Num Posted July 10, 2018 Share Posted July 10, 2018 Also I might be tempted by trying this list: - arch-warlock general - overseer of destruction - warlock engineer - vigordust - warlock engineer - vigordust - Verminlord Warpseer - ally - clan skryre battallion: - Gascloud: 3 stormfiends, 2*5 acolytes, 3 poisoned wind mortars - Gascloud: 3 stormfiends, 2*5 acolytes, 3 poisoned wind mortars Total: 2000 But how do you think the atormfiends should be equipped? Quote Link to comment Share on other sites More sharing options...
Reeve Posted July 10, 2018 Share Posted July 10, 2018 1 hour ago, Num said: Also I might be tempted by trying this list: - arch-warlock general - overseer of destruction - warlock engineer - vigordust - warlock engineer - vigordust - Verminlord Warpseer - ally - clan skryre battallion: - Gascloud: 3 stormfiends, 2*5 acolytes, 3 poisoned wind mortars - Gascloud: 3 stormfiends, 2*5 acolytes, 3 poisoned wind mortars Total: 2000 But how do you think the atormfiends should be equipped? With the change to Warpfire sparks, Ratling Cannons suddenly have some appeal to me (their performance has been a bit lackluster in my first edition games), they also have a decent range. Now one thing you might want to consider is that the Stormfiend kit is kinda limited in what you can actually do in regards to WYSIWYG, and I'd recommend magnetizing the weapons as well. You could make a 'melee unit with 2 Shock Gauntlets fiends (the synergize really well with Vigordust) and a Warpgrinder. The other unit would be a 'range unit' with a Ratling Cannon and 2 mortars or 2 projectors (projectors might be better due to offering MW output since you have plenty of poison gas already). Also, you can only take 1 Vigordust Injector in your army. I'd also consider taking a Packmaster since it's a good power boost to a unit of Stormfiends. (Keeping it close also protects you against losing a fiend with an unlucky battle shock roll) Quote Link to comment Share on other sites More sharing options...
Lazaris Posted July 10, 2018 Share Posted July 10, 2018 3 hours ago, Reeve said: With the change to Warpfire sparks, Ratling Cannons suddenly have some appeal to me (their performance has been a bit lackluster in my first edition games), they also have a decent range. Now one thing you might want to consider is that the Stormfiend kit is kinda limited in what you can actually do in regards to WYSIWYG, and I'd recommend magnetizing the weapons as well. You could make a 'melee unit with 2 Shock Gauntlets fiends (the synergize really well with Vigordust) and a Warpgrinder. The other unit would be a 'range unit' with a Ratling Cannon and 2 mortars or 2 projectors (projectors might be better due to offering MW output since you have plenty of poison gas already). Also, you can only take 1 Vigordust Injector in your army. I'd also consider taking a Packmaster since it's a good power boost to a unit of Stormfiends. (Keeping it close also protects you against losing a fiend with an unlucky battle shock roll) Agreed. The Ratling Cannons are very cool now! One question: you have no mobility... so how are you going to grab objectives? Quote Link to comment Share on other sites More sharing options...
Num Posted July 10, 2018 Share Posted July 10, 2018 I was thinking of the Verminlord Warpseer to bring mobility in form of using its command ability twice each turn to generate some giant rats? Quote Link to comment Share on other sites More sharing options...
Mayple Posted July 10, 2018 Share Posted July 10, 2018 @Num was the double vigordust a typo? Only one of each artifact I agree with what's been said; it also seems you lack staying power. Stuff only needs to hit you hard once to break your army, at a glance at least. Quote Link to comment Share on other sites More sharing options...
NemoVonUtopia Posted July 10, 2018 Share Posted July 10, 2018 9 hours ago, Num said: But how do you think the atormfiends should be equipped? I would reccomend 2x shock gauntlets, 2x warpfire, and 2x grinderfists. Rattling cannons are good but your current list lacks melee which is why I think grinder fists to be better. You are going to struggle with taking and defending objectives since other than the stomfeinds and warpseer you dont have much durability. But you might be able to do enough damage so it won't matter. Quote Link to comment Share on other sites More sharing options...
Steelgrin Posted July 11, 2018 Share Posted July 11, 2018 Never posted before now but thought it might be useful to throw in some learning points and discussion areas for the average Skryre Tinker-Rat First of all 2000pt list below. It is designed to be semi competitive (though there's no doubt better lists going, so feedback always welcome too): List Skryre Batallion - 80 General: Arch Warlock - 140 Warlock Engineer - 100 Warp Lightning Cannon - 180 Warp Lightning Cannon - 180 Arkhspark Enginecoven - 80 Warlock Engineer - 100 (vigordust) 2 x 5 Acolytes - 120 Mortar - 60 2 x 3 Stormfiends - 580 (shock gauntlets & warpfire OR grinderfist+ratlingx2) Gascloud Enginecoven - 80 Allies: Packmaster - 60 Clanrats x 20 - 120 Clanrats x 20 - 120 20 pts free for an endless spell (dealers choice) Learning Points A list of things which have been picked up so far with AOS 2 - Stormfiends are still pretty damn good: the warpfire unit draws a lot of fire, but usually makes it into range to make its points back. The shock gauntlets, especially with the packmaster and vigordust, WILL delete something from the table (and generally aren't targeted nearly as much as the warpfire squad) - The alternative grinderfist squad is a bit hit and miss currently, but is very handy for popping up somewhere useful and blitzing something squishy in the back line. - In my experience the lightning cannon is underrated. Sure it isn't guaranteed, but with 3 shots per turn they are a great source of mortal wounds. not to mention surprisingly survivable if only because of perceived threats elsewhere in the army. - Clanrats do nothing but die in droves, and that is absolutely fine. I hope for the day when we get a numerous battleline unit that doesn't cost a mortgage to buy, but for now cheap bubblewrap and objective holders works pretty well. In fact there hasn't been a game yet where they have been dropped which i have won convincingly, but more on that later - Acolytes are a bit hit and miss in small numbers. At some point it may be worth considering using larger units, but in honesty they are too expensive right now and the support they can give even with just ten usually provides a return on points invested. - Lots of folks don't seem too enamored of the batallion, however it (along with warp lightning and warpfire) have been invaluable to me in the new 30 inch unbind range environment. Observations Some specific questions it would be useful to have clarified by the community at large! - Without clanrats, where does our chaff come from? I have played a couple of games now in which I dropped them in favour of another stormfiend unit, and I find it very hard to screen, hold points or generally command table positioning. Has anyone found a useful way around this or are the clanrats a must? - Weapon Teams also seem particularly underwhelming at the moment. Now again this could just be me using them poorly, but even the ratling gun with new benefits from the allegiance ability, while good on paper, still doesn't seem to deliver. Thoughts on weapon teams and how they might be leveraged better? - With the changes to AOS2 hero phase and spellcasting, it feels like currently the casters we are forced to use are a little limited in spell scope: especially with the rule of one and the nerf to magic missile, at least one warlock has their effectiveness dampened. This may be correctable with the realm spells or the endless spells, however I am hoping for some spells of ruin in the near future! - Conversely the casters have been exceptionally useful as a counter to enemy casting. It seems that a lot of mortal wounds come from spells and having three casters included by default for the batallion makes for a half decent *nope* to most enemies, with the possible exception of Tzeentch who quite frankly has a lot of magic going on. We on the other hand have a whole host of portal wounds which can be thrown out in addition to our spells, which is quite an advantage. Is everyone else finding this or again is it just my circumstance currently? - Finally just a stupid question: the App now shows the battalion rules, but not the units they must include. Am i right in thinking the requirements for unit composition has not changed? So there you go! What do you think about these points? has anyone found the opposite? Or has anyone found solutions to any of these? AOS2 promises to be just different enough to warrant rechecking the old assumptions, so anything you can add would be very useful! 2 Quote Link to comment Share on other sites More sharing options...
NemoVonUtopia Posted July 11, 2018 Share Posted July 11, 2018 1 hour ago, Steelgrin said: Never posted before now but thought it might be useful to throw in some learning points and discussion areas for the average Skryre Tinker-Rat First of all 2000pt list below. It is designed to be semi competitive (though there's no doubt better lists going, so feedback always welcome too): List Skryre Batallion - 80 General: Arch Warlock - 140 Warlock Engineer - 100 Warp Lightning Cannon - 180 Warp Lightning Cannon - 180 Arkhspark Enginecoven - 80 Warlock Engineer - 100 (vigordust) 2 x 5 Acolytes - 120 Mortar - 60 2 x 3 Stormfiends - 580 (shock gauntlets & warpfire OR grinderfist+ratlingx2) Gascloud Enginecoven - 80 Allies: Packmaster - 60 Clanrats x 20 - 120 Clanrats x 20 - 120 20 pts free for an endless spell (dealers choice) Learning Points A list of things which have been picked up so far with AOS 2 - Stormfiends are still pretty damn good: the warpfire unit draws a lot of fire, but usually makes it into range to make its points back. The shock gauntlets, especially with the packmaster and vigordust, WILL delete something from the table (and generally aren't targeted nearly as much as the warpfire squad) - The alternative grinderfist squad is a bit hit and miss currently, but is very handy for popping up somewhere useful and blitzing something squishy in the back line. - In my experience the lightning cannon is underrated. Sure it isn't guaranteed, but with 3 shots per turn they are a great source of mortal wounds. not to mention surprisingly survivable if only because of perceived threats elsewhere in the army. - Clanrats do nothing but die in droves, and that is absolutely fine. I hope for the day when we get a numerous battleline unit that doesn't cost a mortgage to buy, but for now cheap bubblewrap and objective holders works pretty well. In fact there hasn't been a game yet where they have been dropped which i have won convincingly, but more on that later - Acolytes are a bit hit and miss in small numbers. At some point it may be worth considering using larger units, but in honesty they are too expensive right now and the support they can give even with just ten usually provides a return on points invested. - Lots of folks don't seem too enamored of the batallion, however it (along with warp lightning and warpfire) have been invaluable to me in the new 30 inch unbind range environment. Observations Some specific questions it would be useful to have clarified by the community at large! - Without clanrats, where does our chaff come from? I have played a couple of games now in which I dropped them in favour of another stormfiend unit, and I find it very hard to screen, hold points or generally command table positioning. Has anyone found a useful way around this or are the clanrats a must? - Weapon Teams also seem particularly underwhelming at the moment. Now again this could just be me using them poorly, but even the ratling gun with new benefits from the allegiance ability, while good on paper, still doesn't seem to deliver. Thoughts on weapon teams and how they might be leveraged better? For chaff you could try out giant rats or plague monks or maybe gutter runners I dont remember how they compare cost wise. For weapon teams, I have used warpfire throwers and poison wind mortars. I have had good success with warpfire throwers behind a clanrat wall or lagging them 10 or so inches behind stormfiends so they can move up and shoot once most enemy units are locked in combat. The mortars are a bit more luck dependent, having only one attack can make it seem like they are bad individually but with several and the reroll command trait I have found that they do well although those experiences were back when they could do 12 damage. 1 Quote Link to comment Share on other sites More sharing options...
Num Posted July 12, 2018 Share Posted July 12, 2018 I just realized that the counter effect of the warpstone spark was reduced from D6 MW to D3! I played a game a few days ago on v2 but did not notice this change. Sure enough, my arch-warlock used a spark in the first turn, failed the test, and inflicted on himself no less than 6 mortal wounds!! Welcome to skavendom... He would have survived under v2 allegiance : 2 Quote Link to comment Share on other sites More sharing options...
Tom Posted July 12, 2018 Share Posted July 12, 2018 Does anyone know if there is a Skyre WhatsApp group. Cheers Quote Link to comment Share on other sites More sharing options...
Mayple Posted July 12, 2018 Share Posted July 12, 2018 4 hours ago, Tom said: Does anyone know if there is a Skyre WhatsApp group. Cheers Not as far as I know, but maybe I'll be pleasantly surprised 1 Quote Link to comment Share on other sites More sharing options...
Avvien Posted July 14, 2018 Share Posted July 14, 2018 On 7/11/2018 at 6:52 PM, Steelgrin said: Without clanrats, where does our chaff come from? Not a Skyre player myself, but I often play against a certain someone running Skyre, and he uses lots and lots... And lots, of Giant Rats. Now in 2.0 he even finds it more cost-efficient to summon them in. Suddenly he can place 35~ rats on the table instead of the usual 20. 2 Quote Link to comment Share on other sites More sharing options...
Steelgrin Posted July 16, 2018 Share Posted July 16, 2018 Hmm... suppose the clanrats could be swapped out for the warpseer? Probably need to rethink another unit too in order to purchase some endless spells Quote Link to comment Share on other sites More sharing options...
ChippyRick Posted July 16, 2018 Share Posted July 16, 2018 On 7/12/2018 at 8:37 PM, Tom said: Does anyone know if there is a Skyre WhatsApp group. Cheers This would actuallyl be awesome, im interested if we find out if there is one 1 Quote Link to comment Share on other sites More sharing options...
Tom Posted July 16, 2018 Share Posted July 16, 2018 3 hours ago, ChippyRick said: This would actuallyl be awesome, im interested if we find out if there is one Do we start one? Or ask about some more? Quote Link to comment Share on other sites More sharing options...
Kirjava13 Posted July 16, 2018 Share Posted July 16, 2018 Try in the whatsapp thread in the main forum and then report-scurry back, yes-yes. Quote Link to comment Share on other sites More sharing options...
Lord_Skrolk Posted July 20, 2018 Share Posted July 20, 2018 I was trying to figure out some new strategies last night, and came across an idea that might be absolutely brutal. Warpfire Throwers are deadly, but it's hard to get them safely in range against good opponents. What if you could add 2D6" to their range? Cue the Great Bray Shaman... whose spell "Devolve" moves an enemy unit 2D6" towards your nearest unit. Say you have 2 units of Warpfire Throwers safely far away, like 20" . If you hit that unit with Devolve, now your unit of Warpfire Throwers will be usually able to hit that unit that turn. Hey Nagash hiding behind their backlines, how does a faceful of 2D6 mortal wounds sound? I run a mostly Skyre army under Chaos Allegiance, and I think twl Great Bray Shamans will become a mandatory addition to my list from now on. 2 Quote Link to comment Share on other sites More sharing options...
Deluxe Posted July 21, 2018 Share Posted July 21, 2018 (edited) 12 hours ago, Lord_Skrolk said: I was trying to figure out some new strategies last night, and came across an idea that might be absolutely brutal. Warpfire Throwers are deadly, but it's hard to get them safely in range against good opponents. What if you could add 2D6" to their range? Cue the Great Bray Shaman... whose spell "Devolve" moves an enemy unit 2D6" towards your nearest unit. Say you have 2 units of Warpfire Throwers safely far away, like 20" . If you hit that unit with Devolve, now your unit of Warpfire Throwers will be usually able to hit that unit that turn. Hey Nagash hiding behind their backlines, how does a faceful of 2D6 mortal wounds sound? I run a mostly Skyre army under Chaos Allegiance, and I think twl Great Bray Shamans will become a mandatory addition to my list from now on. Will that work in matched play? I was just reading about the Brayherd Shaman and Devolve caught my eye but in the GHB 2018 I don't see Brayherd listed as a potential ally for Skryre in the pitched battles section. Edited July 21, 2018 by Deluxe Quote Link to comment Share on other sites More sharing options...
Lord_Skrolk Posted July 21, 2018 Share Posted July 21, 2018 20 minutes ago, Deluxe said: Will that work in matched play? I was just reading about the Brayherd Shaman and Devolve caught my eye but in the GHB 2018 I don't see Brayherd listed as a potential ally for Skryre in the pitched battles section. You have to use Chaos Allegiance, but neither Pestilens nor Skyre allegiance is really useful (they're fun but bot very powerful) so worth the tradeoff for some units Quote Link to comment Share on other sites More sharing options...
Tom Posted July 21, 2018 Share Posted July 21, 2018 On 7/16/2018 at 7:19 PM, Kirjava13 said: Try in the whatsapp thread in the main forum and then report-scurry back, yes-yes. Can’t find it. I can see Facebook but no WhatsApp. Quote Link to comment Share on other sites More sharing options...
Reeve Posted July 23, 2018 Share Posted July 23, 2018 Well Skryre Allegiance just got a whole lot weaker with the new FAQ: Page 130 – Warpstone Sparks Change the third bullet point to: ‘Add 1 to the damage inflicted by 1 successful attack made by a friendly Skryre model with a missile weapon or melee weapon.’ We can also not use Chaos Allegiance: Page 62 – Pitched Battle Profile, Introduction Add the following section: ‘ARMIES WITHOUT ALLEGIANCE ABILITIES If a faction army does not have a set of allegiance abilities, then you can use its Grand Alliance allegiance abilities instead. For example, if you had an Eshin army you could use the Grand Alliance Chaos allegiance abilities, and if you had an Order Draconis army you could use the Grand Alliance Order allegiance abilities. Note that if allegiance abilities exist for a faction army, you must use them.’ 1 Quote Link to comment Share on other sites More sharing options...
Lord_Skrolk Posted July 23, 2018 Share Posted July 23, 2018 IMO with this update, the best way to run a Clan Skyre army is as Grand Alliance: Chaos allegiance and bring 3 units of Clanrats to fill out the battleline Quote Link to comment Share on other sites More sharing options...
Reeve Posted July 23, 2018 Share Posted July 23, 2018 Yeah pretty much, the traits and artefacts are too lacklustre and sparks are now not worth it, I'd much rather have GA: Chaos and get access to Warlords, Packmasters and what not... 1 Quote Link to comment Share on other sites More sharing options...
NemoVonUtopia Posted July 23, 2018 Share Posted July 23, 2018 1 minute ago, Lord_Skrolk said: IMO with this update, the best way to run a Clan Skyre army is as Grand Alliance: Chaos allegiance and bring 3 units of Clanrats to fill out the battleline That's what I've been thinking too. Sparks are nice for magic rolls but with no spell lores our magic is limited. I dont want to give up vigour dusted shockgauntlets but they tend to overkill things so it's probably worth losing that for more versatility. I dont think that the spark damage effect is worth the risk anymore except for the fringe case of something important being 1 damage away from dieing. Quote Link to comment Share on other sites More sharing options...
Mayple Posted July 23, 2018 Share Posted July 23, 2018 26 minutes ago, Reeve said: Well Skryre Allegiance just got a whole lot weaker with the new FAQ: Page 130 – Warpstone Sparks Change the third bullet point to: ‘Add 1 to the damage inflicted by 1 successful attack made by a friendly Skryre model with a missile weapon or melee weapon.’ We can also not use Chaos Allegiance: Page 62 – Pitched Battle Profile, Introduction Add the following section: ‘ARMIES WITHOUT ALLEGIANCE ABILITIES If a faction army does not have a set of allegiance abilities, then you can use its Grand Alliance allegiance abilities instead. For example, if you had an Eshin army you could use the Grand Alliance Chaos allegiance abilities, and if you had an Order Draconis army you could use the Grand Alliance Order allegiance abilities. Note that if allegiance abilities exist for a faction army, you must use them.’ That is ridiculous! There is absolutely no reason to run with Skryre allegiance now. I suppose GW took Skryre's laboratories in Skavenblight being flooded as an incentive to figuratively do the same to their rules. Well played 2 Quote Link to comment Share on other sites More sharing options...
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