"Cruel beaks, unblinking eyes, slashing talons…all hope dies."
Hideously transformed for their transgressions against others, murder crows creep into the battles of the Wicked Harvest to reap a deadly toll. Appearing seemingly from nowhere, these unnatural assassins are adept at singling out and eliminating vital targets to aid the armies of the grymkin.
|1.5 points each|
|See also How to Read the statblock|
- Claws - 0.5" reach, P+S 9 melee weapon
- Advance Deployment - Models with advance deployment are placed after normal deployment and may be placed up to 6" further forward.
- Pathfinder - This model treats rough terrain as open terrain while advancing. While charging, slam power attacking, or trample power attacking, this model does not stop its movement when it contacts an obstacle.
- 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.
- Gang - When making a melee attack targeting an enemy model in the melee range of another model in this unit, this model gains +2 to melee attack and melee damage rolls.
- Prey - Before the game starts (but after setting up) pick a model/unit in the enemy army. Gain +2 to hit and +2 damage against it - and if it dies pick another one to replace it.
Thoughts on Murder Crows
Murder Crows in a nutshell
Apart of the silly word-play, there's nothing extraordinary about the Murder Crows; they're the faction's light skirmish unit. If you had any experience with or against Strider Blightblades, Kayazy Assassins or Mage Hunter Infiltrators, you will know what to do with them. Either you can go backstabbing opposing solos and light infantry, or you can jam them in to halt the advance of the enemy (something they can do admirably, thanks to Advance Deployment, SPD 7 and Pathfinder). While Stealth protects you from ranged attempts, do not count on them staying on table for long, once they reached the enemy.
Combos & Synergies
- Their Theme Force gives them Ambush, which allows them to catch stray artillery pieces or elusive solos on the flanks. Attacking from the back with gang makes them virtually MAT 10. As with most Ambush units, they also have Advance Deployment. If you don't expect your opponent to fall for the Ambush tactic, you have the option of deploying them far forward, and just use them as fast jamming bodies.
Drawbacks & Downsides
- In-between defensive stats for a jamming unit
- ARM is rarely sufficient to survive blasts, and never against direct hits
- DEF is reliable against RAT/MAT 5, but not above
- Negligible combat potential, completely ineffective against harder targets
Tricks and Tips
- Originally released in the Grymkin CID (2017.03)
- A group of crows is called a murder of crows. Get it?
Other Grymkin 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|