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Found 58 results

  1. Gaz Taylor

    AoS 2 - Blades of Khorne Discussion

    Here is the new thread for discussing Blades of Khorne. With the imminent release of AoS 2 (and a lot of the info already being out there), now is the time for us to start afresh on TGA. Moving forward, this will be the main thread to chat about and discuss Blades of Khorne in the new edition. I still wholly encourage people to keep their own threads/army blogs within this sub forum and I also think those are a great place to share some photos as I know not everyone frequents the Painting & Modelling section. But this thread is purely for discussion around the faction, things such as (but not limited to) tactics and list building etc. You all know the drill, we've been doing it on this forum since inception! For newer players, I would say the older thread could still be worth perusal and whilst it is now locked for further replies, you can find it here - http://www.tga.community/forums/topic/6134-lets-chat-blades-of-khorne/ Really excited to see what we can come up with as a community and I look forward to reading all your ideas and thoughts.
  2. Here is the new thread for discussing Clan Verminus / Skaven. With the imminent release of AoS 2 (and a lot of the info already being out there), now is the time for us to start afresh on TGA. Moving forward, this will be the main thread to chat about and discuss Clan Verminus / Skaven in the new edition. I still wholly encourage people to keep their own threads/army blogs within this sub forum and I also think those are a great place to share some photos as I know not everyone frequents the Painting & Modelling section. But this thread is purely for discussion around the faction, things such as (but not limited to) tactics and list building etc. You all know the drill, we've been doing it on this forum since inception! For newer players, I would say the older thread could still be worth perusal and whilst it is now locked for further replies, you can find it here - http://www.tga.community/forums/topic/16063-lets-chat-verminus/ Really excited to see what we can come up with as a community and I look forward to reading all your ideas and thoughts.
  3. Gaz Taylor

    AoS 2 - Clan Pestilens Discussion

    Here is the new thread for discussing Clan Pestilens. With the imminent release of AoS 2 (and a lot of the info already being out there), now is the time for us to start afresh on TGA. Moving forward, this will be the main thread to chat about and discuss Clan Pestilens in the new edition. I still wholly encourage people to keep their own threads/army blogs within this sub forum and I also think those are a great place to share some photos as I know not everyone frequents the Painting & Modelling section. But this thread is purely for discussion around the faction, things such as (but not limited to) tactics and list building etc. You all know the drill, we've been doing it on this forum since inception! For newer players, I would say the older thread could still be worth perusal and whilst it is now locked for further replies, you can find it here - http://www.tga.community/forums/topic/1599-pestilens-thread-tactics-builds-advice/ Really excited to see what we can come up with as a community and I look forward to reading all your ideas and thoughts.
  4. Gaz Taylor

    AoS 2 - Maggotkin of Nurgle Discussion

    Here is the new thread for discussing Maggotkin of Nurgle. With the imminent release of AoS 2 (and a lot of the info already being out there), now is the time for us to start afresh on TGA. Moving forward, this will be the main thread to chat about and discuss Maggotkin of Nurgle in the new edition. I still wholly encourage people to keep their own threads/army blogs within this sub forum and I also think those are a great place to share some photos as I know not everyone frequents the Painting & Modelling section. But this thread is purely for discussion around the faction, things such as (but not limited to) tactics and list building etc. You all know the drill, we've been doing it on this forum since inception! For newer players, I would say the older thread could still be worth perusal and whilst it is now locked for further replies, you can find it here - http://www.tga.community/forums/topic/9323-lets-chat-maggotkin-of-nurgle/ Really excited to see what we can come up with as a community and I look forward to reading all your ideas and thoughts.
  5. Gaz Taylor

    AoS 2 - Disciples of Tzeentch Discussion

    Here is the new thread for discussing Disciples of Tzeentch. With the imminent release of AoS 2 (and a lot of the info already being out there), now is the time for us to start afresh on TGA. Moving forward, this will be the main thread to chat about and discuss Disciples of Tzeentch in the new edition. I still wholly encourage people to keep their own threads/army blogs within this sub forum and I also think those are a great place to share some photos as I know not everyone frequents the Painting & Modelling section. But this thread is purely for discussion around the faction, things such as (but not limited to) tactics and list building etc. You all know the drill, we've been doing it on this forum since inception! For newer players, I would say the older thread could still be worth perusal and whilst it is now locked for further replies, you can find it here - http://www.tga.community/forums/topic/5998-lets-chat-disciples-of-tzeentch/ Really excited to see what we can come up with as a community and I look forward to reading all your ideas and thoughts.
  6. Gaz Taylor

    AoS 2 - Legion Of Azgorh Discussion

    Here is the new thread for discussing Legion Of Azgorh. With the imminent release of AoS 2 (and a lot of the info already being out there), now is the time for us to start afresh on TGA. Moving forward, this will be the main thread to chat about and discuss Legion Of Azgorh in the new edition. I still wholly encourage people to keep their own threads/army blogs within this sub forum and I also think those are a great place to share some photos as I know not everyone frequents the Painting & Modelling section. But this thread is purely for discussion around the faction, things such as (but not limited to) tactics and list building etc. You all know the drill, we've been doing it on this forum since inception! For newer players, I would say the older thread could still be worth perusal and whilst it is now locked for further replies, you can find it here - http://www.tga.community/forums/topic/1983-legion-of-azgorh-mega-thread/ Really excited to see what we can come up with as a community and I look forward to reading all your ideas and thoughts.
  7. Gaz Taylor

    AoS 2 - Clan Skyre Discussion

    Here is the new thread for discussing Clan Skyre. With the imminent release of AoS 2 (and a lot of the info already being out there), now is the time for us to start afresh on TGA. Moving forward, this will be the main thread to chat about and discuss Clan Skyre in the new edition. I still wholly encourage people to keep their own threads/army blogs within this sub forum and I also think those are a great place to share some photos as I know not everyone frequents the Painting & Modelling section. But this thread is purely for discussion around the faction, things such as (but not limited to) tactics and list building etc. You all know the drill, we've been doing it on this forum since inception! For newer players, I would say the older thread could still be worth perusal and whilst it is now locked for further replies, you can find it here - http://www.tga.community/forums/topic/11269-let´s-talk-skyre/ Really excited to see what we can come up with as a community and I look forward to reading all your ideas and thoughts.
  8. Here is the new thread for discussing Brayherds and Warherds. With the imminent release of AoS 2 (and a lot of the info already being out there), now is the time for us to start afresh on TGA. Moving forward, this will be the main thread to chat about and discuss Brayherds and Warherds in the new edition. I still wholly encourage people to keep their own threads/army blogs within this sub forum and I also think those are a great place to share some photos as I know not everyone frequents the Painting & Modelling section. But this thread is purely for discussion around the faction, things such as (but not limited to) tactics and list building etc. You all know the drill, we've been doing it on this forum since inception! Really excited to see what we can come up with as a community and I look forward to reading all your ideas and thoughts.
  9. Gaz Taylor

    AoS 2 - Hosts of Slaanesh Discussion

    Here is the new thread for discussing Hosts of Slaanesh. With the imminent release of AoS 2 (and a lot of the info already being out there), now is the time for us to start afresh on TGA. Moving forward, this will be the main thread to chat about and discuss Hosts of Slaanesh in the new edition. I still wholly encourage people to keep their own threads/army blogs within this sub forum and I also think those are a great place to share some photos as I know not everyone frequents the Painting & Modelling section. But this thread is purely for discussion around the faction, things such as (but not limited to) tactics and list building etc. You all know the drill, we've been doing it on this forum since inception! For newer players, I would say the older thread could still be worth perusal and whilst it is now locked for further replies, you can find it here - http://www.tga.community/forums/topic/9324-lets-chat-slaanesh/ Really excited to see what we can come up with as a community and I look forward to reading all your ideas and thoughts.
  10. Here is the new thread for discussing Slaves to Darkness / Darkoath. With the imminent release of AoS 2 (and a lot of the info already being out there), now is the time for us to start afresh on TGA. Moving forward, this will be the main thread to chat about and discuss Slaves to Darkness / Darkoath in the new edition. I still wholly encourage people to keep their own threads/army blogs within this sub forum and I also think those are a great place to share some photos as I know not everyone frequents the Painting & Modelling section. But this thread is purely for discussion around the faction, things such as (but not limited to) tactics and list building etc. You all know the drill, we've been doing it on this forum since inception! For newer players, I would say the older thread could still be worth perusal and whilst it is now locked for further replies, you can find it here - http://www.tga.community/forums/topic/17720-lets-chat-the-slaves-to-darkness-dark-oath/ Really excited to see what we can come up with as a community and I look forward to reading all your ideas and thoughts.
  11. Welcome to Age of Sigmar second edition people. Lets kick off the first blog post for this edition with how mixed skaven measures up thanks to the chages to Grand Alliance: Chaos rules. Allegiance Ability The GA: Chaos allegiance ability is nothing too overpowered, par the course for the Grand Alliances. "Unbridled Malice" is a slight rework of the old ability they had, in this edition you roll a dice for a unit when you select it to fight in the combat phase if that unit is within 12 inches of your general or 3 inches of a hero, and on the roll of a 6 they add one to all their hit rolls. I like this one (on the event anyone remembers to actually roll for it) because Skaven field a lot of heroes and a lot of units that really benefit from +1 to hit like Clanrats, Plague Monks and Gutter Runners, and I'll be adding this to my reminder sheet. Command Traits Dark Avenger - This grants +1 to hit against order units for the general. Not great really. Spiteful Duelist - Reroll one wound roll per combat for the general. Somehow worse than the above. Cunning Deciever - Roll a dice at the start of your turn, with a 5+ netting you a free command point. This is pretty cool to be honest, great for a pasive long range force like a heavy Skryre or a Moulder force that needs all the command points it can get. Lord of War - Pick a unit within 3 inches and roll a dice, on a 4+ it gets +1 to hit. Definitely neat, this one will usually not ever be a waste especially considering Unbridled Malice as a rule. Terrifying Pressence - Enemies within 3 inches of the general suffer -1 to bravery. Not awful, definitely not better than Lord of War or Cunning Deciever. Malicious Conqueror - Add 1 to all Unbridled Malice rolls made within 12 inches of the general. I like this one, and in my army that runs a heavy amount of minimum size Plague Monk units i'll be taking this every time. Artifacts I literally have no interest in covering 5 out of the 6 artifacts in this list because they're absolutely worthless. However one of them is a classic from the last two editions of the GHB, and it got one HELL of a remake. The Crown of Conquest - Friendly CHAOS units within 6 inches of the bearer don't need to test for battleshock. I'm sorry, what? How on earth did this get past the design team? Did they think the new coherence rule somehow would make this not completely broken? I'm switching from Pestilens Allegiance for this. That's how big a deal this is. This takes Strength in Numbers and kicks it out the door. This thing on a Plaguesmog Congregation Plague Furnace pushed by clanrats for the Look Out Sir rule? Totally broken. This is now a 12 wound model with -2 to hit it providing a 6 inch bubble of NO BATTLESHOCK. This is stupid. I basically wrote this entire blog post to cover this ridiculous artifact.
  12. AIdenNicol444

    Allegiance: Stoneklaw's Gutstompas

    This blog by request, we'll be covering Stoneklaw's Gutstompas, an allegiance ability available in the Firestorm book. This isn't too undercover of a choice, it's popped up in the AOS 6 Nations tournament and it's gaining traction, so now would be the perfect time to hammer out a write up. Why Gutstompa's? So this allegiance's requirements are a lot less stringent than all the others. It basically allows all of the old warhammer fantasy Orks and Goblins, as well as the new Ironjawz and the Giant mixed in. So if you happened to build a Spiderfang army when the skirmish box came out, bought a lot of the Greenskinz Start Collecting or are jumping on the Moonclan HYPETRAIN and need something to transtition into once they nerf you into the floor, here is the place to be. Let's see what it offers. Confusion. What on earth are these strategems? What do they mean? Well think of these as two randomized allegiance abilities for your army (You had none beforehand and this costs nothing, so random is hardly a downside) that you roll for before each game. Here's a list of the stratagems. Some of these aren't amazing, and that's fair. Some of these are completely insane. ESPECIALLY considering the one that gives you a free unit back doesn't cost reinforcement points like it did when this was written. But how best to make a list that makes adequate use of these traits while not being directly tailored to them to compensate for randomosity? Let's take a swing. Allegiance: Stoneklaw's Gutstompas Leaders Orruk Warboss (140) - Great Waaagh Banner Grot Warboss (100) - Git Cuttas Arachnarok Spider With Grot Shaman (280) - General - Trait: Bellowing Tyrant Battleline 40 x Orruks (280) - Pair of Choppas 40 x Orruks (280) - Pair of Choppas 60 x Moonclan Grots (360) - Stabbas & Moon Shields Units 5 x Grot Spider Riders (100) 5 x Grot Spider Riders (100) 5 x Grot Spider Riders (100) War Machines Grot Spear Chukka (120) Grot Spear Chukka (120) Total: 1980 / 2000 Extra Command Points: 0 Allies: 0 / 400 Wounds: 208 Ok so I definitely went in with the Moonclan combo where you double the damage of a Moonclan unit, because it's good and I'd be a fool not to. Backing that up are two max size units of Orruks to form a decent shield wall while the spider riders and their Arachnarok swarm objectives and push elite infantry off them with their mortal wound output. The three characters synergize well with the unit options taken, and the two artillery choices are great at taking out enemy heroes (great for Duality of Death). Let me know what you think and what you'd like to see next.
  13. AIdenNicol444

    Allegiance: Order Serpentis

    Ever wondered how cool the Saurus Knights would look if their mounts weren't goofy as hell? Step this way. The Order Serpentis represents a portion of the old Dark Elf line that has been bundled together to form a small elite army that's heavily themed on it's love for drakespawn and dark dragons. They're fast, mobile and very durable, and the low model count and awesome centrepiece model means it's easy to get started. Where do I start? As per the usual, we need a hero and two battleline choices at least before we look at anything else. Picking a hero is easy, after all you've only got one. The Dreadlord on Black Dragon is no joke however, the dragon's already deadly combat profile is accenuated by the character riding it, unlike the sorceress version this guy packs a mean punch. Your battleline options are both things we'll be taking anyway, the Drakespawn Knights and the Drakespawn Chariots, both charge focused, durable melee bruisers. Where to next? More chariots and knights, more more more. And to spice up the mix, lets throw in a War Hydra or two. These nasty behemoths are melee focused beasts with a decent shooting attack and a monster stat profile that doesn't get dramaticaly weaker as it takes wounds. But here's the kicker, the hydra heals itself for THREE wounds in each of your hero phase. Three wounds, not d3. This means it's frustratingly difficult to chip down and any enemy trying to whittle it down and tie it up with chaff will quickly discover it's not locked up with them, they're locked up with it. I would reccomend building around the Ebondrake Warhost batalliob, for the cost of a Dreadlord on Dragon, 2 - 3 Drakespawn, 1 - 2 Chariots and 1 - 3 Hydras you get to reroll all wound rolls of one, and once per game everything within 8 inches of the Dreadlord can charge in the hero phase. What to ally? In this, the age of magic, we need some spellcasters. The Order Serpentis can ally from any of the old dark elf model lines, as well as Stormcast Eternals and Idoneth Deepkin. We're going to stick with the cheaper stuff because Stormcast and Deepkin casters tend to be focused more towards their army's playstyle, a style we don't fit. The Sorceress is always a nice choice, and you can always take a Scourge Privateer Fleetmaster for 40 points to fill out your hero slots for certain scenarios. In that vein of thinking, a few cheap Black Ark Corsairs to hold objectives is rarely a bad thing. But wait, there's more I swear to god I plug the Firestorm Allegiance abilities so much Games Workshop should be paying me by the post, but seeing as you won't be allying Stormcast or Deepkin your army will fit the requirements for the fre city Anvilgard. Now this free city is my favorite (I'm building around it curently, post to come). With a highly mobile army you can rope around the enemy and cause the to just straight up die because they can't get far enough away from you. Better yet, this allows your Drakespawn Chariots to charge again and again, constantly refreshing their charge based bonuses. Let's take a look at what we can hammer out from this. Allegiance: Order Serpentis Mortal Realm: Ulgu Leaders Dreadlord On Black Dragon (320) - General - Lance of Spite & Shield - Trait: Inspiring Sorceress (100) - Allies Sorceress (100) - Allies Black Ark Fleetmaster (40) - Allies Battleline 5 x Drakespawn Knights (140) 5 x Drakespawn Knights (140) 5 x Drakespawn Knights (140) 2 x Drakespawn Chariots (160) 2 x Drakespawn Chariots (160) Units 10 x Black Ark Corsairs (80) - Vicious Blade & Repeater Handbow - Allies 10 x Black Ark Corsairs (80) - Vicious Blade & Repeater Handbow - Allies Behemoths War Hydra (180) War Hydra (180) Battalions Ebondrake Warhost (150) Total: 1970 / 2000 Extra Command Points: 1 Allies: 400 / 400 Wounds: 127 The plan here is simple, set up for a turn two charge into the enemy, and then from there hopefully get a few Anvilgard rolls off at the start of your hero phase before promptly using the batallion to charge into the enemies that just ran away from you. While this is going on, the corsairs make a break for the objectives while providing Look Out Sir protection to the Sorceresses, who focus on dispelling spells and using Word of Pain on big enemy units. The Fleetmaster is here purely for an extra hero to hold objectives, he's only 40pts so might as well pick him up. This list is a fun elite army to run with, I myself have a lot of the models to make it and plan to get started once I've finished my existing projects.
  14. AIdenNicol444

    Allegiance: Firestorm

    Opening up this blog of unconventional picks and tactics, we're going to talk about the allegiance abilities released with the Firestorm Campaign. There's something for each of the Grand Alliances, though the vast majority of them are centred on the ORDER alliance (it was an expansion based on the new free cities, so that's just a given). What are the requirements? For a start, the Firestorm Allegiances recieved an errata where you can only take them as a supplement to being Grand Alliance allegiance. This was changed to prevent armies like Stormcast Eternals abusing the Anvilgard rules and armies like Sylvaneth abusing the Living City rules. As the Firestorm allegiance abilities don't replace your existing ones, and instead add on to them, this was a necessary change to prevent giving existing allegiances a considerable leg-up. Secondly, each allegiance has a list of factions it can include, it doesn't have to include all of them but it can only include choices from these factions. As an example, we'll take the Tempest's Eye free city. So to start, it's important to remember that if for example the army is a Swifthawk Agent's army and you'd like to take the Tempest's Eye allegiance to give yourself a bit of an edge, you still get to use your Shadow Warriors and Spireguard as battleline, because your army is still built entirely of units with the SWIFTHAWK AGENTS keyword. The tricky part is if you want to ally units. You may still ally in as usual, however you can only use the ally choices that are also in the Tempest's Eye requirements (in this case, only the Stormcast Eternals and Eldritch Council). This limits you somewhat, but both contribute well to what a Swifthawk army lacks anyway so it works out relatively well. Allegiance: Order (Tempest's Eye) Mortal Realm: Hysh Leaders High Warden (220) - General - Trait: Inspiring - Artefact: Lens of Refraction Skywarden (160) - Zephyr Trident Skywarden (160) - Zephyr Trident Loremaster (140) - Allies Knight-Azyros (100) - Allies Battleline 5 x Reavers (140) 5 x Reavers (140) 5 x Reavers (140) 5 x Reavers (140) Units 30 x Spireguard (300) 10 x Shadow Warriors (180) 10 x Shadow Warriors (180) Total: 2000 / 2000 Extra Command Points: 0 Allies: 240 / 400 Wounds: 126 So here's a list I've bashed up that I would enjoy playing with the Tempest's Eye allegiance. Straight away we can see it's an extremely mobile army. The army's deadly shooting is accentuated by the allied Knight-Azyros swooping down and providing rerolls, and the Loremaster is pretty much good in any army because he can turn any hero into a godly beatstick with the rerolls he hands out. The army utilizes it's extreme mobility to compete against armies it ordinarily wouldn't be able to deal with, using the small speedbost from Tempest's Eye to reach key positions before the enemy does, and gets the enemy into it's shooting range a turn ahead of when it normally would. When should I take Firestorm Allegiances? It almost feels like these armies were designed to give the old Fantasy Battle line that hasn't recieved a battletome a bit of a boost. For example, you'd be a fool to take this over the allegiance abilities provided by being Stormcast or Kharadron Overlords allegiant, but if you have a Dispossessed army and aren't a fan of the Grudge system they were given, or feel like starting a Swifthawk Agents army after going halves with a friend on the Spire of Dawn / Island of Blood kit, these are the rules for you. Comment your thoughts below guys, and if there's anything specific you want me to cover be it a Firestorm Allegiance or anything else, let me know.
  15. AIdenNicol444

    Allegiance: Gutbusters

    Coming in HOT after a small points reduction to some key units it's Destruction's finest multi-wound, semi elite force. This faction is packed with solid, durable units and very few of them deal less than 2 damage with each swing of their weapon and some brutal syngergies. Where to start? Well obviously we need to get a hero and at least two battleline choices. Starting with the Hero choice, the Gutbusters have two of these. The Tyrant is a melee bruiser who can smack most other heroes into line, with a randomly generated bonus trait not unlike a command trait and a toasty command ability that lets him inflict D3 mortal wounds on a friendly Gutbuster unit to make it totally immune to battleshock. The Butcher is the wizard choice, usually taken with the optional Great Cauldron option that gives him a random ability that can heal or harm. Obviously with only two hero choices, we'll probably end up having some of each of these two. As battleline goes, you've got Ogors (generic battleline), and Leadbelchers and Ironguts (Gutbusters battleline). The Ogors are your rank and file, packing 4 wounds and decent damage. The Leadbelchers are more of the same but packing decent firearms as well. The Ironguts are your elite infantry, horrifyingly brutal in close combat and capable of taking down basically anything. Where to next? Now we have the foundation, we need to tack on some utility. Often overlooked in this allegiance are the Grots, these cheap little gobbos can net objectives and form decent screens to prevent your valuable troops being closed on by enemy assets. Furthermore, the Tyrant can make them permanently immune to battleshock, which is exceptionally useful. For shooting, Leadbelchers are already passable but to mix some artillery in we have the Grot Scraplauncher (good at dicing hordes) and the Ironblaster (high rend that does ok against numbers but is better served shooting at high wound single models. Also weirdly good at close combat). There's also Gorgers, a flanking option that's also relatively cheap. They are made from finecast however, so consider converting some out of Flesh Eater Crypt Haunters. Adding in Allies Keeping with the Ogor theme, both the Stonehorn and Thundertusk Beastriders can be allied in at 2k points, and the Frostlord on either mount can tag along at 2.5k. For less extravegant options consider the Maneaters, an elite Ogor unit which is both flexible and fun to convert up, and various trolls from the Troggoths units for some seriously durable units. The Finished Product Allegiance: Gutbusters Leaders Tyrant (160) - Massive Ogor Club Butcher (140) Butcher (140) Battleline 6 x Ogors (240) - Ogor Clubs or Blades with Iron Fists 6 x Ogors (240) - Ogor Clubs or Blades with Iron Fists 3 x Leadbelchers (140) 3 x Leadbelchers (140) 6 x Ironguts (360) Units 60 x Grots (270) 1 x Ironblaster (120) Total: 1950 / 2000 Extra Command Points: 1 Allies: 0 / 400 Wounds: 187 In this list I opted out of any allies and doubled down hard on the powerful options already available to the faction. I left 50 points out to get an extra command point for a turn one Tyrant hits the grots and makes them immune to battleshock, then burn another command point if I dont roll a 6 on the grot run to get them right out in front of the army spread out. The slow moving Ogors can move up behind this grot phalanx (which will inevtiably die once sneezed on) until the enemy is within firing range. Their durability will allow the Ogors to hold the objecctives easily against the enemy. Any Gutbusters players reading, definitely comment if I've missed anything. You guys are the real heroes.
  16. Something a little different this time, we're reaching out of the pestilent pond and talking about the model that literally made me want to play Skaven as an army (Pre AOS even), the dreaded lord of all Verminlords, Skreech the Verminking. Royal Introductions Skreech is the skaven named character that does a little bit of everything. He has a solid combat profile, he has a toolkit of abilities that let him recieve a small buff of yur choice each turn based on each skaven clan that switches up his utlity, and he's a spellcaster packing the infamous Dreaded Thirteenth Spell. He has a command ability that will be at least slightly useful no matter what type of skaven force you take and he's exceptionally reasonably costed at only 300pts. Boons of the Rat-King The reason to take Skreech in the old edition was his surprising kill capabilities in close combat and his unleashing the Dreaded Thirteenth Spell to chunck a unit for between 5 and 10 wounds on average. In this edition, said sell now summons free clanrats because I don't know, it wasn't strong enough before or something silly. He also went down in cost and contributes as a spellcaster to deal with the new Endless Spells. He no longer has to be the general to use his command ability, a relief considering he can't take a command trait or artifacts. Drawbacks of Monarchy I mean, Skreech's only reaal weaknesses are the same as all the other Verminlords. He only has 12 wounds and a 4+ save, which honestly isn't even awful. He can't take traits or artifacts being a named character, but given his comman ability isn't tethered to being the general that doesn't come into play. Beseeching the Lord Taking Skreech is a no brainer if you've made the call to not use Thanquol and Boneripper (don't use both, it's cool but its 700pts). The real dream however is not taking Skreech, taking a Screaming Bell and summoning him for free, then instantly using the Dreaded Thirteenth Spell to kill a bunch of enemy troops and throw down a line of Clanrats in front of Skreech to cover him from a charge. Mixed Skaven can awlays find a home for the Lord Skreech, do so often and without hesitation.
  17. Most armies have their dedicated elite infantry, and from the Freeguild Greatswords to the Kharadron Grundstock Thunderers they bear an infamous reputation on the battlefield. Each of the Skaven Clans have their own as well, and those fielded by the Clans Pestilens are known as Plague Censer Bearers. Swinging High The standout strengths of the Censer Bearers are evident. Unlike Plague Monks their weapon range is 2 inches, meaning they can actually swing over the top of themselves when taken in large groups. Their base rend on their weapons is -1, above the Plague Monks who need wound rolls of 6 to compete with that. Topping this off, in the hero phase each unit near them has a chance to take a mortal wound on the side. They also reroll all failed hits and battleshock outcomes as long as they hang close to a unit of Plague Monks, which in any smart list they'll have at least 2 or 3 units nearby. Falling Short No save, and unlike Plague Monks, no way of acquiring one. Furthermore, they're 60pts for 5 models, and that's 60pts that can be erased by merely average shooting. This is an elite unit that cannot withstand ANY level of pressure, so they need a stack of buffs to hit their full potential. Plaguelord's Verdict With the Verminlord Corruptor's command ability, the Plague Furnace's Rabid Fever and Bless with Filth, and maybe an enemy debuffed with Wither for good measure, these guys will literally EAT anything they go up against. A unit of 10 swinging for 40 attacks rerolling all of it's failed hit and wound rolls is going to blitz ANYTHING short of a 2+ save rerolling fails. Taken in the Plaguesmog Congregation they will be -1 to hit with shooting and putting out far more proximity mortal wounds in the hero phase. However without these buffs, they'll get swatted turn 1 or 2 and you'll lose your high cost point sink. Take them in a group of 10 and a group of 5 as part of a Plaguesmog for the extra artifact and command point or don't take them at all.
  18. Striding above the lesser rats as they charge screaming into battle is a monster the skaven fear more than any other. Verminlords are the truest incarnation of the Horned Rat, be they ascended champions rewarded for excellence, shards of the Horned Rat given form and function, or the hideous Lord Skreech Verminking, an abomination formed from the essence of the entire original Council of Thirteen. These entities lead the skaven, from the front and from the shadows, and of their number none are fouler than the Verminlord Corruptor. A Nurgle Daemon Unlike Any Other The Verminlord Corruptor is the centrepiece model of a Clan Pestilens army. As the only unit in the book with a command ability, if they're in the list they'll be the general. Before Pestilens recoeved alleigance abilities this guy didn't see much use, he was an awkward out of place model that simply cost too much. Now, with a point reduction and command traits and artifacts that bring him into line with the rest of the army this chittering monstrosity makes for a formidable leader indeed. Disease Strides the Battlefield The Corruptor is best played thematically. He stalks behind a line of plague monks, casting his command ability on them while casting mystic shield to preserve nearby Plague Furnaces and unleashes his unique Plague spell on anything close, or anything close to his nearby expendable and targetable swarm. He only fights in close combat when victory is assured, and given his game changing command ability is willing to expend every last rat to preserve his own well-being. Equipped with the Blistervious, the Living Cyst and bearing the Master of Rot and Ruin trait this potent support general will stay alive on the back field, casting prayers and spells to support his minions and dealing with any enterprising assassins foolish enough to come close. Points to Remember 12 wounds and a 4+ save is not that durable. If the Corruptor tries to trade blows with anything bigger than a support hero, he will lose. The idea of this mighty creature cutting down hated Allariele the Everqueen is pleasant, until her beetle takes him out in literally one round of combat. Prayers used by a Corruptor who has Master of Rot and Ruin or the Liber Bubonicus cannot trigger Great Plagues. Can't fathom why, but rules as written he doesn't. Don't try it. We might be scum skaven players, but we aren't cheats. His unique spell can be chained through your own troops to reach the enemy. Not always smart, but always funny when it goes off and causes the enemy even more casualties. Parting Shots (With a Prehensile Tail) I've begun the hard task of repainting my corruptor, shown here in his original, if somewhat rough glory, and halfway through his new paint job with lovely crystalline horns.
  19. When I first started playing tournaments I would usually finish on a comfortable 4 or 5 Major Defeats. This was happening to me because I wasn't just a new player, I was a bad player. Losing doesn't make you bad, but losing consistently and not taking steps to improve does. My first step to improving was to read my warscrolls. Not just read, but really dig in and memorize them (Clan Pestilens has about 6 warscrolls, so no excuse not to really). From there I constructed a small phase by phase flow chart to remind me of all the small rules that I would sometimes forget that culd have shifted the balance of a game, and as soon as i made this chart i went from an average of 1 Major Victory to 3 Major Victories almost overnight. This can be applied to any army, but I've posted below the flowchart I was following for the NZ Masters tournament last year (Adapted for AoS2) where until Round 4, i was one of the favorites to win the event (Fate is fickle, ****** you Tzeentch). Pestilens Turn Progression Hero Phase · Choose whether to spend command abilities (not advised in the first battle round, save them for turn 2 charges). · Use all prayers of all priests (If first battle round things won’t be in range of Pestilent Breath, however you can still do it targeting nowhere to potentially get The Neverplgaue great plague). · Cast spells with the Verminlord Corruptor. · Choose whether or not to use one-use only effects in the Plague Monk and Plague Priest warscrolls, ideally the Plague Monk tome that deals mortal wounds or the enemy debuffs from the scroll. · Check if any enemies are within range of proximity-based damage (Plague Furnace, Plague Censer Bearers). Movement · Plagueclaw Catapults can move without a penalty to its shooting. · Move Plague Monks and Censer Bearers forward, however if they cannot possibly make a successful charge stay out of enemy charge range or bubblewrap with Plague Monks that have the Rabid Fever prayer active. Shooting · Prioritise infantry blocks with good saves as the Plagueclaw target, or soften up targets about to be charged by your Plague Monks. · Verminlord has a shooting attack, it isn’t awful against low save units. Charge/Combat · Command points can be spent to reroll failed charges, so roll charges before spending the points. · Charge in groups of 2 or 3 units, avoid sending you entire army in in a single phase. Battleshock · Remember that Pestilens allegiance gives you 2 bravery for every 10 monks in a unit, not 1. · If you wish to use Inspiring Presence it has to be done before any battleshock rolls are made. If you play Pestilens, I recommend taking this and adapting it to the list you run. If you don't play Pestilens (Normies leave reeee) I recommend constructing one for your own army regardless of how good a player you are. It only takes one lapse of memory to lose a game.
  20. Dez

    Let's chat Skaven tactics

    I've been playing a lot of Skaven lately, and having an absolute blast. I love the diversity of the army, even staying within the keyword SKAVEN. I thought I'd start an index here, gathering thoughts on Skaven Units and overall synergy. So lets hear your feelings and experience. The Clans: Eshin - Ninjas! Moulder - Monstrous Beasts and Dr. Frankenstein tendencies Pestilens - Plagues and Filth and Bathrobes Skryre - A Knack for the Mechanical Verminus - Fighters and Warriors en masse...or at least the Rats in the front to prevent the cool toys from being destroyed Masterclan - Magic, Voodoo, Claw Wigglers Leaders: Skaven Assassin Verminlord Deceiver, Behemoth Packmaster Plague Furnace, Behemoth Plague Priest with Plague Censor Plague Priest with Warpstone-tipped Staff Verminlord Corruptor, Behemoth Arch Warlock Warlock Engineer Skaven Warlord Verminlord Warbringer, Behemoth Grey Seer Lord Skreech Verminkin, Behemoth Screaming Bell, Behemoth Thanquol and Boneripper, Behemoth Verminlord Warpseer, Behemoth Battleline: Clan Rats Artillery: Plagueclaw Warp Lighting Cannon Warplock Jezzails Behemoth: Hellpit Abomination Doomwheel Others Units: Gutter Runners Night Runners, Battleline Eshin Giant Rats, Battleline Moulder Rat Ogors Rat Swarms Plague Censor Bearers Plague Monks Ratling Gun Weapon Team Warp-grinder Weapon Team Warpfire Thrower Weapon Team Poisoned Wind Mortar Weapon Team Doom-flayer Weapon team Skryre Acolytes, Skryre Battleline Stormfiends, Skryre Battleline Stormvermin Battalions: Virulent Procession - Clan Pestilens Foulrain Congregation - Clan Pestilens Plaguesmog Congregation - Clan Pestilens Congregation of Filth - Clan Pestilens Clan Skryre - Skryre Other Synergistic Units: Sayl the Faithless
  21. Scrags

    Sylvaneth warscroll batallions

    Hey all! So I know batallions like Gnarlroot, Winterleaf, and Dreadwood used to be very popular but with the increased costs to them are they still worth running? Just starting my Sylvaneth collection and I have 1 of each tree lord, a branch wytch and wraith, and a boat load of dryads. Obviously I'm planning on adding at least 4 squads of Hunters (weapon loadout TBD, most likely will magnetize) but I didn't know if there always a specific wargrove that I should be working on filling out. Thanks!
  22. josh1989

    Help with Tzeentch tactics

    Hi there, I am currently running a 2k points tzeentch list at my local club and having some trouble getting a win with it. I have only been playing a few months so maybe 5 games played with them and i have lost them all. My opponents are running seraphon and stormcast and have been playing a long time. So far my strat is play defensive, bubble wrap my heros in horrors to keep them out of combat and make sure all casters are within 18" of LoC and scribes for buffs then take 2nd turn if possible and hang back and cast spells at them as they move onto the objective. trying to weaken them up before moving in to try and take an objective. I keep 100 summoning points for either a balewind vortex against sereaphon or to use for splitting from blues to brimstones against stormcast. Deploy in 4 blobs against seraphon to keep bastiladon away from too many units and closer together against stomcast. I also try to focus on heros and ranged first. My list is attached for you to see, If anyone has any help on playing this army or list adjustments please post bellow thanks! 2k list.pdf
  23. edmek55555

    How to defeat Stormcast Eteranals?

    So my friend that I am going to play a matched play game with soon uses stormcast eternals (more importantly knight-venator) because he always tries to pick the strongest good guy faction out there. Stormcast Eternals are obviously the single strongest army currently and having a super cheap hero that can attack across the whole map with dead accurate attacks is a huge problem for a nurgle army. What could I possibly play to beat him? Other than Celestant Prime and a few other units, knight-venator is one of the best units in the game and costs next to nothing to play. Any strategy to take out 1-5 of these guys?
  24. Today we're going to talk about the strategies available to the enterprising Clan Pestilens player and the tricks and tools of the disease trade. Some of these aren't exactly unique to Pestilens, but all of them are useful to them. The Prayers of a Righteous Rat Did you know you can cast the damage prayer on the Plague Priest scroll without an actual target? It targets an area, not a unit. Interesting info, but not really useful right? Wrong. Spam this turn 1 with no valid target and go for a great plague, and select the Neverplague. The only excuse to not be spamming plague breath on empty spaces is of there's actual targets available or you already have the Neverplague. Weather the Storm So the enemy is unpacking his Beastclaw/Khorne/Daughters of Khaine. Our rats don't have a chance against such famous combat geared armies right? Wrong, they're as good as dead already. When the enemy is running an all charging minimum shooting list there is but one answer. Lines of single file plague monks across the edge of the deployment. Ideally 2 or 3 groups of 10, 6" gaps between them to stop the enemy squeezing past. Behind this line, 6" back (for safety) is a gigantic blob of plague monks. The first line will gey hit like an avalanche and they will almost certainly die. The enemy is now within range of a fully buffed, fully packed Plague Monk swarm. Chuck on some prayers of Wither on the enemy, move forward into range and charge (taking the Congregation of Filth will prevent double 1 rolls). Doesn't matter what they're running, they're dead. Conga Line of Death Never move your rats around in squares, this isn't fantasy battle. Squeeze as much use out of the rat squads as possible, form a long line and hold an objective while also screening for a priest and keeping an enemy tied up in a dud fight. Form circles around objectives, wrap monks around furnaces to prevent units with 1" range weapons bringing the furnace to battle. It's not dirty, it's alternative tactics. Discretion is the Better Part of Murder Retreat, it's the golden move no one ever uses to their advantage. Charge an enemy, then retreat around the side of them the next turn. Your enemy is likely to know he can't actually beat plague monks in a fight and won't charge them, so if you're already holding an objective don't charge off it. There isn't always a nees to fight. Know when to fight, and when to wait. Below are some pictures of silly rat movements that would win me the game. Doesn't matter if it looks stupid, as long as you win.
  25. AIdenNicol444

    Clan Pestilens: Matchups

    Todays post is all about matchups, and how Pestilens fares in them. Now because of the nature of the army, matchups are more important than I would like to be honest, so it helps to know them. These are based primarily off experience, I haven't faced all the armies (popular ones at least) in the game so some of these will be experience and some will be educated comparisons. I'll grade them in advantage, major and minor. Blades of Khorne - Minor Advantage to Blades of Khorne A combat based army, and a good one. Ordinarily Pestilens will blenderize anything that fancies itself a combat favoring army but these guys are a little different. They have a massive range of options, we have 6 models all up. The build paths open to them let them be MORE than a combat army, something Pestilens can't actually do. Essentially it boils down to who hits who first. This is one the few matchups were Plagueclaws are actually good due to the favoribility of Bloodletter Bombs and Bloodreaver Hordes. Overall you want to be the one who gets the first charge off and make sure your units have the Furnace prayer that lets them fight one dead, you'll need it. Disciples of Tzeentch - Major Advantage to Disciples of Tzeentch Lol don't even get me started, the weakness of Clan Pestilens is no ability to deal with long range and movement shenanigans. Run up, charge to get closer to objectives and pray you can last longer than they can throw spells. Skyfires are the devil, Horrors are just annoying and the Gaunt Summoner will quite literally light you on fire and roast marshmellows on the corpse. The best strategy when facing Tzeentch with Pestilens is to either avoid it or whine about balance in chat groups. Take an Arch Warlock with a Balewind and try play them at their own game, but ultimately this one is a little skewed. Sylvaneth - Minor Advantage to Clan Pestilens This one used to feel on par with Disciples of Tzeentch until playing them a bit more, and of course the meta no longer favoring Kurnoth with bows. The trick is to take the field before they take the field, by any means necessary. Run in the first movement phase, charge anything within reach if you went second, do anything you can to get in their face. They put wildwoods in front of you? ****** em, run straight through it. Charge through it ideally. If you think the Dangerous Terrain effect is something to be afraid of, you are a coward or too considerate of your rat's lives, and neither of these traits are found in good Pestilens players. Get on top of 2 or so objectives and refuse to leave like a disenfranchised family member on Christmas, and god willing victory shall be yours. In a perfect world they'll run lots of Revenants over dryads and you drown them in dice, asking your opponent with a smug smile if he'd like to use Martial Memories to reroll one of the failed 30 saves. Kharadron Overlords - Neutral This is a weird one. Kharadron Overlords are dwarves, but only in the sense that they're short. They aren't slow, they aren't sturdy and their beards are a solid source of iron intake. Kharadron are like life, they come at you hard and fast. This is sometimes a good thing, sometimes terrible. So basically, what it comes down to is if the Overlord player invested in weight of shots (good for you) or they invested in high damage weapons like Drill Cannons (You're screwed). With weight of shots they can't actually kill enough rats for it to matter before they're on the recieving end of a plague monk charge, and oddly despite those boats being in the sky we can still smack them back down. Surround the boat and they can't deploy it's contents, which is even better. However with the Drill Cannons and so on we lose our Plague Furnaces on turn 2, Corruptor turn 3, and the game shortly after. Their weakness is the terrible range of pretty much all shooting that isn;t on a Thunderer or Ironclad, ours is they actually have guns. Play the objectives and bait them into range. Flesh Eater Courts - Major Advantage to Clan Pestilens This one is fun. They have no shooting, and they want to be in close combat. Naysayers would say "but Aiden, they can bring back their troops and we can't!". To that i say, ever seen Ghouls put out 40 wounds + several mortal wounds before saves are made? Probably not. Yeah Ghouls can regnerate lost troops, but only when a nearby Courtier does it for them. A wee, little Courtier with a weak save and fewer wounds. Slash him down to size with prayer spam. Flesh Eater Courts are an infantry spam buff army, just like Clan Pestilens, we just happen to be WAY better at it than they are. Butcher what they throw at you and take the field, if their characters get wise deal with them by throwing a Plague Furnace their way. Ironjaws - Minor Advantage to Clan Pestilens Ironjaws are a semi-elite army that don't put out massive damage but make up for it by being relatively tricky to kill. This is the matchup where discretion is the better part of valor for Pestilens. Try and go around them to get to objectives, don't hesitate to retreat if it means snaking behind them to get where you need to go. Multiwound infantry means no half measures, if you engage them engage them with all possible force and sweep them aside. Time spent fighting them is time wasted and that's what they want. Use prayers to make sure your monks can easily wound and trigger dice roll of 6 or more effects, don't waste time trying to d3 mortal wounds them to death it takes way too long. Bonesplitterz - Major Advantage to Bonesplitterz Interestingly this is an easy game really if they don't take Kunnun Rukk. Jokes on you however, they pretty much always do. Theyre surprisinly resilient and tying them up in combat doesn't stop them shooting you. And dear god will they shoot you, again and again and again. It's like facing the easier to batch paint version of Free Peoples. Try and kill the leaders to stop the batallions workind and take a Plaguesmog with Vexlers Shroud on the Furnace so it's -2 to hit. Thats basically all the counterplay there is here. Stormcast Eternals - Minor Advantage to Pestilens The boys in gold, a very diverse force with a lot of options. If we assess Stormcast at their base weaknesses, which is having to deal with weight of numbers and mortal wounds, we have a clear and easy advantage. If they play Vanguard and keep running away and shooting us it's a bit harder. If they play Aetherstrike it's an uphill footslog through the shittiest parts of Chernobyl. Play the game to the objectives, take the table to prevent Borne by the Storm and Lightning Chariot and do your best to retain your high numbers. Fireslayers - Major Advantage to Fireslayers If they're smart and take a bucketload of Vulkites you'll drown in them. If you can get around that or maybe pepper them with Plagueclaws it will be ok and you'll pull an objective victory. Magmadroths are terrible, 20 plague monks will wipe one out easily. They can't get their axes into range (unless under runic effect) without coming into charge range so bear that in mind. They're hard to shift, and they'll outlast you ten times out of ten. Avoid getting bogged down and charge the less defensive stuff like Auric Bezerkers and Hearthguard, and for the love of god stay away from the Grimrath Bezerker. Seraphon - Minor Advantage to Seraphon Our mortal foes, the artist formerly known as Lizardmen. Their strengths are defense against rend, their weakness is mortal wounds, so you might think, where is their advantage. Lords of Space and TIme. They can retreat across the table without it even being a retreat, dump a line of Saurus Guard in our way, and abuse long range magic which we can;t really unbind, as well as unbinding any few attempts we make at casting. Also the Verminlord is a Chaos Daemon which they specifically do well against. Comment what more you'd like to see, fellow Pestilens player.
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