AvePicante Posted July 25 Share Posted July 25 One of the things I had on my wishlist for this "second wave" release was something to make the Grimnyr fit in more with the rest of the Votann. A battleline Grimnyr acolyte unit, or a unit of COGs that could accompany it or something. It's a lackluster character model that can only go with Hearthkyn, and it's not really that good. I get that lorewise they're a conduit between the Kin and the Votann, but now that the Memnyr was announced I kind of wish they took that role. How do yall think the Grimnyr will be handled in the future? INKS 1 Back to top Link to comment https://bolterandchainsword.com/topic/386346-the-grimnyr-is-weird/ Share on other sites More sharing options...
Chaplain Lucifer Posted July 27 Share Posted July 27 Right now there is pretty nice Grymnir combo. 10 Kin + Grymnir on a Land fortress. They are T6, there's 3 4+inv saves and 6+ FNP. They shoot a lot with sustained stratagem and have re-roll to wound when they hop out of the fortress. In cover on and objectives it's 13 T6 bodies that enemy has to remove... all that for 165 (fortress no included) Also a bonus is that if they are on the table, the enemy can't discard cull the horde secondary. Since the errata Gryminr value has gone up... Link to comment https://bolterandchainsword.com/topic/386346-the-grimnyr-is-weird/#findComment-6124582 Share on other sites More sharing options...
INKS Posted July 27 Share Posted July 27 I don't for sure, but the Grimnyr is my favorite model. AvePicante and phandaal 2 Back to top Link to comment https://bolterandchainsword.com/topic/386346-the-grimnyr-is-weird/#findComment-6124613 Share on other sites More sharing options...
Dr. Clock Posted July 29 Share Posted July 29 I think part of it is just that many of us have been conditioned to the idea that 'dwarves don't cast spells', coming out of warhammer fantasy in its various stripes. I like my Grimnyr because he's a standout weirdo. Other options for him to lead units, or do something other than the flat T buff would be cool enough, but I'm glad they just added other characters to represent some different capabilities rather than turn Grimnyr themselves into a 'subfaction' or whatever. If I like the rules better, I won't think twice about using my Grimnyr as a Memnyr or science-guy... I've come to accept that buying character kits is usually a money trap unless it's bundled in a patrol or battleforce, so proxying characters is standard operating procedure, especially when something is made redundant or obsolete in light later releases (looking at you, GSC Magus and Benefictus!). So yeah - just use it as a Memnyr in rules terms if you like those better? I like the T6 guard squad enough that I don't expect to drop him tbh. Cheers, The Good Doctor. phandaal and INKS 1 1 Back to top Link to comment https://bolterandchainsword.com/topic/386346-the-grimnyr-is-weird/#findComment-6125044 Share on other sites More sharing options...
Hipster Space Wolf Posted August 1 Share Posted August 1 I think the Grimnyr is an excellent model but you're right in that for most of our 10th edition Index army he's not really had a strong place or role to fill. On 7/27/2025 at 3:58 PM, Chaplain Lucifer said: Right now there is pretty nice Grymnir combo. 10 Kin + Grymnir on a Land fortress. They are T6, there's 3 4+inv saves and 6+ FNP. They shoot a lot with sustained stratagem and have re-roll to wound when they hop out of the fortress. In cover on and objectives it's 13 T6 bodies that enemy has to remove... all that for 165 (fortress no included) Also a bonus is that if they are on the table, the enemy can't discard cull the horde secondary. This is spot on, but the thing that made all the difference here was a change to transport rules, rather than the Grimnyr directly. I think it's hard to predict right now where some of our units are going to fall. If grudge tokens are entirely gone (or they are specific to a detachment and no longer part of the army rule) as the reveal suggested, then there's a very high chance that our characters have been reworked regardless of whether they had a grudge token ability or not. This is because they'd need to synergise with the new army rule or complement the intended gameplay of the new army rule in some way. I wouldn't be surprised if the abilities of our leaders are quite different in Codex compared to Index. I also think that because we have quite limited options right now, a lot of folks focus on fairly optimised lists. The Grimnyr fits and has a role now, but it's overshadowed. That doesn't mean it's bad. Factions with larger ranges have more strategic options and it's easier for a leader like the Grimnyr to find a place when there are more opportunities for him to compliment a strategy. Consider that if one of our detachment rules makes Hearthkyn Warriors tougher, then the Grimnyr on top of that would be a force multiplier. We have quite a bit more firepower as a Codex army. Another elite unit, additional mobile gunnery options, and indirect fire artillery. Our opponents priority calculations will look a little different by the end of the year one way or another, and we might also find that an infantry unit with increased toughness becomes a less appealing target, or a more risky investment of resources to deal with. The tl;dr I guess is don't write of the Grimnyr, he's pretty cool, he does have a role, and it's a little too early to tell what the future holds. Chaplain Lucifer 1 Back to top Link to comment https://bolterandchainsword.com/topic/386346-the-grimnyr-is-weird/#findComment-6125602 Share on other sites More sharing options...
INKS Posted August 9 Share Posted August 9 sadly it seems the new codex hasn't done WORLDS of favors for him. He is maybe slight better, but then everything around him is slightly better.... though choices. Link to comment https://bolterandchainsword.com/topic/386346-the-grimnyr-is-weird/#findComment-6127029 Share on other sites More sharing options...
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