Twilight Sisters
- "Make your deal, but be ye warned; There’s nothing worse than a witch that’s scorned."
The Twilight Sisters offer grim bargains to those they meet on the perilous roads of the Iron Kingdoms. As these enigmatic witches travel, they offer aid to their grymkin fellows, all while serving their own ends and punishing the wicked for their folly. Those who renege on a pact made with the sisters quickly see their lives end amid unimaginable torment.
Basic Info
Abilities
- Both
- Heidrun only
Weapons
- Witch's Blade - 0.5" reach, P+S 10 melee weapon
Spells
{{Category: Template:Death RattleTemplate:Grim ReturnsTemplate:Heal Spell }}[[Category: Template:Death RattleTemplate:Grim ReturnsTemplate:Heal Spell ]]
Theme Forces
- Template:Bump in the Night. They gain Rise in this theme.
- Template:Dark Menagerie
Thoughts on Twilight Sisters
Twilight Sisters in a nutshell
The Twilight Sisters are a utility unit focused around recursion. They will spend the early to mid game abusing Grim Returns on high value targets before they become personally involved with their high quality zap spell, and their surprisingly adept melee.
At 2.5 points each these ladies are a steal and if you don't know who your opponent is going to be their flexibility speaks for itself.
Combos & Synergies
- Neigh Slayers are extremely good targets for Grim Returns thanks to their high hitting power and relative frailty. An effective strategy is to charge with only part of the unit, with the expectation that they will die. The other member(s) hang back and provide a target for Grim Returns, lengthening the effective lifetime of the unit substantially.
- Piggybacks are the most expensive revivable models in faction (at 3 points a mode), and the more that are on the field the more effective Shield Wall is at providing defence. Bulldoze (provided by the Officer) is extremely effective at opening up lanes for fast targets (such as Rattlers or Gorehounds) or when bullying zones. It's worth noting that Bulldoze can be used the same turn as reviving a mdoel.
- Old Witch3 can bring back grunts too with Hell Hole; that means 3-5 returned grunt every turn for your army with the Sisters' help. Old witch also provides them safety under her windstorm.
Drawbacks & Downsides
- Fairly expensive, and have tissue-paper ARM - They have to get value from Grim Returns or else they are not going to be worth their 7 points
- RFP effects invalidate Grim Returns, and Grievous Wounds cancel Healing.
- Healing requiring them to be base to base with the target can be awkward at times. Especially if not anticipated.
Tricks and Tips
- They are actually good at melee in the late game. Mat 6 P+S 12 Grievous Wounds is not to be passed up. Applying grievous to certain targets can also be extremely valuable. They are built to charge!
- Their offensive spell is quite powerful, try to hit targets who can easily be killed and then kill someone else. The Sisters can potentially kill 4 models in one turn this way.
- They can speed your models up on turn 1 using Grim Returns. Grim Returns requires them to target a model within 5", and then place the returned model completely within 3" of them. A Cage Rager or other beast can trample two neigh slayers to death. Then the neigh slayers position one or more models within 11" (walk 6, cast 5) of the sisters, who walk and cast grim returns. This places a Neigh Slayer up to 14" from the starting line. Netting you a small benefit in run distance. Its not game breaking by any means, but free distance is free distance. Especially on Neighs with their very powerful charges.
- They can score circular zones very easily being a 2 member unit.
- Don't be afraid to return "Low Value" Models. Having two models return to play consistently every turn adds up. A good example is sometimes even returning the grunts to a unit of Mad Caps can be quite effective as they have good guns that can contribute.
Dark Menagerie vs Bump in the Night
When constructing a list, a player will note that the Twilight Sisters are available in both themes. So the question is why would you take the Twilight Sisters in each theme? Generally there is no situation where they are worth the 7pts in Dark Menagerie. This is due to:
- Grim Returns is useless in Dark Menagerie. it only allows you to bring a single unit (Dread Rots). That unit is usually only brought as fuel for the death knell.
- Healing d3+1 for 3.5pts (the cost of one witch) is an incredibly steep price to pay. There is a large array of situations where you will face anti healing, or get your beast killed in one round. On top of that, the sacrifice arcana provides the opportunity for significant healing. Furthermore, Skin & Moans have an inbuilt healing ability where they can heal potentially 9d3 per turn. Overall, healing is basically already covered.
- The fact their spell RFPs actually annoys the knell a bit, which is a staple of the Dark Menagerie theme
Conversely, the Twilight Sisters are a staple of the Bump in the Night theme. They should be considered any time you want to skew your Bump list towards having a recursion angle. This means they are very often one of the first units removed in a list once the local meta has additional Remove From Play effects however.
Other
Trivia
- There was/is a lot of confusion on who's who. Heidrun is the younger looking one/the officer.
- Released with the Faction release (2017.06)
Other Grymkin models
Rules Clarifications
Template:RC Magical Damage Template:RC Brutal Charge Template:RC Grievous Wounds
Template:RC Pathfinder Template:RC Magic Ability Template:RC Death Rattle Template:RC Grim Returns Template:RC Heal Template:RC Officer