Frightmare: Difference between revisions
wmu-mini>Juckto No edit summary |
m (1 revision imported) |
(No difference)
|
Revision as of 14:03, 13 January 2024
- "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
Abilities
Weapons
- Acid Blast - 10" range, 3" AOE, POW 13 ranged attack
- Claw (x2) - 0.5" reach, POW 3, P+S 10 melee attacks
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.
- 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
- 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
Rules Clarifications
Template:RC Warbeast Template:RC Regeneration Template:RC Corrosion