Frightmare: Difference between revisions

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{{Grymbox|{{Grymkin}} {{Light Warbeast}} }} [[Category: Model]]
[[:Category:Grymkin|Grymkin]] [[:Category:Heavy|Heavy]] [[:Category:Warbeast|Warbeast]]
{{4P|Grymkin}}
 
[[Category:Legacy]]
[[Category:Prime]]
[[Category:Grymkin]]
[[Category:Heavy]]
[[Category:Warbeast]]
 
==Model stats and abilities==
{{Model-stats
| name  = Woldwarden
| base  = 50mm
| hp    = 35
| spd  = 5
|aat=6
| mat  = 7
| def  = 10
| arm  = 19
| fury  = 3
| thr  = -
| fa    = 4
| cost  = 13
| abilities =
{{AbilitySingle |Pathfinder}}
{{AbilitySingle|Trample Power Attack}}
{{AbilitySingle|Slam Power Attack}}
{{AbilitySingle|Headbutt Power Attack}}
{{AbilitySingle|Construct}}{{AbilityOptions|Magic Ability|Geomancy}}{{AbilitySingle|Mend}}
}}
=Weapons=
{{Weapon | weapon=Rune Fist| type = M | rng =1 | rof = - | aoe = - | pow =16| loc =X2| abilities={{AbilitySingle|Throw Power Attack}}{{AbilitySingle|Damage Type:Magical}}{{AbilitySingle|Chain Attack:Smite}} }}
 
==Warbeast Rules==
{{Category:Warbeast|Warbeast}}
===Animus===
{{Spellbox|Earth's Blessing}}
 
==Changes and Updates==
===Mk3 to Mk4===
 
==Lore==
 
===Trivia===
 
==Community Input==
===Battle Reports===
===Videos===
===Galleries===
 
 


: ''"SCREAM AND SCREAM and scream again, For you have seen the frightmare’s grin!"
: ''"SCREAM AND SCREAM and scream again, For you have seen the frightmare’s grin!"

Revision as of 02:55, 10 February 2024

Grymkin Heavy Warbeast

Model stats and abilities

Model Statistics

Base size = 50mmSPDAATMATDEFARMFURYTHR
Health = 35
FA = 4
Cost = 1356710193-
-
-

Model Advantages and Abilities

Pathfinder
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.

No errata for Pathfinder (Create)

Trample Power Attack
Trample Power Attack
This model can make a trample power attack.

No errata for Trample Power Attack (Create)

Slam Power Attack
Slam Power Attack
This model can make slam power attacks.

No errata for Slam Power Attack (Create)

Headbutt Power Attack
Headbutt Power Attack
This model can make Headbutt power attacks.


No errata for Headbutt Power Attack (Create)

Construct
Construct
This model is a construct, and is not a living model.

No errata for Construct (Create)

Magic Ability
This model can make the following Special Attacks or Special Actions. Doing so counts as casting a spell. If a Cost is listed, the model does not pay that cost. A cost might be listed because the Special Action or Special Attack is also a Spell listed on a Leader model.

If a model uses a Special Action or Special Attack to cast a spell in this manner, they cannot buy additional melee or ranged attacks unless otherwise stated in the spell, because using a Special Action or Special Attack is a Combat Action choice other than using Initial Attacks.


Geomancy - Once per activation while in its controller's control range, this model can be forced to cast one of the spells on its controller's card with a cost of 3 or less. This model cannot cast upkeep spells or spells with RNG of Self or CTRL.
No errata for Magic Ability (Create)
No errata for Geomancy (Create)




Mend
During your control phase, remove 1 damage point from this model.

No errata for Mend (Create)


Weapons

Rune Fist
 RNG   ROF   AOE   POW   LOCATION 
1 - - 16 X2
Throw Power Attack
Throw Power Attack
  • This weapon can be used to make Throw power attacks.
  • A warjack cannot use this weapon to make a Throw Power attack if this weapon is crippled.

No errata for Throw Power Attack (Create)


Damage Type:Magical
This weapon causes magical damage.

No errata for Damage Type:Magical (Create)


Chain Attack:Smite
If this model hits the same model with both its initial attacks with this weapon, after resolving the attacks it can immediately make one additional melee attack against the model hit. If the additional attack hits:
  • the target is slammed d6 inches directly away from this model
  • the target model suffers a damage roll with POW equal to the POW of this weapon
  • The POW of collateral damage is equal to the POW of this weapon.

No errata for Chain Attack:Smite (Create)


Warbeast Rules

Warbeast Rules

Warbeast Animus

  Errata-Animus (2023-07-11)
Question: Are Animi considered spells for all rules that affect spells (or that trigger when a spell is cast?
Answer: An Animus that is cast is a spell for other effects.
Explanation: 
Infernal Ruling: DarkLegacy Infernal - PP Community forum



Animus

Earth's Blessing Cost RNG AOE POW DUR OFF
1 Self - - Rnd No
The spellcaster cannot be pushed, knocked down, made stationary, or moved by a slam. Earth's blessing lasts for one round.
No errata for Earth's Blessing (Create)


Changes and Updates

Mk3 to Mk4

Lore

Trivia

Community Input

Battle Reports

Videos

Galleries

"SCREAM AND SCREAM and scream again, For you have seen the frightmare’s grin!"

Born of the deepest fears of The Child, the frightmare is a mélange of horrors embodying all that is wrong in the world. Staggering onto the battlefield, it disgorges foul bile to punish the enemies of the grymkin, so that even a victory against them is tainted with foulness.

Basic Info

Template:Infobox-Model

Template:Warbeast

Abilities

Weapons

Animus

{{Category: Template:See In The Dark }}[[Category: Template:See In The Dark ]]


Theme Forces


Thoughts on the Frightmare

Frightmare in a nutshell

The Frightmare is a gun light. You run it primarily for it's boostable ranged attack, with its animus coming up on occasion to open up a matchup.

Unfortunately the combination of traits which might make the Frightmare attractive in another faction don't work so great in Grymkin. It has a good gun, in a faction without enough good ranged attacks to make a gunline work. It has a decent animus for a ranged warlock, in a faction with no gun-totting warlocks. It's got mediocre melee & defensive stats, in a faction that tends to have above average melee & quite good defences.

As of the October '21 rebalance, it is unlikely many Frightmare will see the table except in niche matchups.

Why Should I Bring a Frightmare?

Frightmares are brought for two reasons. The first being is for their animus, having a 1 cost way to gain true sight on a caster is extremely valuable. The animus can allow you to cover some match ups that may be rougher without it. Secondly, its a true sight gun in a faction without many guns at all. Never discount the benefit from being able to soften targets up with the gun first or use its gun to scalpel important models that can't use stealth or clouds to hide

Combos & Synergies

The Frightmare will never be receiving a large amount of direct buffs, but it does have synergies in the faction.

  • The Warlocks of Grymkin both enjoy its animus for True Sight, and have some synergies with the Frightmare
    • The Heretic's Trump arcana works on melee and ranged attacks, meaning he can turn them into RAT 7 POW 15 guns that have true sight access. That is a stellar gun for 9pts
    • The King of Nothing is a spell slinger who plays with a cloud wall. The Frightmare can solve order of activation problems by using its animus to see through King's cloudwall, and also offering King the ability to hit stealthed models and to see through clouds. Notably the Frightmare also helps King's assassination game as once king has teleported near the enemy and debuffed their armor its open season for ranged follow up like the Frightmare
    • Old Witch 3 loves having the true sight animus to help her gun land on key targets. Very notably, the animus costs 0 whenever the Old Witch takes -1 cost to spells or feats. She also offers the Frightmare protection from ranged attacks that can absolutely crush its terrible arm 14
    • The Dreamer can buff its RAT with her small phantasm, as well as not minding true sight. She doesn't really need true sight, but she won't complain if its relevant.
  • Cage Ragers that have nothing better to do can Wraithbane it to make its gun magic and blessed. The only downside is the Frightmare can't use its true sight animus at the same time as this
  • Death Knell bring its armor from pathetic up to standard light warbeast stats (from 13/14 to 13/16)
  • Glimmer Imp will buff your Frightmare's RAT in a pinch. Very handy considering its got a low RAT

Drawbacks & Downsides

  • There's a lot of weird things in the world of Iron Kingdom, but this sure takes the cake of being downright disturbing!
  • Low RAT - RAT 5 is "acceptable" in the world of light warbeasts, but its not blowing anybodies socks off
    • Its animus doesn't let it ignore concealment, meaning models in forests / clouds etc are still harder to hit even if you can see through their stealth
  • Low Range - RNG 10 on the gun is one of the lower range guns in the game
    • This makes it weak to effects like Windstorm
  • Absolutely terrible defensive stats - def 13 arm 14 will be slaughtered by standard RAT 6 pow 10 guns even.
  • It's pretty expensive - 9 pts in other factions gets you more. Its the trade off for getting the utility of a gun with pretty decent pow.
  • It has essentially no melee output for its cost. Don't rely on it in melee at all.

Tricks & Tips

  • The gun has a continuous corrosion effect on it, that means it can still gain value shooting at infantry out of range, or blast immune infantry
    • It makes it pretty good vs models with tough/feign death as the corrosion is essentially a double tap
  • Don't be afraid to place it between your key models and the enemy, if something has to die its better to be your overpriced light than your game winning piece
  • Play careful with it! Arm 14 is so fragile its crazy
    • A good way to do this is a focus on "defensive fighting" - keeping the frightmare back and targetting models that have come into your formation rather than having it sit on the frontline and shoot into the enemy ranks deep
      • There is a time and a place to fire into enemy ranks however. It's really all about the match up and what important models you can kill.
  • Make shieldwall infantry suffer even if you can't break their armor by shooting them with continuous corrosion.


Other

Trivia

  • Released with the Faction release (2017.06)
  • If we regard the word-play in this model's name (Fright + Nightmare + Mare), this horse is a she. At least, the outer layer of it...

Other Grymkin models

Template:Index Grymkin

Rules Clarifications

Template:RC Warbeast Template:RC Regeneration Template:RC Corrosion

Template:RC Open Fist

Template:RC See In The Dark