|Crucible Guard CID is now live (Edit)||
|Crucible Guard CID is now live (Edit)||
Mischievous and malicious in the extreme, gremlins delight in rooting around in mechanikal constructs with the intent of causing as much damage as possible for their own amusement. These mysterious grymkin are attracted to the hiss and clank of warjacks on the battlefield and have been known to bring mechanized weaponry grinding to a halt at the most inopportune times.
|See also How to Read the statblock|
- Unarmed - This model has no weapons.
- Minion - Works as a Circle Orboros minion, Legion of Everblight Minion, Skorne minion, and Trollblood minion
- Incorporeal - This model can walk through walls, terrain, models, and just about anything else. It can't be damaged except by things which have Damage Type: Magical. When it makes a melee or ranged attack it loses Incorporeal until its next activation.
- 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.
- Annoyance - Living enemy models within 1" of this model suffer -1 to attack rolls.
- Apparition - During your Control Phase, place this model anywhere completely within 2" of it's current location.
- Man-Sized - This model is on a large base, but is treated as being on a small one.
- Mischief - When an enemy warjack or battle engine begins its activation B2B with a Gremlin Swarm, roll a d3. On a roll of 1, it suffers –2 SPD. On a 2, it suffers –2 to attack rolls. On a 3, it suffers –2 to damage. Mischief effects last for the activation, and are cumulative.
- Sabotage [d3+3] (★ Action) - Target enemy warjack or battle engine in B2B with this model suffers d3+3 damage points and cannot have damage removed from it for one round. You choose which column suffers the damage.
Thoughts on Gremlin Swarm
Gremlin Swarm in a nutshell
Working both as Minion and Grymkin solos, Gremlins have 3 defining traits
- They mess up warjacks and battle engines.
Bereft of any offensive tools, they can still cause a lot of mischief through their abilities. Due to their special rules, they can be extremely annoying for your opponent - see Tips & Tricks for a detailed run-down.
Combos & Synergies
- There isn't a single warlock, who could (or rather, should) offer direct support to the Gremlins. However, in the Dark Menagerie theme you can bring four of them (even free, if you wish), and with the theme benefit of Serenity they can offer some decent fury management on their own.
Drawbacks & Downsides
- Unarmed, thus, no charges or free strikes.
- Can't do anything offensive against targets who are not warjacks or battle engines
- Fragile (seriously, what did you expect?)
Tricks & Tips
- Overall, the Gremlins are more effective against Hordes (and Convergence), as they lack easy access to Magical damage. Some Warmachine theme forces (like Legion of Steel) are also seriously low on magic weapons. Even if they have such weaponry, they usually have to mobilize resources way over the 3(0) pts value of these solos, making them excellent attrition pieces.
- For movement shenanigans, keep in mind that the enemy must have enough movement to be able to completely pass through you - they cannot stop "within" the Gremlins' base.
- It is a great tool to keep your key models in place despite from smaller pushes, like the ones from Bulldoze, Thunderbolt, Beat Back, Repulsor Field, slams from smaller based models, etc.
- If your enemy would need a linear charge lane to reach an important model of yours, park the Gremlins in front of them, just a bit shorter away than the base size of the charger. Unless they have Chain Strike, their melee range will be insufficient to reach you.
- The same goes with Drag/Pull - if there is not enough place between the Gremlins and the attacker to fit your base, you will stop right at the Gremlins' base - hopefully out of melee range.
- They are especially annoying, if ran up in front of a colossal - usually, it does not have enough movement to bypass them.
- Even though they have no melee weapons, enemies can still engage them and receive the "target in melee" defense bonus.
- Battle engines are also valid targets for Mischief and Sabotage - perhaps even better than warjacks. Since Mischief happens at the beginning of the activation, your enemy must divert resources to remove the swarm, before the BE activates, lest they will cause trouble. Battle Engines also lack fury/focus to boost attack/damage rolls (though many have some inherent abilities, which have similar effects), so cumulative modifiers on their rolls can be pretty effective.
- Don't forget, several casters (Denny3, Reznik2, Lylyth3, Xerxis2, and Old Witch2-3) are battle engines too, making them vulnerable for both Sabotage and Mischief. Apart of Denny, all of them are living models too, along with the Siege Animantarax and the Throne of Everblight, so they are affected by Annoyance too.
Originally released in Hordes: Devastation (2015)
If you take their own words from the Grymkin book, the gremlin Swarm is a monster of a unit!
|Circle Orboros (Edit)||Legion of Everblight (Edit)|
|Skorne (Edit)||Trollbloods (Edit)|
Other Faction models
|Warlocks|| The Child - The Dreamer - The Heretic - The King of Nothing - The Wanderer - Old Witch 3|
|Light Warbeasts||Frightmare - Gorehound - Rattler|
|Heavy Warbeasts||Cage Rager - Skin & Moans|
|Units, Solos, & Battle Engines|
|Units|| Dread Rots - Hollowmen - Mad Caps - Murder Crows - Neigh Slayers - Piggybacks |
|Solos|| Cask Imp - Glimmer Imp - Gremlin Swarm - Trapperkin - Witchwood |
Lady Karianna Rose - Lord Longfellow
|Battle Engines||Death Knell|
|Dark Menagerie - Bump in the Night||Eilish Garrity, the Occultist|
Rules Clarification : Grymkin model