PDA

View Full Version : Building Grim Lists



CerberusPuppy
12-12-2009, 11:23 PM
I worry that Grim may have been nerfed a bit too much, but I do think he's at least decent. Assuming that he is still tournament viable (and he probably is) what kind of lists do you think he works best with? Which beasts and units does he run best with?

The most obvious choice I think is the Impaler, if only for the animus. I've tried him with a Blitzer, but that's not working out quite so well. I've also been using a Pyre for the animus and the aoe to clear light infantry out of Grim's way.

As for units, I've been running him with Bushwackers and Burrowers, because I wanted to test them out. I haven't had the greatest luck with either so far. I was also using Champs for some melee punch and a possible tarpit.

As far as I can tell, Grim is all about the assassination run, but it seems like he doesn't quite have the tools for it. I don't know if he needs a tweak or if I just need to try a different list. Still, I wish he had Force Blow and a better Snare Gun. Oh well. Barring that, what do you guys suggest?

PhoenixBlaze
12-13-2009, 02:05 AM
The lack of knock down has really made me think twice about how I play grim. If I got in combat, it was Mantrap, walk away and shoot (or snare, or hide etc).

In my last game, grim was in combat with Makeada (sp?), so I felt a bit screwed, but then Horthol came in, Bullrushed her, followed up. Splat.

Grim needs a bodyguard, someone to fight for him. Horthol does do this quite well as he can slam his opponent out of combat, then follow up to keep them engaged.

The new Pygs (both units) get loads of help from his super awesome feat (which is super awesome), but the same applies for units who need to hit any high def target. The feat does also allow for great assassination runs.

I'd consider,

Bouncer,
Impaler
Blitzer
Pygs (either kind, depending on your play-preference)
Normally I'd say fell caller, but without the RAT buff, no
Thumper.

beakerkd
12-13-2009, 02:16 AM
I kind of feel the same as PhoenixBlaze. I also like scattergunners (don't know if I am the only person who uses them) on the feat turn they are nasty also a unit of KW or champs just to add a stopper kind of unit as well as some melee.

But I always have a Impaler, That is always the first beast/model in my grim lists.
I find I dont have the fury for a KSB so I only take it if i have the points.

Writer@Large
12-13-2009, 02:53 AM
I've tried various things with the FT Grim. He was my go-to caster in MKI, and now it's like learning him all over again.

I agree that an Impaler is autoinclude with him. Far Strike is far too important for him--that 17" RNG is still as golden as it was in MKI. Because I like to theme Grim around range, I also like the new Bushwhackers with him (though he's jealous of their RNG) and the Blitzer for flavor. In fact, with AD'd Bushwhackers, 4 FOC, and one forced Impaler, it's easy to begin shooting first against a lot of armies.

His spell list is a bit weaker in MKII. I don't like getting him close enough to cast M4D, and so I usually only cast it late for the DEF hit. I haven't yet found the opportunity to hit a Stealthed or Incorporeal model with it--if I'm close enough to hit them with M4D, I'm just as likely to shoot them in the face (or Lock the Target to an Incorporeal model) and since LtT is only POW 10, its use on anything but Incorporeal models is VERY situational (again, if I'm, close enough to cast it, I'm close enough to do worse things to you). Really, with one exception, the only things Grim has cast during the FT are Cross-Country and various animi (Far Strike, Rage, Rush).

I hate the new Snare Gun compared to the old, but it has its uses--KDing Typhon from 12" away so a Rushed EBDT could get off a Charge and paste it without having to boost to hit, for example. Still, I miss the old Snare Gun. Maybe they should give the Snare Gun the effects of Lock the Target, and bring back the old Lock the Target.

I love the new feat. Straightforward debuffs are MUCH better than all that measure-the-point / play-the-arc-game nonsense of the old feat. If done right, it lets you get off the alpha strike and do a lot of damage to the opponent's front line.

--W@L

The Happy Anarchist
12-13-2009, 03:17 AM
He looks like he makes some of the minions with normally marginal ranged attacks shine. I will be trying him today with Boomhowler's boys and Farrow Brigands.

-3 Spd and -3 Def puts them just in the range where they can advance and shoot, and can't be charged back. Some models may be able to run and engage, but so what? They are both primarily melee units so it doesn't really get them any better off.