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Weeknight pickup game - Old Enemies



No realm rules\spells for this one.

My list


Allegiance: Skaventide

Arch-Warlock (160)
- General
- Trait: Deranged Inventor 
- Artefact: Vigordust Injector 
- Lore of Warpvolt Galvanism: More-more-more Warp Power!
Grey Seer (140)
- Lore of Ruin: Skitterleap
Verminlord Warpseer (300)

40 x Clanrats (200)
- Rusty Blade
20 x Clanrats (120)
- Rusty Blade
20 x Clanrats (120)
- Rusty Blade

9 x Stormfiends (780)
- Ratling Cannons
- Windlaunchers
- Shock Gauntlets

Endless Spells / Terrain
Warp Lightning Vortex (100)

Total: 1970 / 2000
Extra Command Points: 1
Allies: 0 / 400
Wounds: 157

Their List:


Allegiance: Seraphon
Mortal Realm: Aqshy

Slann Starmaster (260)
- General
- Trait: Great Rememberer 
- Artefact: Ignax's Scales 
- Spell: Meteoric Convocation
Engine of the Gods (240)
- Artefact: Incandescent Rectrices 
Skink Starpriest (80)
- Spell: Stellar Tempest
Saurus Astrolith Bearer (160)

10 x Skinks (70)
- Boltspitters & Star Bucklers
10 x Skinks (70)
- Boltspitters & Star Bucklers
10 x Skinks (70)
- Boltspitters & Star Bucklers
10 x Skinks (70)
- Boltspitters & Star Bucklers

3 x Razordons (120)
6 x Ripperdactyl Riders (280)

Bastiladon (280)

Shadowstrike Starhost (180)

Endless Spells / Terrain
Chronomantic Cogs (80)
Prismatic Palisade (30)

Total: 1990 / 2000
Extra Command Points: 1
Allies: 0 / 400
Wounds: 102

Skaven vs. Seraphon - Places of Arcane Power

I finished dropping first (for once as Skaven) and decide to take the first turn. First off, I didn't place my Gnawholes very well; the deployment for this battleplan is... odd for them and no spot seemed like a good spot. I start off with MMMWP on the Fiends and Skitterleap the AW to the left who gets off WLV which kills a grand total of 3 Skinks.. again, bad Gnawhole positioning, but at least I have the objective which, in the end, was likely better anyway. I run the Warpseer and Clanrats up to take middle while the right side Clanrats shimmy up towards the top right while Gnawhole teleporting the Fiends to the left to join the AW. The Windlaunchers only worthwhile target is the 3+ un-rendable Bastiladon which only ends up taking 4 damage after he saves all but 1 out of 6 hits. 2-0 Skaven

His turn he teleports his Engine and 10 Skinks to the top right objective, but I expected this and never intended to take that objective throughout the game anyway. Everything else shuffles away from the WLV he brings down the Rippers into my AW (who I forgot to screen from behind with 2-3 of the Fiends) and Fiends. He ends up taking 3 wounds off the Warpseer with the Laser Turtle with shooting but not much else... combat is a bit different though. He takes 3 off the AW thanks to his ridiculous 3+ save and -1 to hit while the rest of the Rippers kill 1 1/2 Stormfiends and they do 14 damage to kill all but 1, which he pulls as the Shock Gauntlets or AW would've likely finished it off.

He wins priority, fails cogs and moves the Slann and Astrolith to the top right with the Engine and Skinks. In shooting, he takes the Warpseer down to 4 wounds left and I get pissed off at myself as I forgot to re-roll my failed saves for both turns, ah well. He ends up charging the left side Skinks into the Fiends and wary fighters them away as a roadblock.

I decide to dispel WLV and try to Skitterleap and re-cast on the top right group with the Grey Seer's 3d6, but unfortunately the only thing that manages to go off this turn is MMMWP. I move everything up a bit while moving the Clanrats on the left away to make room for the Fiends to get through. They then proceed to (surprise) murder the 10 Skinks doing 26 damage on my first batch of 13 rolls; warpsparked fiends are absolutely nuts. The Windlaunchers shoot at the Fortressadon again and do another 7 damage to finish it off. 6-1 Skaven

He wins priority again and kills 14 Clanrats out of the 40 unit with Stellar Tempest. For summoning, he brings the Murder Turtle back and the Engine manages to get 3 Rippers in as well. The Razordons kill the Grey Seer who fails just enough saves and the Laserdon fails to get anything through on the Warpseer.. but hey, the Skinks somehow manage to get 1 through. He also managed to get some Skinks in range as another roadblock to my Fiends.

I (again) only manage to get off MMMWP and.. well, instead of just pulling the models, we wanted to see the damage potential, so I roll the full amount of Ratling Cannon rolls and end up doing a total of 46 damage to the 10 Skinks after saves. Knowing I wouldn't be able to kill the Shiney-Turtle again, the Windlaunchers go into the Razordons, roll horrifically and just do 7 wounds.

We end up calling it there as he cannot mathematically win at this point. 12-3 Skaven Major Victory


Overall Thoughts
So yeah, I love the Stormfiends, but I really don't think was a great showcase of them. They spent the entire time in the bottom-left side of the board with nothing to really shoot at. However, I knew that putting my AW on that left objective to capture it (which I absolutely needed to do T1) would mean he would put his Rippers on him, and I decided to have the Fiends tank them instead of 20 Clanrats. Now, I just assumed the Fiends wouldn't kill the Rippers in retaliation so I wanted them there to guard the AW against a double-turn, which he ended up getting. Had I put the Fiends more central, they likely would have easily murdered the heroes in the top-right with the Launchers and the Ratlings could've potentially taken on the Bastiladon.

So, yeah, I like them. Is 9 too many? Probably, but I'll tell you what.. that's a lot of wounds to chew through and the damage output is nuts and makes my Jezzails and Acolytes combo look silly when you compare it to the amount of resilience vs. firepower you get from these guys. Even after Vigordust + MMMWP damage, I still had 7 models left with 1 on 1-3 wounds remaining (can't recall off the top of my head now). One thing I wasn't impressed with was the WLV; I've never had it do so little, but at the same time that was all on me and my Grey Seer failing to Skitterleap to the top-right to potentially get it off again. Looking back, I honestly think I should've just thrown it down top right T1 to discourage him from even trying to take that objective as it would've likely forced him to go more central and into range of my Fiends (also at the risk of taking that middle objective). Anyway, I think I may run with this for awhile, but I'm also keen to try 6 Fiends + 6 Jezzails as a combination and of course 6 Fiends + 40 Monks once I get them built and painted.

As always, thanks for reading and appreciate any feedback in the main Skaventide thread so we can keep the conversation more out there.

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