ARC to determine how many fury points it gains each turn.
    • Begins the game with a number of fury points equal to its ARC.
    • Cannot exceed its ARC stat in fury points as a result of leeching.
    • Can spend fury points only during its activation (unless a special rule states otherwise) for the following:
      • Buy additional attacks
      • Boost attack rolls
      • Boost damage rolls
      • Shake some effects
    • Can leach fury points from warbeasts in its battlegroup in its control range.
    • Spirit Bond allows the warlock to gain a fury for each of its dead battlegroup warbeasts.
    • Reaving allows the warlock to pull fury points from a warbeast in its battlegroup when it dies.

Trump Arcana: Divergent path

  • Trigger - The warlock can play this card when he is damaged by an enemy attack
  • Effect - The warlock can transfer the damage from this attack without spending a fury point. After the attack is resolved, the warlock can be placed in the location of any of his road markers (refer to his Abilities).

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.

Abilities

Weapons

Lantern's Light
File:Gun icon.jpg  RNG   ROF   AOE   POW 
SP10 1 Template:- -
Lantern's Bash
File:Sword icon.jpg  RNG   POW   P+S 
2 6 11

Spells

{{Category: Template:Fog of WarTemplate:RepudiateTemplate:Star-CrossedTemplate:Veil of Mists }}[[Category: Template:Fog of WarTemplate:RepudiateTemplate:Star-CrossedTemplate:Veil of Mists ]]


Theme Forces


Thoughts on The Wanderer

The Wanderer in a nutshell

The Wanderer is full of mobility and de-buff tricks. His road markers can force opponents to choose between allowing him to teleport around or giving one of your models a free 2" move. Lantern's Light marks targets to be charged or shot, extending your models' threat range while making the enemy easier to hit.

Arcana thoughts

Divergent Path - this arcana is a life insurance, and has a big chance of coming into play, as the enemy will often try to kill The Wanderer, overcoming his plain average defensive stats. Most likely you'll use it if you managed to leave the Wanderer without FURY to transfer (or the enemy robbed off your camped point, for example with Eiryss). The trump is not limited to attacks, so it triggers on any kind of damage rolls, including collateral damage, electro-leaps and the like. Therefore, assassinations will require a bit more planning, as your enemy must remove the road markers first, either by making your models to move into them (Telekinesis, Slam, Throw, etc), or walking themselves nearby (triggering your free advance in return). You'll still suffer the additional effects of the source of the damage (like becoming knocked down from a model slammed into you, or getting a continuous effect), but you can still be placed most of the time. Most useful against assassination casters, as many of them cannot advance after started making their attacks.

  • Labyrinth - Though you cannot play in the same turn as Divergent Path, -2 SPD, along with the placing/advancing possibility from your road markers can often be as effective as your trump card to counter assassinations.
  • Ill Omens - Has great synergy with Star Crossed
  • Desolation - use in conjunction with the road markers to control the battle field and use hidden path more.

Spell thoughts

  • Fog of War - the usual caveat would be a warning about order of activation, as it conceals your enemies too. However, you can be bolder in this faction. The only 2 models who should take care about it, are Lord Longfellow and the Frightmare, as Hollowmen have Eyeless Sight, Lantern's Light ignores concealment, and you have only a single offensive spell.
  • Repudiate - perfect against support casters/locks, plus the damage can easily trigger the Finisher bonus for Longfellow's shots. It is also a panic button to remove dangerous upkeeps (Parasite, Crippling Grasp, etc.) from your own models.
  • Star-Crossed - pumps up the DEF of your slow bricks (read, Piggybacks), and makes your average DEF units highly elusive. Stacks nice with Fog of War, plus the above mentioned Arcanas. It also triggers easier the Dodge animus of the Crabbits, or on the Trapperkin. Just be on the lookout for auto-hitting attacks.
  • Veil of Mists - Another ranged denial trick, plus your built-in tactician+pathfinder for charges from behind your lines.

Drawbacks & Downsides

  • Fragile
  • Not much in the way of boosting the hitting power of his army (though gives really nice mobility boosts)
  • Tricks that deny placing and advance can shut down your movement shenanigans.
  • Poor placing of the road markers can easily leave you in exposed situations.

Tricks & Tips

  • If you want to place your warlock in your maintenance phase, don't forget to do it before checking for continuous effects expiry - unless you want to be called on (rightfully) by your opponent.
  • Divergent Path places you, while Hidden Paths allows you to advance. An important difference, whether or not it triggers such abilities as Admonition, or Countercharge.
  • Though your ranged attack is not magical, Incorporeal enemies will still be affected by Beacon and Flare.

List Building Tips

Strategy

Be smart about your road marker placement and you can safely play The Wanderer forward a bit while holding his Trump Arcana in reserve. The Wanderer has a great tool in his Lantern's Light. Under its Beacon, any friendly Faction model gets +2" movement to close in on a target for engagement, and charging the illuminated model is free for his Warbeasts. Obviously, this is going to be a target you really want dead - eventually, the opponent's Warlock or Warcaster, when possible. Combine Lantern's Light with an appropriately placed Veil of Mists to eliminate obstacles and charge away.

Theme Thoughts

The Wanderer isn't really specific to a theme; his big spell is a debuff and he always has enough warbeasts to use Attuned Spirit. He therefore plays in both themes (although isn't terribly popular in either) and appears to have a very slight bias towards Dark Managerie - athough this might be local effects. When your main spell is Star Crossed you go well with anything.

Army

  • Because the Wanderer will want to play forward in order to effectively illuminate enemy targets, Crabbits are useful Shield Guards that can hop into incoming fire.
  • Neigh Slayers charging a target that's feeling the effects of Beacon and Flare are effectively MAT 8 armor-piercers with a 13" threat range. Fog of War and Veil of Mists can help protect them from shooting as they get in position.
  • High-DEF solos, like the Glimmer Imp, the Trapperkin or Lord Longfellow are nigh-untouchable under Star Crossed.
  • Hollowmen can shoot out of Fog of War without any problem, while the enemy's shots will be affected by concealment.
  • Slow-moving, hard hitting units, like Piggybacks and Cage Ragers can really benefit from the combination of The Wanderer's ranged attack + Veil of Mists.

Starting a 25 point Brawl list

In 2021.04 Phillip Melvin, one of the LOS authors, put together this list for the Brawlmachine format. It was then updated for the 2021.10 errata. He even wrote about it's playstyle and expanding it beyond 25 points, which you can read here.

Theme - Dark Menagerie

The Wanderer: [+28 WBP]
Isaiah, Dread Harvester: [8 pts]
Witchwood: [Free] Template:Grey
Lady Karianna Rose: [3 pts]
Dread Rots (Max unit): [12 pts]

Template:Brawl

Other

Trivia

Released with the Faction release (2017.06)

Video Battle Reports

Other Grymkin models

Template:Index Grymkin

Rules Clarifications

Template:RC Arcana

Template:RC Beacon Template:RC Flare Template:RC Fire Template:RC Magical Damage

Template:RC Warlock Template:RC Pathfinder Template:RC Crossroads Template:RC Hidden Paths

Template:RC Admonition Template:RC Fog of War Template:RC Star-Crossed Template:RC Veil of Mists

         This is a template for "Model Advantage". It makes this table
table headerthing
blah blahthg
  • The idea is that this is a template that builds out an advantage category page.
  • It is called on a category after explaining what the category is doing.
  • it has to be called in a noinclude tag.

Then calls out to the auto-generate template. Grymkin Warlock

FACTION ARMY Warlock


Model stats and abilities

Model Statistics

Base size = 30 mmSPDAATMATRATDEFARMARCCTRL
Health = 15
FA = {{{fa}}}
Cost = Free76671417712
-
-

Model Advantages and Abilities

  • No special advantages or abilities.


         Template loop detected: Template:Model Advantage
         Template loop detected: Template:Model Advantage
         Template loop detected: Template:Model Advantage                    
         Template loop detected: Template:Model Advantage Corrosion}}
         Template loop detected: Template:Model Advantage   
         Template loop detected: Template:Model Advantage
Template:Veteran Leader
Field Marshal [ Hyper-Aggressive ]


Arcane Machinery


Arcane Calibrations


Ionization


Vexing Alignment


Death Rattle


Marionette


Pupppet Master


Prowl


Reposition


Take Down


Warcaster abilities:


Weapons

{WEAPONNAME1}} {WEAPONNAME2}}
WeaponTypeStatsSpecials

Feat

FEATNAME


Spells

Template:SPELLNAME Template:SPELLNAME

Spell Rack (Slots 2)

Errata

No Errata specifically for this model. Ability errata will appear in an expandable box next to the rule (Pistol, for example).

Changes and Updates

Lore

Trivia

Battle Reports

Videos

"If you care not where you roam, every road will take you home."

Traveling the unknown parts of Caen, the Wanderer once wished only to go where he pleased — until his confinement within the depths of Urcaen drove him mad. Now freed from that hell, he roams the world seeking those marked by sin to deliver upon them his own twisted and tortuous justice.

Basic Info

Template:Infobox-Model

  • This model is a Warlock.
Warlock Rules
  • A warlock is
  • Warlocks use Fury Manipulation
    • Uses ARC to determine how many fury points it gains each turn.
    • Begins the game with a number of fury points equal to its ARC.
    • Cannot exceed its ARC stat in fury points as a result of leeching.
    • Can spend fury points only during its activation (unless a special rule states otherwise) for the following:
      • Buy additional attacks
      • Boost attack rolls
      • Boost damage rolls
      • Shake some effects
    • Can leach fury points from warbeasts in its battlegroup in its control range.
    • Spirit Bond allows the warlock to gain a fury for each of its dead battlegroup warbeasts.
    • Reaving allows the warlock to pull fury points from a warbeast in its battlegroup when it dies.

Trump Arcana: Divergent path

  • Trigger - The warlock can play this card when he is damaged by an enemy attack
  • Effect - The warlock can transfer the damage from this attack without spending a fury point. After the attack is resolved, the warlock can be placed in the location of any of his road markers (refer to his Abilities).

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.

Abilities

Weapons

Lantern's Light
File:Gun icon.jpg  RNG   ROF   AOE   POW 
SP10 1 Template:- -
Lantern's Bash
File:Sword icon.jpg  RNG   POW   P+S 
2 6 11

Spells

{{Category: Template:Fog of WarTemplate:RepudiateTemplate:Star-CrossedTemplate:Veil of Mists }}[[Category: Template:Fog of WarTemplate:RepudiateTemplate:Star-CrossedTemplate:Veil of Mists ]]


Theme Forces


Thoughts on The Wanderer

The Wanderer in a nutshell

The Wanderer is full of mobility and de-buff tricks. His road markers can force opponents to choose between allowing him to teleport around or giving one of your models a free 2" move. Lantern's Light marks targets to be charged or shot, extending your models' threat range while making the enemy easier to hit.

Arcana thoughts

Divergent Path - this arcana is a life insurance, and has a big chance of coming into play, as the enemy will often try to kill The Wanderer, overcoming his plain average defensive stats. Most likely you'll use it if you managed to leave the Wanderer without FURY to transfer (or the enemy robbed off your camped point, for example with Eiryss). The trump is not limited to attacks, so it triggers on any kind of damage rolls, including collateral damage, electro-leaps and the like. Therefore, assassinations will require a bit more planning, as your enemy must remove the road markers first, either by making your models to move into them (Telekinesis, Slam, Throw, etc), or walking themselves nearby (triggering your free advance in return). You'll still suffer the additional effects of the source of the damage (like becoming knocked down from a model slammed into you, or getting a continuous effect), but you can still be placed most of the time. Most useful against assassination casters, as many of them cannot advance after started making their attacks.

  • Labyrinth - Though you cannot play in the same turn as Divergent Path, -2 SPD, along with the placing/advancing possibility from your road markers can often be as effective as your trump card to counter assassinations.
  • Ill Omens - Has great synergy with Star Crossed
  • Desolation - use in conjunction with the road markers to control the battle field and use hidden path more.

Spell thoughts

  • Fog of War - the usual caveat would be a warning about order of activation, as it conceals your enemies too. However, you can be bolder in this faction. The only 2 models who should take care about it, are Lord Longfellow and the Frightmare, as Hollowmen have Eyeless Sight, Lantern's Light ignores concealment, and you have only a single offensive spell.
  • Repudiate - perfect against support casters/locks, plus the damage can easily trigger the Finisher bonus for Longfellow's shots. It is also a panic button to remove dangerous upkeeps (Parasite, Crippling Grasp, etc.) from your own models.
  • Star-Crossed - pumps up the DEF of your slow bricks (read, Piggybacks), and makes your average DEF units highly elusive. Stacks nice with Fog of War, plus the above mentioned Arcanas. It also triggers easier the Dodge animus of the Crabbits, or on the Trapperkin. Just be on the lookout for auto-hitting attacks.
  • Veil of Mists - Another ranged denial trick, plus your built-in tactician+pathfinder for charges from behind your lines.

Drawbacks & Downsides

  • Fragile
  • Not much in the way of boosting the hitting power of his army (though gives really nice mobility boosts)
  • Tricks that deny placing and advance can shut down your movement shenanigans.
  • Poor placing of the road markers can easily leave you in exposed situations.

Tricks & Tips

  • If you want to place your warlock in your maintenance phase, don't forget to do it before checking for continuous effects expiry - unless you want to be called on (rightfully) by your opponent.
  • Divergent Path places you, while Hidden Paths allows you to advance. An important difference, whether or not it triggers such abilities as Admonition, or Countercharge.
  • Though your ranged attack is not magical, Incorporeal enemies will still be affected by Beacon and Flare.

List Building Tips

Strategy

Be smart about your road marker placement and you can safely play The Wanderer forward a bit while holding his Trump Arcana in reserve. The Wanderer has a great tool in his Lantern's Light. Under its Beacon, any friendly Faction model gets +2" movement to close in on a target for engagement, and charging the illuminated model is free for his Warbeasts. Obviously, this is going to be a target you really want dead - eventually, the opponent's Warlock or Warcaster, when possible. Combine Lantern's Light with an appropriately placed Veil of Mists to eliminate obstacles and charge away.

Theme Thoughts

The Wanderer isn't really specific to a theme; his big spell is a debuff and he always has enough warbeasts to use Attuned Spirit. He therefore plays in both themes (although isn't terribly popular in either) and appears to have a very slight bias towards Dark Managerie - athough this might be local effects. When your main spell is Star Crossed you go well with anything.

Army

  • Because the Wanderer will want to play forward in order to effectively illuminate enemy targets, Crabbits are useful Shield Guards that can hop into incoming fire.
  • Neigh Slayers charging a target that's feeling the effects of Beacon and Flare are effectively MAT 8 armor-piercers with a 13" threat range. Fog of War and Veil of Mists can help protect them from shooting as they get in position.
  • High-DEF solos, like the Glimmer Imp, the Trapperkin or Lord Longfellow are nigh-untouchable under Star Crossed.
  • Hollowmen can shoot out of Fog of War without any problem, while the enemy's shots will be affected by concealment.
  • Slow-moving, hard hitting units, like Piggybacks and Cage Ragers can really benefit from the combination of The Wanderer's ranged attack + Veil of Mists.

Starting a 25 point Brawl list

In 2021.04 Phillip Melvin, one of the LOS authors, put together this list for the Brawlmachine format. It was then updated for the 2021.10 errata. He even wrote about it's playstyle and expanding it beyond 25 points, which you can read here.

Theme - Dark Menagerie

The Wanderer: [+28 WBP]
Isaiah, Dread Harvester: [8 pts]
Witchwood: [Free] Template:Grey
Lady Karianna Rose: [3 pts]
Dread Rots (Max unit): [12 pts]

Template:Brawl

Other

Trivia

Released with the Faction release (2017.06)

Video Battle Reports

Other Grymkin models

Template:Index Grymkin

Rules Clarifications

Template:RC Arcana

Template:RC Beacon Template:RC Flare Template:RC Fire Template:RC Magical Damage

Template:RC Warlock Template:RC Pathfinder Template:RC Crossroads Template:RC Hidden Paths

Template:RC Admonition Template:RC Fog of War Template:RC Star-Crossed Template:RC Veil of Mists

Corrosion}}
         This is a template for "Model Advantage". It makes this table
table headerthing
blah blahthg
  • The idea is that this is a template that builds out an advantage category page.
  • It is called on a category after explaining what the category is doing.
  • it has to be called in a noinclude tag.

Then calls out to the auto-generate template. Grymkin Warlock

FACTION ARMY Warlock


Model stats and abilities

Model Statistics

Base size = 30 mmSPDAATMATRATDEFARMARCCTRL
Health = 15
FA = {{{fa}}}
Cost = Free76671417712
-
-

Model Advantages and Abilities

  • No special advantages or abilities.


         Template loop detected: Template:Model Advantage
         Template loop detected: Template:Model Advantage
         Template loop detected: Template:Model Advantage                    
         Template loop detected: Template:Model Advantage Corrosion}}
         Template loop detected: Template:Model Advantage   
         Template loop detected: Template:Model Advantage
Template:Veteran Leader
Field Marshal [ Hyper-Aggressive ]


Arcane Machinery


Arcane Calibrations


Ionization


Vexing Alignment


Death Rattle


Marionette


Pupppet Master


Prowl


Reposition


Take Down


Warcaster abilities:


Weapons

{WEAPONNAME1}} {WEAPONNAME2}}
WeaponTypeStatsSpecials

Feat

FEATNAME


Spells

Template:SPELLNAME Template:SPELLNAME

Spell Rack (Slots 2)

Errata

No Errata specifically for this model. Ability errata will appear in an expandable box next to the rule (Pistol, for example).

Changes and Updates

Lore

Trivia

Battle Reports

Videos

"If you care not where you roam, every road will take you home."

Traveling the unknown parts of Caen, the Wanderer once wished only to go where he pleased — until his confinement within the depths of Urcaen drove him mad. Now freed from that hell, he roams the world seeking those marked by sin to deliver upon them his own twisted and tortuous justice.

Basic Info

Template:Infobox-Model

  • This model is a Warlock.
Warlock Rules
  • A warlock is
  • Warlocks use Fury Manipulation
    • Uses ARC to determine how many fury points it gains each turn.
    • Begins the game with a number of fury points equal to its ARC.
    • Cannot exceed its ARC stat in fury points as a result of leeching.
    • Can spend fury points only during its activation (unless a special rule states otherwise) for the following:
      • Buy additional attacks
      • Boost attack rolls
      • Boost damage rolls
      • Shake some effects
    • Can leach fury points from warbeasts in its battlegroup in its control range.
    • Spirit Bond allows the warlock to gain a fury for each of its dead battlegroup warbeasts.
    • Reaving allows the warlock to pull fury points from a warbeast in its battlegroup when it dies.

Trump Arcana: Divergent path

  • Trigger - The warlock can play this card when he is damaged by an enemy attack
  • Effect - The warlock can transfer the damage from this attack without spending a fury point. After the attack is resolved, the warlock can be placed in the location of any of his road markers (refer to his Abilities).

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.

Abilities

Weapons

Lantern's Light
File:Gun icon.jpg  RNG   ROF   AOE   POW 
SP10 1 Template:- -
Lantern's Bash
File:Sword icon.jpg  RNG   POW   P+S 
2 6 11

Spells

{{Category: Template:Fog of WarTemplate:RepudiateTemplate:Star-CrossedTemplate:Veil of Mists }}[[Category: Template:Fog of WarTemplate:RepudiateTemplate:Star-CrossedTemplate:Veil of Mists ]]


Theme Forces


Thoughts on The Wanderer

The Wanderer in a nutshell

The Wanderer is full of mobility and de-buff tricks. His road markers can force opponents to choose between allowing him to teleport around or giving one of your models a free 2" move. Lantern's Light marks targets to be charged or shot, extending your models' threat range while making the enemy easier to hit.

Arcana thoughts

Divergent Path - this arcana is a life insurance, and has a big chance of coming into play, as the enemy will often try to kill The Wanderer, overcoming his plain average defensive stats. Most likely you'll use it if you managed to leave the Wanderer without FURY to transfer (or the enemy robbed off your camped point, for example with Eiryss). The trump is not limited to attacks, so it triggers on any kind of damage rolls, including collateral damage, electro-leaps and the like. Therefore, assassinations will require a bit more planning, as your enemy must remove the road markers first, either by making your models to move into them (Telekinesis, Slam, Throw, etc), or walking themselves nearby (triggering your free advance in return). You'll still suffer the additional effects of the source of the damage (like becoming knocked down from a model slammed into you, or getting a continuous effect), but you can still be placed most of the time. Most useful against assassination casters, as many of them cannot advance after started making their attacks.

  • Labyrinth - Though you cannot play in the same turn as Divergent Path, -2 SPD, along with the placing/advancing possibility from your road markers can often be as effective as your trump card to counter assassinations.
  • Ill Omens - Has great synergy with Star Crossed
  • Desolation - use in conjunction with the road markers to control the battle field and use hidden path more.

Spell thoughts

  • Fog of War - the usual caveat would be a warning about order of activation, as it conceals your enemies too. However, you can be bolder in this faction. The only 2 models who should take care about it, are Lord Longfellow and the Frightmare, as Hollowmen have Eyeless Sight, Lantern's Light ignores concealment, and you have only a single offensive spell.
  • Repudiate - perfect against support casters/locks, plus the damage can easily trigger the Finisher bonus for Longfellow's shots. It is also a panic button to remove dangerous upkeeps (Parasite, Crippling Grasp, etc.) from your own models.
  • Star-Crossed - pumps up the DEF of your slow bricks (read, Piggybacks), and makes your average DEF units highly elusive. Stacks nice with Fog of War, plus the above mentioned Arcanas. It also triggers easier the Dodge animus of the Crabbits, or on the Trapperkin. Just be on the lookout for auto-hitting attacks.
  • Veil of Mists - Another ranged denial trick, plus your built-in tactician+pathfinder for charges from behind your lines.

Drawbacks & Downsides

  • Fragile
  • Not much in the way of boosting the hitting power of his army (though gives really nice mobility boosts)
  • Tricks that deny placing and advance can shut down your movement shenanigans.
  • Poor placing of the road markers can easily leave you in exposed situations.

Tricks & Tips

  • If you want to place your warlock in your maintenance phase, don't forget to do it before checking for continuous effects expiry - unless you want to be called on (rightfully) by your opponent.
  • Divergent Path places you, while Hidden Paths allows you to advance. An important difference, whether or not it triggers such abilities as Admonition, or Countercharge.
  • Though your ranged attack is not magical, Incorporeal enemies will still be affected by Beacon and Flare.

List Building Tips

Strategy

Be smart about your road marker placement and you can safely play The Wanderer forward a bit while holding his Trump Arcana in reserve. The Wanderer has a great tool in his Lantern's Light. Under its Beacon, any friendly Faction model gets +2" movement to close in on a target for engagement, and charging the illuminated model is free for his Warbeasts. Obviously, this is going to be a target you really want dead - eventually, the opponent's Warlock or Warcaster, when possible. Combine Lantern's Light with an appropriately placed Veil of Mists to eliminate obstacles and charge away.

Theme Thoughts

The Wanderer isn't really specific to a theme; his big spell is a debuff and he always has enough warbeasts to use Attuned Spirit. He therefore plays in both themes (although isn't terribly popular in either) and appears to have a very slight bias towards Dark Managerie - athough this might be local effects. When your main spell is Star Crossed you go well with anything.

Army

  • Because the Wanderer will want to play forward in order to effectively illuminate enemy targets, Crabbits are useful Shield Guards that can hop into incoming fire.
  • Neigh Slayers charging a target that's feeling the effects of Beacon and Flare are effectively MAT 8 armor-piercers with a 13" threat range. Fog of War and Veil of Mists can help protect them from shooting as they get in position.
  • High-DEF solos, like the Glimmer Imp, the Trapperkin or Lord Longfellow are nigh-untouchable under Star Crossed.
  • Hollowmen can shoot out of Fog of War without any problem, while the enemy's shots will be affected by concealment.
  • Slow-moving, hard hitting units, like Piggybacks and Cage Ragers can really benefit from the combination of The Wanderer's ranged attack + Veil of Mists.

Starting a 25 point Brawl list

In 2021.04 Phillip Melvin, one of the LOS authors, put together this list for the Brawlmachine format. It was then updated for the 2021.10 errata. He even wrote about it's playstyle and expanding it beyond 25 points, which you can read here.

Theme - Dark Menagerie

The Wanderer: [+28 WBP]
Isaiah, Dread Harvester: [8 pts]
Witchwood: [Free] Template:Grey
Lady Karianna Rose: [3 pts]
Dread Rots (Max unit): [12 pts]

Template:Brawl

Other

Trivia

Released with the Faction release (2017.06)

Video Battle Reports

Other Grymkin models

Template:Index Grymkin

Rules Clarifications

Template:RC Arcana

Template:RC Beacon Template:RC Flare Template:RC Fire Template:RC Magical Damage

Template:RC Warlock Template:RC Pathfinder Template:RC Crossroads Template:RC Hidden Paths

Template:RC Admonition Template:RC Fog of War Template:RC Star-Crossed Template:RC Veil of Mists

         This is a template for "Model Advantage". It makes this table
table headerthing
blah blahthg
  • The idea is that this is a template that builds out an advantage category page.
  • It is called on a category after explaining what the category is doing.
  • it has to be called in a noinclude tag.

Then calls out to the auto-generate template. Grymkin Warlock

FACTION ARMY Warlock


Model stats and abilities

Model Statistics

Base size = 30 mmSPDAATMATRATDEFARMARCCTRL
Health = 15
FA = {{{fa}}}
Cost = Free76671417712
-
-

Model Advantages and Abilities

  • No special advantages or abilities.


         Template loop detected: Template:Model Advantage
         Template loop detected: Template:Model Advantage
         Template loop detected: Template:Model Advantage                    
         Template loop detected: Template:Model Advantage Corrosion}}
         Template loop detected: Template:Model Advantage   
         Template loop detected: Template:Model Advantage
Template:Veteran Leader
Field Marshal [ Hyper-Aggressive ]


Arcane Machinery


Arcane Calibrations


Ionization


Vexing Alignment


Death Rattle


Marionette


Pupppet Master


Prowl


Reposition


Take Down


Warcaster abilities:


Weapons

{WEAPONNAME1}} {WEAPONNAME2}}
WeaponTypeStatsSpecials

Feat

FEATNAME


Spells

Template:SPELLNAME Template:SPELLNAME

Spell Rack (Slots 2)

Errata

No Errata specifically for this model. Ability errata will appear in an expandable box next to the rule (Pistol, for example).

Changes and Updates

Lore

Trivia

Battle Reports

Videos

"If you care not where you roam, every road will take you home."

Traveling the unknown parts of Caen, the Wanderer once wished only to go where he pleased — until his confinement within the depths of Urcaen drove him mad. Now freed from that hell, he roams the world seeking those marked by sin to deliver upon them his own twisted and tortuous justice.

Basic Info

Template:Infobox-Model

  • This model is a Warlock.
Warlock Rules
  • A warlock is
  • Warlocks use Fury Manipulation
    • Uses ARC to determine how many fury points it gains each turn.
    • Begins the game with a number of fury points equal to its ARC.
    • Cannot exceed its ARC stat in fury points as a result of leeching.
    • Can spend fury points only during its activation (unless a special rule states otherwise) for the following:
      • Buy additional attacks
      • Boost attack rolls
      • Boost damage rolls
      • Shake some effects
    • Can leach fury points from warbeasts in its battlegroup in its control range.
    • Spirit Bond allows the warlock to gain a fury for each of its dead battlegroup warbeasts.
    • Reaving allows the warlock to pull fury points from a warbeast in its battlegroup when it dies.

Trump Arcana: Divergent path

  • Trigger - The warlock can play this card when he is damaged by an enemy attack
  • Effect - The warlock can transfer the damage from this attack without spending a fury point. After the attack is resolved, the warlock can be placed in the location of any of his road markers (refer to his Abilities).

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.

Abilities

Weapons

Lantern's Light
File:Gun icon.jpg  RNG   ROF   AOE   POW 
SP10 1 Template:- -
Lantern's Bash
File:Sword icon.jpg  RNG   POW   P+S 
2 6 11

Spells

{{Category: Template:Fog of WarTemplate:RepudiateTemplate:Star-CrossedTemplate:Veil of Mists }}[[Category: Template:Fog of WarTemplate:RepudiateTemplate:Star-CrossedTemplate:Veil of Mists ]]


Theme Forces


Thoughts on The Wanderer

The Wanderer in a nutshell

The Wanderer is full of mobility and de-buff tricks. His road markers can force opponents to choose between allowing him to teleport around or giving one of your models a free 2" move. Lantern's Light marks targets to be charged or shot, extending your models' threat range while making the enemy easier to hit.

Arcana thoughts

Divergent Path - this arcana is a life insurance, and has a big chance of coming into play, as the enemy will often try to kill The Wanderer, overcoming his plain average defensive stats. Most likely you'll use it if you managed to leave the Wanderer without FURY to transfer (or the enemy robbed off your camped point, for example with Eiryss). The trump is not limited to attacks, so it triggers on any kind of damage rolls, including collateral damage, electro-leaps and the like. Therefore, assassinations will require a bit more planning, as your enemy must remove the road markers first, either by making your models to move into them (Telekinesis, Slam, Throw, etc), or walking themselves nearby (triggering your free advance in return). You'll still suffer the additional effects of the source of the damage (like becoming knocked down from a model slammed into you, or getting a continuous effect), but you can still be placed most of the time. Most useful against assassination casters, as many of them cannot advance after started making their attacks.

  • Labyrinth - Though you cannot play in the same turn as Divergent Path, -2 SPD, along with the placing/advancing possibility from your road markers can often be as effective as your trump card to counter assassinations.
  • Ill Omens - Has great synergy with Star Crossed
  • Desolation - use in conjunction with the road markers to control the battle field and use hidden path more.

Spell thoughts

  • Fog of War - the usual caveat would be a warning about order of activation, as it conceals your enemies too. However, you can be bolder in this faction. The only 2 models who should take care about it, are Lord Longfellow and the Frightmare, as Hollowmen have Eyeless Sight, Lantern's Light ignores concealment, and you have only a single offensive spell.
  • Repudiate - perfect against support casters/locks, plus the damage can easily trigger the Finisher bonus for Longfellow's shots. It is also a panic button to remove dangerous upkeeps (Parasite, Crippling Grasp, etc.) from your own models.
  • Star-Crossed - pumps up the DEF of your slow bricks (read, Piggybacks), and makes your average DEF units highly elusive. Stacks nice with Fog of War, plus the above mentioned Arcanas. It also triggers easier the Dodge animus of the Crabbits, or on the Trapperkin. Just be on the lookout for auto-hitting attacks.
  • Veil of Mists - Another ranged denial trick, plus your built-in tactician+pathfinder for charges from behind your lines.

Drawbacks & Downsides

  • Fragile
  • Not much in the way of boosting the hitting power of his army (though gives really nice mobility boosts)
  • Tricks that deny placing and advance can shut down your movement shenanigans.
  • Poor placing of the road markers can easily leave you in exposed situations.

Tricks & Tips

  • If you want to place your warlock in your maintenance phase, don't forget to do it before checking for continuous effects expiry - unless you want to be called on (rightfully) by your opponent.
  • Divergent Path places you, while Hidden Paths allows you to advance. An important difference, whether or not it triggers such abilities as Admonition, or Countercharge.
  • Though your ranged attack is not magical, Incorporeal enemies will still be affected by Beacon and Flare.

List Building Tips

Strategy

Be smart about your road marker placement and you can safely play The Wanderer forward a bit while holding his Trump Arcana in reserve. The Wanderer has a great tool in his Lantern's Light. Under its Beacon, any friendly Faction model gets +2" movement to close in on a target for engagement, and charging the illuminated model is free for his Warbeasts. Obviously, this is going to be a target you really want dead - eventually, the opponent's Warlock or Warcaster, when possible. Combine Lantern's Light with an appropriately placed Veil of Mists to eliminate obstacles and charge away.

Theme Thoughts

The Wanderer isn't really specific to a theme; his big spell is a debuff and he always has enough warbeasts to use Attuned Spirit. He therefore plays in both themes (although isn't terribly popular in either) and appears to have a very slight bias towards Dark Managerie - athough this might be local effects. When your main spell is Star Crossed you go well with anything.

Army

  • Because the Wanderer will want to play forward in order to effectively illuminate enemy targets, Crabbits are useful Shield Guards that can hop into incoming fire.
  • Neigh Slayers charging a target that's feeling the effects of Beacon and Flare are effectively MAT 8 armor-piercers with a 13" threat range. Fog of War and Veil of Mists can help protect them from shooting as they get in position.
  • High-DEF solos, like the Glimmer Imp, the Trapperkin or Lord Longfellow are nigh-untouchable under Star Crossed.
  • Hollowmen can shoot out of Fog of War without any problem, while the enemy's shots will be affected by concealment.
  • Slow-moving, hard hitting units, like Piggybacks and Cage Ragers can really benefit from the combination of The Wanderer's ranged attack + Veil of Mists.

Starting a 25 point Brawl list

In 2021.04 Phillip Melvin, one of the LOS authors, put together this list for the Brawlmachine format. It was then updated for the 2021.10 errata. He even wrote about it's playstyle and expanding it beyond 25 points, which you can read here.

Theme - Dark Menagerie

The Wanderer: [+28 WBP]
Isaiah, Dread Harvester: [8 pts]
Witchwood: [Free] Template:Grey
Lady Karianna Rose: [3 pts]
Dread Rots (Max unit): [12 pts]

Template:Brawl

Other

Trivia

Released with the Faction release (2017.06)

Video Battle Reports

Other Grymkin models

Template:Index Grymkin

Rules Clarifications

Template:RC Arcana

Template:RC Beacon Template:RC Flare Template:RC Fire Template:RC Magical Damage

Template:RC Warlock Template:RC Pathfinder Template:RC Crossroads Template:RC Hidden Paths

Template:RC Admonition Template:RC Fog of War Template:RC Star-Crossed Template:RC Veil of Mists

Field Marshal [ Hyper-Aggressive ]


Arcane Machinery


Arcane Calibrations


Ionization


Vexing Alignment


Death Rattle


Marionette


Pupppet Master


Prowl


Reposition


Take Down


Warcaster abilities:


Weapons

{WEAPONNAME1}} {WEAPONNAME2}}
WeaponTypeStatsSpecials

Feat

FEATNAME


Spells

Template:SPELLNAME Template:SPELLNAME

Spell Rack (Slots 2)

Errata

No Errata specifically for this model. Ability errata will appear in an expandable box next to the rule (Pistol, for example).

Changes and Updates

Lore

Trivia

Battle Reports

Videos

"If you care not where you roam, every road will take you home."

Traveling the unknown parts of Caen, the Wanderer once wished only to go where he pleased — until his confinement within the depths of Urcaen drove him mad. Now freed from that hell, he roams the world seeking those marked by sin to deliver upon them his own twisted and tortuous justice.

Basic Info

Template:Infobox-Model

  • This model is a Warlock.
Warlock Rules
  • A warlock is
  • Warlocks use Fury Manipulation
    • Uses ARC to determine how many fury points it gains each turn.
    • Begins the game with a number of fury points equal to its ARC.
    • Cannot exceed its ARC stat in fury points as a result of leeching.
    • Can spend fury points only during its activation (unless a special rule states otherwise) for the following:
      • Buy additional attacks
      • Boost attack rolls
      • Boost damage rolls
      • Shake some effects
    • Can leach fury points from warbeasts in its battlegroup in its control range.
    • Spirit Bond allows the warlock to gain a fury for each of its dead battlegroup warbeasts.
    • Reaving allows the warlock to pull fury points from a warbeast in its battlegroup when it dies.

Trump Arcana: Divergent path

  • Trigger - The warlock can play this card when he is damaged by an enemy attack
  • Effect - The warlock can transfer the damage from this attack without spending a fury point. After the attack is resolved, the warlock can be placed in the location of any of his road markers (refer to his Abilities).

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.

Abilities

Weapons

Lantern's Light
File:Gun icon.jpg  RNG   ROF   AOE   POW 
SP10 1 Template:- -
Lantern's Bash
File:Sword icon.jpg  RNG   POW   P+S 
2 6 11

Spells

{{Category: Template:Fog of WarTemplate:RepudiateTemplate:Star-CrossedTemplate:Veil of Mists }}[[Category: Template:Fog of WarTemplate:RepudiateTemplate:Star-CrossedTemplate:Veil of Mists ]]


Theme Forces


Thoughts on The Wanderer

The Wanderer in a nutshell

The Wanderer is full of mobility and de-buff tricks. His road markers can force opponents to choose between allowing him to teleport around or giving one of your models a free 2" move. Lantern's Light marks targets to be charged or shot, extending your models' threat range while making the enemy easier to hit.

Arcana thoughts

Divergent Path - this arcana is a life insurance, and has a big chance of coming into play, as the enemy will often try to kill The Wanderer, overcoming his plain average defensive stats. Most likely you'll use it if you managed to leave the Wanderer without FURY to transfer (or the enemy robbed off your camped point, for example with Eiryss). The trump is not limited to attacks, so it triggers on any kind of damage rolls, including collateral damage, electro-leaps and the like. Therefore, assassinations will require a bit more planning, as your enemy must remove the road markers first, either by making your models to move into them (Telekinesis, Slam, Throw, etc), or walking themselves nearby (triggering your free advance in return). You'll still suffer the additional effects of the source of the damage (like becoming knocked down from a model slammed into you, or getting a continuous effect), but you can still be placed most of the time. Most useful against assassination casters, as many of them cannot advance after started making their attacks.

  • Labyrinth - Though you cannot play in the same turn as Divergent Path, -2 SPD, along with the placing/advancing possibility from your road markers can often be as effective as your trump card to counter assassinations.
  • Ill Omens - Has great synergy with Star Crossed
  • Desolation - use in conjunction with the road markers to control the battle field and use hidden path more.

Spell thoughts

  • Fog of War - the usual caveat would be a warning about order of activation, as it conceals your enemies too. However, you can be bolder in this faction. The only 2 models who should take care about it, are Lord Longfellow and the Frightmare, as Hollowmen have Eyeless Sight, Lantern's Light ignores concealment, and you have only a single offensive spell.
  • Repudiate - perfect against support casters/locks, plus the damage can easily trigger the Finisher bonus for Longfellow's shots. It is also a panic button to remove dangerous upkeeps (Parasite, Crippling Grasp, etc.) from your own models.
  • Star-Crossed - pumps up the DEF of your slow bricks (read, Piggybacks), and makes your average DEF units highly elusive. Stacks nice with Fog of War, plus the above mentioned Arcanas. It also triggers easier the Dodge animus of the Crabbits, or on the Trapperkin. Just be on the lookout for auto-hitting attacks.
  • Veil of Mists - Another ranged denial trick, plus your built-in tactician+pathfinder for charges from behind your lines.

Drawbacks & Downsides

  • Fragile
  • Not much in the way of boosting the hitting power of his army (though gives really nice mobility boosts)
  • Tricks that deny placing and advance can shut down your movement shenanigans.
  • Poor placing of the road markers can easily leave you in exposed situations.

Tricks & Tips

  • If you want to place your warlock in your maintenance phase, don't forget to do it before checking for continuous effects expiry - unless you want to be called on (rightfully) by your opponent.
  • Divergent Path places you, while Hidden Paths allows you to advance. An important difference, whether or not it triggers such abilities as Admonition, or Countercharge.
  • Though your ranged attack is not magical, Incorporeal enemies will still be affected by Beacon and Flare.

List Building Tips

Strategy

Be smart about your road marker placement and you can safely play The Wanderer forward a bit while holding his Trump Arcana in reserve. The Wanderer has a great tool in his Lantern's Light. Under its Beacon, any friendly Faction model gets +2" movement to close in on a target for engagement, and charging the illuminated model is free for his Warbeasts. Obviously, this is going to be a target you really want dead - eventually, the opponent's Warlock or Warcaster, when possible. Combine Lantern's Light with an appropriately placed Veil of Mists to eliminate obstacles and charge away.

Theme Thoughts

The Wanderer isn't really specific to a theme; his big spell is a debuff and he always has enough warbeasts to use Attuned Spirit. He therefore plays in both themes (although isn't terribly popular in either) and appears to have a very slight bias towards Dark Managerie - athough this might be local effects. When your main spell is Star Crossed you go well with anything.

Army

  • Because the Wanderer will want to play forward in order to effectively illuminate enemy targets, Crabbits are useful Shield Guards that can hop into incoming fire.
  • Neigh Slayers charging a target that's feeling the effects of Beacon and Flare are effectively MAT 8 armor-piercers with a 13" threat range. Fog of War and Veil of Mists can help protect them from shooting as they get in position.
  • High-DEF solos, like the Glimmer Imp, the Trapperkin or Lord Longfellow are nigh-untouchable under Star Crossed.
  • Hollowmen can shoot out of Fog of War without any problem, while the enemy's shots will be affected by concealment.
  • Slow-moving, hard hitting units, like Piggybacks and Cage Ragers can really benefit from the combination of The Wanderer's ranged attack + Veil of Mists.

Starting a 25 point Brawl list

In 2021.04 Phillip Melvin, one of the LOS authors, put together this list for the Brawlmachine format. It was then updated for the 2021.10 errata. He even wrote about it's playstyle and expanding it beyond 25 points, which you can read here.

Theme - Dark Menagerie

The Wanderer: [+28 WBP]
Isaiah, Dread Harvester: [8 pts]
Witchwood: [Free] Template:Grey
Lady Karianna Rose: [3 pts]
Dread Rots (Max unit): [12 pts]

Template:Brawl

Other

Trivia

Released with the Faction release (2017.06)

Video Battle Reports

Other Grymkin models

Template:Index Grymkin

Rules Clarifications

Template:RC Arcana

Template:RC Beacon Template:RC Flare Template:RC Fire Template:RC Magical Damage

Template:RC Warlock Template:RC Pathfinder Template:RC Crossroads Template:RC Hidden Paths

Template:RC Admonition Template:RC Fog of War Template:RC Star-Crossed Template:RC Veil of Mists