Farrow Bone Grinders: Minions on a BudgetFarrow Bone Grinders. A unit that is oft overlooked for more overtly powerful choices across the whole of hordes. Well my young hopefuls Loki is here to show you exactly why this is a mistake.
They have a rather uninspiring stat-line almost across the board,However do not let this fool you. They have a sneaky way of getting their most important stat to the highest in the game.
with an average speed of 5, below average mat of 5 and p+s 9 weapons these guys are no melee powerhouses. Couple this with their defensive stats of 12/14 and you may start wondering how in the blazes could bone grinders be anything other then foam sentinels?
Well my dears lets talk about the stats that actually matter and you shall see.
Cost: How in the world is this a strength? It is when they are tied in cost per model to Mechanithralls at .5 per model. If all else fails you can clog charge lanes on a budget.
Magic ability: this may seem average at 6 but the bone grinders have a very sneaky way of buffing this into the stratosphere.
Confluence ~ ho boy THIS is a doozy. the lead model gains a cumulative +1 to his magic attack roll for each other model in the unit that is within 1". This brings his magic ability up to an absolutely staggering 11. ELEVEN!!!. Have no issues hitting stuff with these guys gents
Arcane bolt ~ Long ranged for a spell of its type with pow 11 means this is quite dangerous for the cost of the unit.
Bone Magic ~ The unit may cast the animus of a destroyed FRIENDLY(read that twice) warbeast as a spell. How many times has your Axer been pulled apart by crazy random happenstance when rush would have netted you a sweet revenge kill? I say screw that noise take some grinders.
Craft Talisman ~ A Friendly warlock with 3" gains +2" of range on ALL spells he casts this turn that are not self,control or sprays. Considering how devoid of reliable arc nodes hordes is this ability is an absolute godsend.
Well Senior Loki the devilishly handsome and good smelling what does this mean to me? Well my young pupils you've talked me into a faction by faction breakdown (with a caster by caster breakdown for minions because you're neat).
First i want to add a note on What the road hog + this units means for all casters. Let me assure you. The Road Hog WILL be a prime target as our warhogs are. Having access to sprint well after its dead will be dead usefull across the board.
Lord Carver BMMD Esquire III ~ Ah Lord Carver, What can I say about you that hasnt been said a thousand times? That players mistakenly think you dont like bonegrinders? I've ALWAYS found this missconception ridiculous. Sit down laddies this will take a while.
1. Half Point weapon masters: Yea you heard me right. 3 points for 6 under his feat. Who cares if their ps9 ... they cost half a bloody point. Yea yea the argument can be made that they are only mat 5. I'm getting to that sit still.
2. Quagmire: Half point Quagmire targets. You see a theme here? Being cheap is a HUGE strength. You dont really give a flying pig(you thought i was going to say **** didnt you) if they live or die half the time. Throwing just one into a beast will keep it from trampleing,chargeing or slamming unless the opponent wastes an activation to clear out a half point model. Its friggin GLORIOUS. Tag onto this it makes our little cheapo piggies effective mat 7 ps 9 weaponmasters and they start looking quite nasty.
3. Magic attacks: Face facts mates, Thornfall is completely devoid of ways to deal with incorp models and the like outside of bone grinders and the warlock. The good news is that we have an extremely accurate magic attack for dirt cheap.
Dr. Arkadius ~ Ok this unit just became auto-include. Arkadius is a very squishy and very prone to assassination. Having 2" added to his spells and a dirt cheap unit to choke up lanes to him is integral to the way he plays. 2" doesnt sound like much but i PROMISE you thats the difference between getting assassinated and staring at a solo who is .5" out of range just begging to be annhilated. Their uses are very straight foward with Arkadius (which amusingly enough is the anti-thesis for how he operates dur hur) and should be fairly obvious.
Sturm and Drang ~ Once again a little more complicated then their use with Dr. Arkadius
1. Extending the range of the various spells: With both heads having access to spells that sorely need the increase in range (hey obliteration DOES get cast sometimes. Deal with it). Without access to arc nodes or the like making Telekenisis 10" range is a deal breaker.
2. Magic weapons: Once again Thornfall is extremely short on the ability to clear out certain models. Its hard to turn this down.
3. He's new: I'll play more games with him and come up with a number three.
Calaban the Gravewalker ~ While only available in his Theme list, they are so usefull for him that playing him in theme is considered the norm.
First gators will get alot of use out of having after death access to Rise,Spiny Growth and Elascticity. However it mostly comes down to the Increase in his spell range. Its extremely usefull on casters without arc nodes. Dont be fooled into think that grave door will give you the arcing you need. The enemy meat nodes are usually facing the wrong way.
Trollbloods ~ Trolls tend to be a bit strapped for points due to all of their quality options they already stuff into their list. However Its quite easy to fit a min unit of bonegrinders in for the bottom barrel price of 2 points. This still gives trolls access to a MA 9 magic missile in a faction that isnt quite known for their magical weapons. Craft talisman will give your warlocks a much needed boost to the range of their spells. How many times have you been assassinated because of being just a tiny bit to forward? This allows you to stand 2" farther back while shuffleing your buffs. Also lets not disredit the fact that if you DO lose that beast with a key animus (arent they all? Seriously jealous of your animi) you can still pop it on whats needed should it meet an untimely demise.
Circle of Oroboros ~ With the impending release of Gallows Groves the stock for Bone Grinders has dropped quite a bit with Circle. As a faction who isnt hurting in any sense of the word for magical attacks the missile isnt needed. Couple this with most of the animi being rng self bonegrinders have a hard time finding a place. An exception however does exist in Cassius. They provide the cheapest early access to souls Circle can get ahold of.
Skorne ~ Skorne has always had a unique relationship with minions via the Taskmaster. However bonegrinders seem to be one of the lone exceptions to the rule of minion units being better in skorne then native. With the cyclopes shaman being such a fantastic beast with access to craft talisman for a modest price increase with the added benefit of being a beast bonegrinders just have a hard time justifying their points for skorne.
Legion of Everblight ~ While not as pronounced as say in trollbloods Bonegrinders can still find their way into a savy Legion players list. You ARE savy right Mr. Legion player? Craft talisman will always be pretty nice even with your 1 shot arcnodes. They arent exactly hard to kill and you may not always want to blow one up to buff a beast when you need that extra inch or two. Arcane bolt can always find itself some use in a faction with its extreme accuracy and 17" threat range. They can also perform a role as simple as just being throwaway bodies to clog up a lane that then get mulched into shredder parts via the spawning vessel.