The Dreamer

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Grymkin Warlock

Model stats and abilities

Model Statistics

Base size = xx mmSPDMATRATDEFARM
Health = xx
FA = xx
Cost = xxxxxxxxxxxx
-
-

Model Advantages and Abilities


ABILITY
Category:ABILITY

No errata for ABILITY (Create)



Weapons

WEAPONNAME
 RNG   ROF   AOE   POW   LOCATION 
XX XX XX XX -
Special Attack
A model can make a special attack during its Combat Action if it meets the requirements for the special action or attack's use.
XXXX - Category:XXXX
No errata for Special Attack (Create)
No errata for XXXX (Create)
WEAPONNAME
 RNG   ROF   AOE   POW   LOCATION 
XX - - XX -

XXXXX
Category:XXXXX

No errata for XXXXX (Create)


XXXXXX
Category:XXXXXX

No errata for XXXXXX (Create)


XXXXXX
Category:XXXXXX

No errata for XXXXXX (Create)


Spells

Category:X


Warlock Rules

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.

Grymkin Warlock

Instead of feats, Grymkin leaders have seven Command Cards instead of five, and have access to special Command Cards known as Arcana.

Arcana


Accursed
Play this card on a friendly Grymkin warlock when a friendly Grymkin model with a corpse token is damaged by an enemy attack. While in the Grymkin warlock's control range, enemy models lose Incorporeal, Tough, and Undead, and cannot have damage removed from them. Additionally, enemy non-warbeast models lose construct while in the Grymkin warlock's control range. If your leader is the King of Nothing, friendly models also gain Blessed for 1 round. Accursed lasts for one round.
Blessed Blessed:
Attacks with this weapon ignore bonuses from spells, including animi, that add to a model's ARM or DEF.


No errata for Blessed (Create)


No errata for Accursed (Create)


Fortune's Path
Play this card when an enemy model misses a friendly Grymkin model with an attack. For one round, friendly Grymkin models gain +1 to attack and damage rolls. If your leader is The Heretic, increase this bonus to +2.

No errata for Fortune's Path (Create)


Ill Omens
Play this card when an enemy model destroys a friendly Grymkin warrior model. For one round, enemy models suffer -1 to attack and damage rolls. If your leader is The Dreamer, models in her battlegroup also gain Dodge for 1 round.
This model can advance up to two inches immediately after an enemy attack that missed it is resolved.
  Errata-Dodge (2023-7-17)
Question: So if a target model is missed by an AOE and dodges away, does it still take the blast damage roll if it is no longer in the range of the AOE weapon?
Answer: Yes.
Explanation: RNG doesn’t matter after the target has been checked to be within RNG.
Infernal Ruling: Dark Legacy - PP Community forum


  Errata-AOE Miss (2023-7-17)
Question: When an AOE misses, does it trigger "on miss" actions?
Answer: AOEs that miss will trigger “on miss” triggers.
Explanation: 
Infernal Ruling: Dark Legacy - PP Community forum


No errata for Ill Omens (Create)


Labyrinth
Play this card on a friendly Grymkin warlock when an enemy model advances and ends its movement in the warlock's control range. For one round, enemy models beginning their activations in the warlock's control range suffer -2 SPD that activation. If your Leader is the Wanderer, you can also immediately place one model in his battlegroup completely within 1 inch of its current location for each road marker in play.

No errata for Labyrinth (Create)


Ruin
Play this card when an enemy model casts a spell while in a friendly Grymkin warlock's control range. The spell does not take effect, but it is still considered to be cast and its COST remains spent. Additionally, all enemy upkeep spells in the Grymkin warlock's control range expire. If your Leader is the The Child, increase the Child's ARC stat by 1 for one round.

No errata for Ruin (Create)


Sacrifice
Play this card when a friendly Grymkin warlock is damaged by an enemy attack. After the attack is resolved, remove all damage from friendly Grymkin models in the warlock's control range.

No errata for Sacrifice (Create)


Shroud
Play this card on a friendly Grymkin warlock when a friendly Grymkin model is destroyed by a ranged attack. For one turn, friendly Grymnkin models gain Stealth while in the warlock's control range.
Stealth Stealth:
Ranged and magic attacks targeting this model from a point of origin greater than 5˝ away automatically miss. This model is not an intervening model when determining line of sight from a model more than 5˝ away.‎


No errata for Stealth (Create)


No errata for Shroud (Create)


Errata

No Errata specifically for this model.

Changes and Updates

Release Trivia

Originally released 2017.03

Battle Reports

Videos

Lore

"A dreamer can dream of beautiful things, but her slumber can also nightmares bring."

Having rejected Menoth’s reality, the Dreamer chose to live within the more pleasing confines of her own dreamworld. Existence itself conforms to her slumbering visions—or is punished for its resistance. Freed from Urcaen with the other Defiers, the Dreamer imposes her phantasmal will upon the mortals of the Iron Kingdoms.

Basic Info

The Dreamer

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 : All Fall Down

  • Trigger - The warlock can play this card when a friendly Faction model is disabled by an enemy attack while in the warlock's Template:CTRL range.
  • Effect - When an enemy model destroys or RFPs a friendly Faction model with an attack during its activation, at the end of its activation the enemy model becomes knocked down. All Fall Down lasts for one turn.

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

Call to Sleep
File:Gun icon.jpg  RNG   ROF   AOE   POW 
10 1 Template:- -

Spells

{{Category: Template:Abyssal GateTemplate:Artifice of DeviationTemplate:EnfeebleTemplate:Manifest DestinyTemplate:Mirage }}[[Category: Template:Abyssal GateTemplate:Artifice of DeviationTemplate:EnfeebleTemplate:Manifest DestinyTemplate:Mirage ]]


Phantasms

Template:Infobox-Model

Abilities

Weapons

Theme Forces


Thoughts on The Dreamer

The Dreamer in a nutshell

A fragile, yet powerful control caster, The Dreamer has tools to mess with threat ranges, shut down key enemy models, and support her army both offensively and defensively.

Arcana thoughts

All Fall Down is one of the more complex Arcanas. It can be especially useful if you've jammed your enemy and they are forced to attack you.

Three main things to watch out for:

  1. Non-attack damage - Damage rolls that don't originate from attacks won't cause knockdown. Most common examples are collateral damage, electro leaps and continuous effects.
  2. Unexpected LOS - if the enemy's frontline kills your frontline, you're dead and they're knocked down. Suddenly both backlines have LOS to each other and you can expect some incoming ranged attacks at your caster and/or critical support pieces.
  3. Timing - The knockdown occurs at the end of activation but, due to the way Active/Inactive player works, the enemy gets knocked down after their own End of Activation stuff (such as Sprint & Reposition). So the enemy can pick a slightly safer spot to fall over.

Tips:

  • When you trigger the Arcana, it will affect the attacking model.
  • Only the triggering disabled model must be in your CTRL range - once the trump has been called, model being destroyed outside her CTRL can cause enemies to be knocked down.
  • Her Trump doesn't trigger if your model doesn't die. Things like a successful Tough rolls on Piggybacks can block your Arcana working.
  • Her Trump works well against abilities/feats which normally provide the enemy with an "after activation" move/attack or an "at the end of the turn" move/attack. For example, Hoof It, Stryker2, Vayl1, Thagrosh2, etc.
  • In case of CRA or CMA only the primary attacking model(s) will be knocked down, the contributing models remain unaffected.

Spell thoughts

  • Abyssal Gate - a bit expensive spell, but can be the starting point of assassinations or removal of important enemy models
  • Artifice of Deviation - excellent protective tool for your army, and a punishing board control spell against enemies who lack Pathfinder.
  • Enfeeble - a DEF+ARM fixer against the most dangerous enemy models, which pairs nicely with the phantasms' Annoyance against living warbeasts. Stack it with the Defiled Archon´s Desecration bubble and the Death Knell's ARM aura to absolutely cripple said models.
  • Manifest Destiny - another fixer, this time about the MAT of your warbeasts, and make the damage level more reliable. Of course, MAT is not an issue, if you managed to put stationary upon your target with the Dreamer's gun.
    • Technically Manifest Destiny affects The Dreamer, but since she doesn't have melee attacks ... it doesn't.
  • Mirage - Makes slower models faster, and allows backing out of combats. Really good on Piggybacks to keep their Shield Walls, and still advance some distance up the field.

Drawbacks & Downsides

  • Low defensive stats, on a par with Sevvy1 - though Wraith Walker can keep you safe from non-magical attacks
  • Susceptible for anti-magic techs
  • Models who resist knockdown, push, or stationary can cause a lot of headache
  • "Call to sleep" works only against warrior models.

Tricks & Tips

Phantasms

  • You can put more than one Phantasm into play in the same turn. Phantasms can activate the same turn they're spawned.
  • Spawning Phantasms is optional. Sometimes it is more worthwhile to collect the enemy corpse.
  • You can spwan a Phantasm if/when the enemy kills their own models.
  • The Phantasm you choose needs to be equal or smaller than what you killed. For instance if you kill a huge base, you could put any of the three Phantasms into play.
  • Large-based models with the Man-Sized rule (mainly weapon teams) count as small-based models. You will only get to put a small Phantasm into play.
  • In a 2+ caster game, other Grymkin warlocks can channel through her Phantasm.

List Building Advice

Strategy

The Dreamer is everything except a straightforward warlock. Thanks to her toolbox she is just as good at winning with scenario, as with attrition, and thanks to her phantasms, assassination victory is also quite possible.

Theme Thoughts

The Dreamer has tools for both Grymkin themes, but her phantasms needing large bases to be maximally useful means that she only reaches her full potential in a list with lots of heavies. This just happens to be an ideal list for Dark Menagerie. The typical Dark Menagerie list (circe late 2018) includes two Cage Ragers, three Skin & Moans, three Gorehounds, and the Death Knell (with four Gremlin Swarms & a pair of Crabbits being the free cards). This list was pioneered by Patrick Dunford and won Iron Gauntlet 2018, making use of a frontline of huge bases to brick up and abuse the Dreamer's Phantasms.

Army

There are hardly any bad choices for her between her spells, the utility of her phantasms, and her gun.

  • Crabbit - to intercept the magical shooting attacks coming your way (but not spells).
  • Rattler - Manifest Destiny can trigger the Berserk+Overtake combination all the more reliably.
  • Glimmer Imp - Paralyzing Gaze stacks nice with the small phantasm's Mark Target ability

Other

Trivia

  • Released with the Faction launch (2017.06)
  • The phantasms are mockeries of various Warmachine and Hordes models.
    • The small based is a member of the Khador Winter Guard (or possibly Sorscha)
    • The medium based pumpkin man is a Lancer, who also happen to be an Arc Node.
    • The large based plush is a Skorne Titan Gladiator

Video Battle Reports

Other Grymkin models

Template:Index Grymkin

Rules Clarifications

Template:RC Arcana

Template:RC Reload Template:RC Sleepwalker

Template:RC Warlock Template:RC Gunfighter Template:RC Future Sight Template:RC Hat Trick Template:RC Wraith Walker

Template:RC Abyssal Gate Template:RC Artifice of Deviation Template:RC Enfeeble Template:RC Manifest Destiny Template:RC Mirage

Template:RC Unarmed Template:RC Soulless Template:RC Annoyance Template:RC Created Template:RC Dodge Template:RC Mark Target Template:RC Channeler Template:RC Arcane Pulse Template:RC Bulldoze

Template:Edbox