Murder Crows

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Grymkin Unit

"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.

Basic Info[edit]

Murder Crows
Murder Crows.jpg
SPD 7
MAT 6
DEF 13
ARM 12
CMD 7
HP 1
Base Size Small
Unit Size 6
Cost 9
1.5 points each
See also How to Read the statblock

Weapons[edit]

Abilities[edit]

  • 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[edit]

Recent Release icon.jpg

Recent Release
This model/theme has only recently been released, and the content in the "Thoughts On" section is based more on theory-machine than actual gameplay experience.

Feel free to remove this warning if you, personally, have a good level of gameplay experience with the model, have reviewed this article, and either you A) agree with the content 100% or B) for the parts you disagree with, you don't strongly disagree; and it's more a case of differing opinions between you and previous editors rather than incorrect content / bad advice.

Murder Crows in a nutshell[edit]

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[edit]

  • 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[edit]

  • 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[edit]

Placeholder.

Other[edit]

Trivia[edit]

  • Originally released in the Grymkin CID (2017.03)
  • A group of crows is called a murder of crows. Get it?

Theme Forces[edit]

Other Grymkin models[edit]

Grymkin Logo.jpg

(Edit)

Battlegroups
Warlocks The Child - The Dreamer - The Heretic - The King of Nothing - The Wanderer - Old Witch 3
Arcana
G
R
Y
M
K
I
N
Lesser Warbeasts Crabbit
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
Twilight Sisters
Solos Cask Imp - Glimmer Imp - Gremlin Swarm - Trapperkin - Witchwood
Lady Karianna Rose - Lord Longfellow
Battle Engines Death Knell
 
Theme Forces Minions
Dark Menagerie - Bump in the Night Eilish Garrity, the Occultist


Rules Clarifications[edit]

Rules Clarification : Magical Damage      (Edit)

  • The "Damage Type: Magical" is not inherited by "secondary" damage from a weapon. That is, stuff like arcs (Electro Leap) or hazards (Scather). (Infernal Ruling)
  • All spells have "Damage Type: Magical" (refer errata).
    • This is inherited by "immediate" secondary damage (such as Eruption of Spines). (Infernal Ruling)
    • ... but not by "lingering" secondary damage (such as the cloud left by Breath of Corruption). In this case the hazard is damaging the model, not the spell that put the hazard into play.
  • If a weapon/spell includes Magic Damage and another kind of elemental damage it can still damage Incorporeal models. Incorporeal models are not affected by the rule "if an attack does multiple types of damage and a model is immune to at least one it is immune to the entire attack."
    The phrase "immune to non-magical damage" should be interpreted as "immune to damage that doesn't include Damage Type: Magical" (not interpreted as "has immunity to Corrosion and Electricity and Cold and etc.")

Rules Clarification : Advance Deployment - None yet. (Edit)

Rules Clarification : Pathfinder      (Edit)

Rules Clarification : Stealth      (Edit)

  • "Automatically missing" is not the same as "cannot be hit by".
  • For instance, a stealth model can still be the target of an AOE attack and although it auto-misses, if the AOE deviates onto them they will get damaged.

Rules Clarification : Gang and/or Gang Fighter     (Edit)

  • You can gain the Gang bonus vs knocked down/stationary models (refer to the latest Errata).
  • You can gain the Gang bonus on free strikes, but generally only the first "Ganger" will get it.
For example, if a target is engaged by two models with Gang, when it leaves the melee range of the first Ganger it suffers a free strike with the Gang bonus. Then it leaves the melee range of the second and suffers a normal free strike.

Rules Clarification : Prey      (Edit)

  • If the model with Prey is a unit, then you need to work out if they get the bonus on a model-by-model basis. So every trooper in the unit makes the measurement.
  • Prey bonuses apply to "non-attack" damage, such as Electro Leap. (Infernal Ruling)
  • If you hit your prey target, but your attack is "shifted" to a non-preyed model (via Shield Guard etc) then you don't get the damage bonus vs the new target.