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Gwendar

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Lord Celestant

Lord Celestant (9/10)

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  1. You should really be doing this most of the time anyway. Depending on the matchup you generally won't benefit from keeping something in their deployment and you're typically better off with 1-2 of them in your own and 1 on an edge or 2 on the edge in and 1 in your deployment Yes, it is risky and is why I don't do it anymore. 12 Jezzails will do 16 damage on average with a warpspark. That's not bad by any means, but it's not exactly ripping anything apart and when you're dedicating Clanrats and a Warpgrinder to screen them I just don't see the value. You're probably better off just taking 10-20 Night Runners and using the pre-game move to get more speed to screen them for less. I think you need to understand that you don't have to be in range to shoot anything T1 anyway. I've ran 2x6 Fiends and used to run 1x9 back in the day and I've never had an issue because at the end of the day they are a short range threat, not a long range threat. The Windlaunchers on average will take out 5 wound heroes fully buffed the same as 6 Jezzails would and they don't even need line of sight.. so until the Ratlings get in range, you can still benefit from that threat the unit provides. 3.0 will change a lot but I will likely run 2x6 Fiends for the tournaments I have coming up at the end of August if it doesn't land by then and change things. All I can say is don't ignore Gnawholes as an option for Fiends
  2. I suppose you could, although I greatly prefer the ability to pull things out of what with the Shaman's spell. Plus it makes the Skyfires move an extra 3" if that matters to you (45" threat range) compared to just doing d3 MW's and maybe getting another Spawn. Either way it can be justified I suppose.
  3. I meant the The Blue Scribes could hand out casting RR's, not the Changeling.. sorry 😅 I appreciate it, I love making and sharing them with people. As for Be'lakor, absolutely.. I think it's a given he will be changed and points will be increased since he's basically just Archaon but for Daemons.. so I leave him out of lists since he may\may not have the unit shutdown and even if he does he may double (or more) in points and then it won't be worth it in a casting based list (unless he becomes as beatstick as Archaon) I ran BW all the time for the Changecaster since it pairs so well with him.. but in that particular list I just couldn't fit it in which is fine. If you can afford it in a list do it, otherwise it's not a huge detriment if you don't have it Correct, that's one reason I typically run my caster lists in HD (and also why you could use a Magister as he also can summon a Spawn with his spell) along with the fact the free RR's to casting\unbinding are so good.
  4. @Icetea It's consistently done well in quite a few tournaments the last few months. Here's a couple examples of games from The Honest Wargamer from a few weeks back: Archaon List Games The damage isn't really bad, not much different than 9-12 Flamers in my opinion. Archaon can quite easily wipe out hordes or stick around while you cap objectives.. Kairos + Portal is obviously quite good at sniping heroes and\or pulling things closer for Archaon to charge, especially T1. I would say to watch those vods of the games and you'll have a good impression of how it works.
  5. If you want to run a magic focused list, I would argue Hosts Duplicitous for the free RR's is the better option.. hell, even Guild. Flux is only giving 1 caster a +1 to cast and any spell cast that does MW's to a unit will do 1 more on a 4+ to that unit; not exactly good by any stretch of the imagination. I've posted plenty of spellcasting lists and I ran them competitively for ~4-6 months with good success. Unfortunately against the current meta shooting armies it can struggle a bit since it's hero-based. If you play vs something without hero-sniping capability it's great. Speaking of lists, have a couple to run by you all if you're looking to try anything new. I don't post much anymore but IRL games may be starting again soon and I'm looking at starting up my batreps again with the following lists: Varanguard Essentially an Archaon list, but with 6 VG instead. With Daemonforged weapons you're looking at similar output as Archaon and you get to fight again if there's still something within 3" effectively doubling that damage (~36 wounds vs a 4+ on average per pile-in) and actually ending up a bit higher than Archaon with 10 more wounds OG Casting (slightly modified) This is essentially my original casting list, but without Be'lakor (since he's due to be changed into who knows what) and adding in 6 Skyfires. Now, anyone who's seen me post before knows I sing praises about Skyfires; yeah, they're overcosted but they aren't as horrific as everyone seems to think. They're a bit dual-purpose and make your opponent (who will undoubtedly beat you on drops) think a bit about their 40" threat range taking out one of their support characters. Since they get RR's by attacking first you can easily get them to clear an objective of a chaff unit since fully buffed they're generally throwing out ~20 wounds vs a 4+ save. Are they going to take down 20 Hearthguard or 30 Phoenix Guard? No, but that's not their purpose; you have a ton of MW's via magic and a few ways to stack negative modifiers on units to take care of situations like that. This will generally get out at least 10 FP a turn unless you roll absolutely horrifically. Obviously if you like you can drop Skyfires for Enlightened or a StD unit + Sorc Lord or switch around the casters. This could be ran in GoS too and in that scenario you just use the Changeling as a RR battery.. I just enjoy summoning inescapable Horrors every turn and getting free RR's to casting and unbinding without worrying about rolling to get the RR's that I always end up rolling a 1+ for.
  6. Currently that is most likely what will happen.. Either that or a mish-mash list that I've ran once and played against a couple times with a few power pairs; 40 Monks + Furnace, 6 Fiends + AW and a Deceiver + WLV being the main threats. The last one being a big detriment to even armies with strong casting as they'll need to dedicate blocking out 6" of space or else that WLV can come down on them. Kroak may get +'s to unbinds or Tzeentch can get Destiny Dice or match a high roll with Kairos\LoC but eventually they'll still roll low and you'll roll high. At the very least the Deceiver can get in somewhere they don't want it and it will take resources to kill or it will kill support heroes in their backline. The mindgame that combo has is worth it if you're looking for something different. I see the point on a foot wizard, haven't really finalized the list yet. A Bell has always been a good inclusion because of the BS immunity. Bell of Doom is nice and all, but in the event that fails I like to have a Screaming Bell around to fit Fiends near.
  7. I believe this is the reason a few people were giving HA Changehost lists a shot and filling them with 4-6+ Exalted Flamers and loading up on Pinks\Spellcasting to compensate for the absurd damage of EC Flamer Spam.
  8. 4/2, +1 from Exalted and +1/+2 from shooting a unit of 10-20+ so they can get to 2/2 since 1's always fail. But yeah I mean there's a case for a Fatemaster with 12+ Flamers.. consistency is king in Tournaments. Now that I think about it I ran a Skimmer + Fatemaster myself with a bunch of flamers and it was just a mobile gun battery separate from the spellcasting core surrounded by Horror screens. I'm with you though.. may as well keep them in that particular list. There are enough 10-man chaff units running around that they can blast off for cheap.. just don't think they'll be doing a lot against 40 man units or things with multiple wounds. Just another tool in the toolbox.
  9. Yeah, typically but to be honest I don't think you really need the Fatemaster. With Mutability and an Exalted nearby along with shooting at a unit of 10+ models they're already at 2/2 and the Fatemaster is RR all hits.. I'd rather have a Blue Scribes. RR hits with that good of a profile only gets them ~1 more wound.. of course a case can be made vs them shooting at something with Lo,S but even at a 4/2 profile 3 Flamers will do ~5-6 wounds. I think if you're playing Changehost Flamer Spam the best method is to be a deathstar in most cases; far too many people want to use CH to move Flamers and alpha strike something off but it's very rare I find that worth it.. I just noted that you could do it if someone wants to make that risk assessment in their own game. For awhile I ran it with a Soulscream Bridge to emphasize this but found it wasn't really doing enough for the cost. I think if anything is going to be teleporting in CH it's going to be Horrors. You cannot teleport the LoC and I sincerely hope they weren't doing that in any games. It's a common mistake but it quite clearly says "pick 1 other friendly unit from the battalion" meaning it can't be the LoC. As for the other aspects, yeah it's basically just a heavy casting version of a Changehost. In my heavy casting lists I typically get at least 10-12 FP per turn but this is without Changehost as it doesn't provide any benefit other than lower drops which wasn't needed. I experimented briefly with HA + Flamer lists combined with lots of spell damage but it just didn't shake out really.. 2 Exalted Flamers will put out ~7 wounds vs a unit of 10. Currently the most successful casting list other than what I ran in Butchers Buffet has had 6 Skyfires and a Bray Shaman. Still tweaking it and have thought of including a LoC + Kairos over some other wizards.. but the goal is 10 FP per turn, consistently and that combo eating up half nearly half a list makes that hard. People are tired of CH + Flamers and I think this is why you see so many trying to integrate Flamers into HA lists. I won't say it doesn't work since it clearly does for some, but I think if you want to stay competitive with shooting at a large tournament then you're still going to stick with 9-12 Flamer lists in EC+CH.
  10. More or less, yeah it's still the best next to Archaon builds.. if you have 9-12 Flamers and an Exalted or 2 then that's a template to work off of. You go MSU so they cannot be focus fired down and since the list you posted doesn't have Fold Reality, then you don't need larger units for that purpose.. the only buffs Flamers take are aura's so they can still stick together but be individual units. If it were me I'd change Firestorm with Bolt since doing at least 1 MW is better than potentially nothing.. or Fold Reality for the Horrors. As for the Fateskimmer; it's roaming around with the Flamers and giving them +1 to wound from the aura. 9\10 times you're using Changehost to teleport around Horrors and not Flamers unless you have an opportunity to make an important trade (since they will likely die if out in the open) with them.
  11. Ratlings are underrated, sure, but I still don't think they hold up to a more comp setting and I would need at least 3 which I don't want to sacrifice anything for.
  12. I would disagree, especially with a Plague Furnace supporting them. If they get RR wounds and charge in they're easily pulling out ~30 wounds and that Furnace with Liber is deceptively strong in it's MW output at close range; that's the power pair. Your hammers need to be in 30-40 man blobs for the +'s to hit and wound. The only time less than that has really worked has been 20 SV and I'd rather take 40 Clanrats for the same price every single time because objectives. I've ran 6 SF lists for a long time now and it's still an option.. but ultimately I'm looking elsewhere for the time being. Skaven melee is in a decent enough spot but yes it's quite clearly fell behind since the game itself has changed. The point costs for things like Stormvermin and Ogres do not match up to more recent units with better\similar profiles. I would highly doubt Clanrats will get another reduction considering they're one of the best battleline units in the game and that's all thanks to Retreat + Charge. Ultimately even GW doesn't seem to understand what they want to do with the game since every tome has about a 50% chance of being written narratively or with competitive unit choices in mind. It's going to depend on the list you're running, but in the case of 12 Fiends you absolutely can use the in a punishing way. I've done it and had it done to me plenty of times. You apply pressure to multiple areas at once and they have to start making difficult decisions and that's the strength of the Gnawholes.
  13. Staying power? All of Skaven is made of paper and 6 Stormfiends and 40 Stormvermin will be wiped off just as easily as 40 Monks and 20 Acolytes.. you don't allow them to get charged to circumvent that fault. What exactly would you propose instead? In all my 4 years of playing Skaven competitively they are a glass cannon and currently the glass part is more prevalent in todays meta while the cannon part has became smaller and smaller by comparison to what other armies can throw out. For 2, that was just a list building mistake... I know I can't have 2 command traits and was simply from me duplicating the first one in WSB. It's been changed. Stormfiends will do literally nothing without buffs, yes. Getting the +1 is simple so long as that Bombardier is alive but the RR's are what really elevate them since they're paperweights without it. The 2nd list allows you to be more aggressive as you have 2 units and charging them into something isn't bad either. Fully buffed with shooting + charging and you're looking at 60-75 wounds vs a 4+ save on average. Gnawholes are a valuable tool that I think a large portion of Skaven players don't properly utilize.
  14. Well, I think I've had enough of a break away from AoS and with Nashcon currently a go for this year and with NOVA making an announcement in a couple weeks... I figure it's time to get back into practice with a group of locals (maybe some TTS but I've mostly been burnt out on it) that are ready to play comp again. Now of course we may be looking at AoS 3.0 before Fall when these tournaments take place, but for now these are 2 lists I'm looking at running and polishing: Balance 12 Fiends
  15. I've pretty much taken a break from AoS after various tournaments 1-2 times a month via TTS. Been on the Tzeentch train for the majority of the last couple of months but.. the disparity between some factions vs other is nonsensical and no real FAQ changes has cemented me staying away for the time being. For me, Skaven can really struggle with the current meta denying their necessary magic and outranging their guns and often doing more damage at the same time. It isn't something I've found to be particularly fun as of late and I've mostly been playing Star Wars Legion and absolutely loving it 😅 I think major (not 10 point adjustments) points changes and warscroll rewrites and/or a new edition is desperately needed for all factions right now, to be blunt. I haven't decided if I want to bother with Nova or Nashcon this year even if they do happen.
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