-By: Elliott (E2lio2tR formally PG_E2lio2tR)
Grim Angus has returned, and he brought some friends. Today we are going to look at Grim2, also known as Hunters Grim
Since Grim2 is a Warlock unit, let’s take a moment to go over how they work. Warlock units work a lot like other units in the game. All the models in the unit activate at the same time, move at the same time and end their activation at the same time as well. The Warlock/Warcaster is the leader of the unit. All of the models in the unit count as being part of the battle group as well. You are also allowed to bring a Warlock attachment as well.
Since each model comes with a few special abilities, let us break each one down a bit, starting with the ones that all three models share. All of the models come with two abilities, Pathfinder and Take down. Pathfinder allows the unit to get where they want without letting walls & rough terrain slow them down. Now, Take down is an odd one for this group. It states that when one of these models boxes a model with a melee attack it is removed from play and does not get a tough roll. The reason this is odd is because this Warlock unit is geared for range combat and getting the rest of the army into the mix. If Grim and Co. need to get into melee, something may have gone wrong. Either way, it is always nice to have in your back pocket if it is ever needed. All three models also come with Tough, like other Trollblood warriors.
Now that the abilities of the whole unit, let’s take a look at those of each model. Grimm has just one ability to talk about (besides spells and his feat, which we will get into in a bit). His gun has the ability Blood Lure. This ability allows any warbeast in Grim’s battle group to charge the model hit without being forced. This will allow you to get your heavy hitting beasts into the fight a bit easier and use the saved Fury for either more attacks or to make sure the attacks hit or damage. Take the Mauler as an example on how this can help. With a Fury stat of 5, It can do some work once it gets into combat. The issue is, 1 fury will be used for the charge and 2 will be used for its animus, Rage, leaving it with just 2 Fury left to boost or buy more attacks with. With this ability, you shot the target you want to charge with Grim first. Now, the Mauler will have 3 Fury to buy/boost with. Have Grim cast Rage on it and you have all 5 Fury for buying more attacks or boosting. That can do a lot of damage. This is just one example. Use the Blitzer and charge in for free, leaving the Fury to buy/boost with either its fists or the gun in the same turn.
Now, let’s talk about the two Pygs that are joining Grim in this unit. Mugg is up first. He comes with two abilities. The first is Granted Reposition [3”]. This gives the unit as a whole (as long as Mugg is on the table and in formation) a free 3 inch move after they activate as long as they did not run or fail a charge. This will help Grim and Co. set up free charges thanks to Blood Lure or to get his spells and feat out where you want them and clear the way for the rest of the army to get into the mix. Mugg also comes with Knock Down on his gun. For those who have used Grim1 before, you will remember this from one of Grim’s guns. This Pyg got that gun, so now you can shoot something with it, followed by Grim2 so that you can set up Blood Lure and send your beasts in for some auto hitting fun. It can be a little tough to set it all up properly, but it can do work when it goes off.
The other pyg in this band of hunters is named Krump. What he brings to the party is Granted Circle vision as well as the special action Trapper [5”]. Granted Circle vision works much like Granted Reposition [3”] did with Mugg. While Krump is on the table and in formation, the unit can not have back strikes done to them. It is like they have eyes in the back if their heads so they can avoid being flanked. Now, enemies can still attack them from the back arch, they will just not get the bonus for doing so. Trapper [5”] is a special action that allows Krump to place a 5 inch AOE marker down on the table. Any model that enters or ends its movement in this area will take a POW 10 damage roll. This can help protect the unit as well as make the opponent think twice before going in with some models. However, models with flight are immune to this effect.
Now, let us jump into Grim’s spell list. His spells can be split into two groups. Those that provide movement shenanigans and those that help with friendly models attacks. In the movement manipulators we have Mirage and Pursuit.
Mirage allows you to have one model/unit move 2 inches during the Control phase.This can help line models up for an unexpected charge or give them those extra few inches needed to get a shot off. Have this on a unit of Fennblades who are taking a vengeance move they will get 2 inches from the spell, 3 from the vengeance and their normal charge as well during their activation. This means their threat range is 16 inches. Not to shabby to say the least.
Pursuit is an offensive spell. When the enemy model advances in any way during their activation, one model in Grim’s battle group is allow to make a full advance. This spell can be used in several ways. The first is to keep the pressure on your opponent. If they move the affected model/unit to get away from your warbeasts, you can just move the warbeast up effectively not letting up the pressure they were trying to relieve. You can also use it to move something away from an approaching enemy to help keep them safe from a charge or ranged attacks.
His next two spells are used to help with hitting, damaging and seeing enemy models. First lets look at Mage sight. This spell allows Grim to place a 5 inch AOE on the board completely within 12 inches of himself (his control range). Models in Grim’s battlegroup may target models in the AOE ignoring any clouds and forests for LOS purposes, as well as ignoring Stealth. This spell will help you get those models that like to hide from ranged attacks.
Mortality is a fun spells that will help all the models in your army in a way. This spell has to target one enemy model or unit. The affected model will suffer -2 Def as well as -2 Arm. They will also lose Tough and not be able to heal. This can bring a massive swing in your favor, when we pair this with Grim’s feat the layering of debuffs can help send a lot of damaging ranged attacks its way. We will get into this more in a bit. It should also be noted that this spell is not an upkeep spell. The reason this is important is because you can have multiple copies of this spell on the board at onces (affecting different units of course) as well as allowing the Runebearer to cast it as well.
Grim’s feat ,”On My Mark”, gives all friendly Faction models in his control range two abilities. The first is simply Snipe. Range weapons with Snipe extend the range of the weapon by 4 inches. With the amount of firepower you can put into a Trollblood list, this can affect a lot of models and help thin out the enemy army before they get to your stuff. The next ability is Mark the Target. What this does is give any ranged attack targeting a model with in 5 inches of a friendly faction model with this ability a +2 bonus on attack rolls. When you properly combine these two abilities, you can lay down a lot of accurate gun fire.
So between the feat and spells Grim2 has access to, you can start to see what type of models you will want to bring with him. He will want a good number of gun wielding models as well as some melee models for backup along with support pieces. With this in mind, let’s take a look at some:
The Runebearer is a commonly included model with Grim2 for his two main abilities. The first is that he can allow Grim to cast one spell for one less Fury. With a Fury stat of 6, any help with casting some of his spells is welcomed. The other ability is that the Runebearer can actually cast Mortality and get an additional copy of the spell on the table at the same time. These two abilities help Grim get spells out and get the most out of his Fury supply each turn.
Sluggers are a fun unit that can put out anywhere from 5 to 15 range shots that are POW13 with a range of 10. This is because each Slugger can shot d3 shots each activation. This can put a lot of bullets into the targets. With the addition of Grim2’s feat, their range extends to 14 inches and they can be firing at an effective RAT8 if you have another friendly faction model to activate Marked the Target.
The Pyg Bushwackers and their Command Attachment (CA) are an interesting inclusions with Grim2. With Combined Ranged Attack (CRA) and Combined Arms from the CA, they can put out an effective RAT16 POW21 that can be re rolled. You can also divide that CRA up to hit more targets or put more attacks into one target. All these attacks would be allowed to be rerolled. Also the standard range of their guns is Range 14. Add in Grim2’s feat, now they are shooting things 18 inches away. Not too shabby. They also come with a fun little ability called Slip away. This order allows models in the unit to move through other models as long as they can move fully through them and not end their movement onto of the other models base and are immune to free strikes. This will allow the unit to get out of melee and get their shots off. Even into the back arc if you can work it right.
Like every Warlock, Grim needs to bring warbeasts with him to battle. Now which ones would he want to bring? Well here are two that I would highly suggest:
The Bomber is very useful to Grim in many ways. The first is that he can put out two AOE4 POW16 bombs each turn. These are solid attacks that can help clear out a lot of models & help crack armor of heavier targets. The other boon he brings to Grim2 is his animus, Far Strike. This animus places Snipe on the spell caster. Why is this important when your models can get Snipe from Grim’s feat? Well, not every turn can be feat turn and this will help Grim get some shots off from a safer distance during these turns.
The Blitzer is a beast that embodies the idea of combined arms in many ways. While the Dire Troll is punching things, the Pyg on top is shooting the slug gun. With Dual attack, it can do just this. This rule allows the beast to perform both its range & melee attacks in the same turn. It is handy to have.
Here is an army list that may be interesting to run with Grim2. It is very troop heavy and gun heavy. It may also not be very competitive but could be lots of fun to play.
- Hunters Grim – WB: +25
- Muggs & Krump
- Trollkin Runebearer – PC: 4
- Dire Troll Bomber – PC: 19 (Battlegroup Points Used: 19)
- Dire Troll Blitzer – PC: 16 (Battlegroup Points Used: 6)
- Dhunian Knot – Leader & 2 Grunts: 6
- Trollkin Sluggers – Leader & 4 Grunts: 10
- Scattergunners – Leader & 5 Grunts: 8
- Scattergunner Officer & Standard – Officer & Standard: 4
- Kriel Warriors – Leader & 9 Grunts: 11
- Pyg Bushwhackers – Leader & 9 Grunts: 15
- Pyg Bushwhacker Officer & Mortar – Officer & Mortar Pyg: 5
The list is really built around Grim’s feat. The warriors are there to jam and activate Mark the Target for the Scattergunners. Since the Scattergunners gain Clear! From the Command Attachment, you do not have to worry about damaging the Warriors. The Sluggers are there to lay down as much firepower as they can. Positioning will be tricky with this list. With practice though, that can be mitigated.
Grim2 is an interesting caster in Trollbloods. He plays differently than most of our other casters, who focus more on buffing the army in some way. Grim works mostly to debuff the target of the army’s shooting.He is also a bit of an odd one to build a list around as well. The new theme force that is going through CID right now (Kriel Company) may also do a lot for him as well when it is officially released. It has a focus on the ranged elements of the Faction as well. However, time will tell. For now, go out there, find a list you like and have some fun. Dhunia knows I will be.