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8 minutes ago, Cosmicsheep said:

Not seen the new GHB myself, but I’ve been reading some of the leaks etc. Just read something about wards saves/ feel no pain not being able to stack anymore.

Is this true? And how does this affect our Skaven?

It is but.. doesn't really affect anything for us unless you were one of those people still running a Warpseer with Suspicious Stone. It still works with Verminous Valor coupled with Protection of the Horned Rat because the wounds are allocated first and then passed off onto another unit via Verminous Valor. Or so is the argument; it will need to be FAQ'd I'm sure to cease any differing of opinions.
 

8 minutes ago, Coyote said:

Ironic a WLV down to 80, SSB up to 100 - no points change when using both.  But no other endless spell pts changes. 

What's even funnier is KO now get to use WLV for even less points and they make better use of it 😉

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So what’s your oppinion on this 2Drop army list for the skaven?

Allegiance: Skaventide
Mortal Realm: Chamon

Leaders
Clawlord (100)
- Artefact: Flaypelt Cloak  
- Mighty Warlord Command Trait: Brutal Fury
Verminlord Warbringer (280)
- General
- Command Trait: Brutal Fury  
- Artefact: Things-Bane  

Battleline
40 x Clanrats (200)
- Rusty Spear
40 x Clanrats (200)
- Rusty Spear
40 x Stormvermin (400)
- Halberd & Shield
40 x Stormvermin (400)
- Halberd & Shield
40 x Clanrats (200)
- Rusty Spear

Battalions
Claw-horde (180)

Endless Spells / Terrain / CPs
Bell of Doom (40)

Total: 2000 / 2000
Extra Command Points: 1
Allies: 0 / 400
Wounds: 217
 

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As do I.. though a bit too much melee for my personal taste 😉


Thinking of giving one of these a run for the tournament coming up:

Spoiler

Allegiance: Skaventide

Leaders
Warlock Bombardier (120)
- General
- Command Trait: Deranged Inventor
- Artefact: Vigordust Injector
- Lore of Warpvolt Galvanism: More-more-more Warp Power!
Grey Seer on Screaming Bell (240)
- Lore of Ruin: Death Frenzy
Verminlord Warbringer (280)
Clawlord (100)

Battleline
20 x Clanrats (120)
- Rusty Blade
20 x Clanrats (120)
- Rusty Blade
40 x Stormvermin (400)
- Halberd & Shield

Units
6 x Stormfiends (520)
- 2x Windlaunchers
- 2x Ratling Cannons
- 2x Shock Gauntlets

Endless Spells / Terrain / CPs
Soulscream Bridge (100)

Total: 2000 / 2000
Extra Command Points: 0
Allies: 0 / 400
Wounds: 151
 

Only 2 threats if you don't count the Warbringer.. but a Double DF on the SV will keep pretty much any combat focused army away. Naturally it may not fair as well against pure shooting\spellcasting but.. such is the way of Skaven life.

This however would be a bit more balanced out and probably my top choice:

Spoiler

Allegiance: Skaventide

Leaders
Warlock Bombardier (120)
- General
- Command Trait: Deranged Inventor
- Artefact: Vigordust Injector
- Lore of Warpvolt Galvanism: More-more-more Warp Power!
Warlock Bombardier (120)
- Lore of Warpvolt Galvanism: More-more-more Warp Power!
Grey Seer on Screaming Bell (240)
- Lore of Ruin: Death Frenzy
Clawlord (100)
- Mighty Warlord Command Trait: Verminous Valour

Battleline
40 x Clanrats (200)
- Rusty Spear
40 x Clanrats (200)
- Rusty Spear
40 x Stormvermin (400)
- Halberd & Shield

Units
20 x Skryre Acolytes (200)

Artillery
Warplock Jezzails (420)

Total: 2000 / 2000
Extra Command Points: 0
Allies: 0 / 400
Wounds: 186
 

 

Edited by Gwendar
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9 hours ago, Coyote said:

@Skreech Verminking I actually love that list.

Thx, I was personally just thinking of how I could possibly build a 1-2Drop army, with enough bodies to consider save for several turns.

And this is what I came up with.

8 hours ago, Gwendar said:

1As do I.. though a bit too much melee for my personal taste 😉


2Thinking of giving one of these a run for the tournament coming up:

  Reveal hidden contents

Allegiance: Skaventide

Leaders
Warlock Bombardier (120)
- General
- Command Trait: Deranged Inventor
- Artefact: Vigordust Injector
- Lore of Warpvolt Galvanism: More-more-more Warp Power!
Grey Seer on Screaming Bell (240)
- Lore of Ruin: Death Frenzy
Verminlord Warbringer (280)
Clawlord (100)

Battleline
20 x Clanrats (120)
- Rusty Blade
20 x Clanrats (120)
- Rusty Blade
40 x Stormvermin (400)
- Halberd & Shield

Units
6 x Stormfiends (520)
- 2x Windlaunchers
- 2x Ratling Cannons
- 2x Shock Gauntlets

Endless Spells / Terrain / CPs
Soulscream Bridge (100)

Total: 2000 / 2000
Extra Command Points: 0
Allies: 0 / 400
Wounds: 151
 

Only 2 threats if you don't count the Warbringer.. but a Double DF on the SV will keep pretty much any combat focused army away. Naturally it may not fair as well against pure shooting\spellcasting but.. such is the way of Skaven life.

3This however would be a bit more balanced out and probably my top choice:

  Reveal hidden contents

Allegiance: Skaventide

Leaders
Warlock Bombardier (120)
- General
- Command Trait: Deranged Inventor
- Artefact: Vigordust Injector
- Lore of Warpvolt Galvanism: More-more-more Warp Power!
Warlock Bombardier (120)
- Lore of Warpvolt Galvanism: More-more-more Warp Power!
Grey Seer on Screaming Bell (240)
- Lore of Ruin: Death Frenzy
Clawlord (100)
- Mighty Warlord Command Trait: Verminous Valour

Battleline
40 x Clanrats (200)
- Rusty Spear
40 x Clanrats (200)
- Rusty Spear
40 x Stormvermin (400)
- Halberd & Shield

Units
20 x Skryre Acolytes (200)

Artillery
Warplock Jezzails (420)

Total: 2000 / 2000
Extra Command Points: 0
Allies: 0 / 400
Wounds: 186
 

 

1Well I’m actually missing my 3-4Doomwheels.2. Love your list, although It Kinda feels a bit empty, with only 40clanrats as a screen.

your second list, kinda reminds me of my own list, O used at the beginning of the skaventide uprise. 
you have enough bodies to screen your army from certain doom for a few turns, have a unit of high damage low range and a unit with high range and the ability to snipe characters very efficiently.

Love itimage.png.884ca567792129117351290da7058409.png

 

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Ok, I've adjusted my 1250 pts list. I still don't know if cutting a CP for Clawlord is a good idea...

Allegiance: Skaventide

Leaders
Grey Seer on Screaming Bell (240)
- General
- Command Trait: Master of Magic
- Lore of Ruin: Death Frenzy
Warlock Bombardier (120)
- Artefact: Vigordust Injector
- Lore of Warpvolt Galvanism: Warp Lightning Shield
Clawlord (100)

Battleline
40 x Clanrats (200)
- Rusty Spear
- 2x Standard Bearers
- 2x Standard Bell Ringers


20 x Clanrats (120)
- Rusty Blade
- 1x Standard Bearers
- 1x Standard Bell Ringers

Units
40 x Plague Monks (280)
- Woe-stave
- 4x Standard Bearers
- 4x Plague Harbingers

Artillery
Warp Lightning Cannon (180)

Total: 1240 / 1250
Extra Command Points: 0
Allies: 0 / 200
Wounds: 131

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39 minutes ago, michu said:

Ok, I've adjusted my 1250 pts list. I still don't know if cutting a CP for Clawlord is a good idea...

Well, what exactly is he there for? To buff the Clanrats with +1 attack? If so, yeah I'm not sure that's the best way to spend those points. Assuming you get 30 of them in with +1 attack, you're really only looking at 6-13 damage on average.

At that point I would rather just bring another 20 Clanrats possibly. Obviously it isn't all about max damage.. but with the game being won on objectives, more bodies would suit you better most likely than giving 40 Clanrats a tiny bit more damage that will drastically drop once they go below 30.

Edited by Gwendar
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Hey @Num I really like your custom heroes!

Friend of mine showed me pictures of his GHB, and I think you're missing something - you have to pay the baseline 3 points for the "Skaven Ancestry" for all those guys.

That being said, I really really like the warlock gunner!

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19 minutes ago, Zinnar said:

Hey @Num I really like your custom heroes!

Friend of mine showed me pictures of his GHB, and I think you're missing something - you have to pay the baseline 3 points for the "Skaven Ancestry" for all those guys.

That being said, I really really like the warlock gunner!

Thanks, you are right! I also forgot in the new ones I posted here:

I'll update them accordingly.

Also in the previous ones I posted, I didn't know that one could do heroes below 20 and 40 do (like 10 do). It gives more freedom

Edited by Num
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So I was participating at a local tournament last week.

It was pretty fun, especially since I played against Gloomspite Gitz and a city of sigmar Dark elves Army.

My first match was against Ossiarch bonereapers:

battleplan: scorched earth

He had a list with Arkhan, Kavalos, 2x 20 Mortels, 1x5mortek Kavallerie and 2 catapults.

My Acolytes were pretty useless (or useful in my case) since he tried to shoot them of the table in a single turn, and instead kept my clanrats alive (his biggest mistake).

He also took first turn.

on my turn, I moved everything up, drugged one of my Doomwheels with mmmwp, and Used the vial of the fulminator on him.

Although rolling pretty badly, I was able to get to arkhan with both doomwheels.

with more more warpboltz, I was able to kill arkhan in a single turn.

My clanrats and the few Acolytes that were still alive up.

denying me the second turn my opponent wend next.

having seen what  my Doom-wheels can do He shoot both of his catapults into them, killing one and wounding the next, while keeping my clanrats mostly alive.

he then charged with his horse riders, and killed around 15-20models, I then attacked back and did around 2 wounds on his little cute dead riders.

In my second turn, I took the path of the under-way (Gnawholes) and popped up with my warlock bombardier general, behind his catapults.

I retreated my clanrats, moved the others up as well, and recharged his horses, While moving as many clanrats as I could onto his objective.

I also successfully charged my bombardier into one of his catapults.

Although I was unable to do any wounds this round.

on my opponents third round he retreated with on of his catapult, and shoot the other in one of my unit of clanrats, after finally realizing what really was “the thread on the table”.

Still with only one catapult shooting he wasn’t able to clear much, and so left me standing with more them a 100models left on the board.in my turn I snug my acolytes onto the moddle, and my 40bblock of still alive clanrats scurried right.

i then charged my acolytes on one of his  mortek guard Units left Side, and did the same thing with my clanrats who did it on his right side With that done he was only able to attack with 1 model on each side, only killing of a single acolyte, which left me with 5acolyte models.

we then rolled for priority, and I finally won, with which I then retreated my acolytes onto his middle objective, and burning all of them afterwards, winning me the game.

 

My second game was against an old world Dark elve player:

who used the buff with city of sugmar to efficiently remove my clanrat screen, and acolytes with his 2blobs of 20 darkshards each.

they may not sound that great but those 80shots can do a ton of damage against low save models, and my army had nothing but those kind of units.

So after 3turn of firing and removing my stuff and me being unable to kill his always strike first dark elve dragon, I surrendered.

major loss for the skaven.

 

my third game was against a gitz player.

we were technically unable to finish the game since we gad both so many models on each side that both were’t really ably to win anything.

his gitz were so many, but aren’t really that great in dealing damage, and no better were my clanrats, so the game technically ended at turn 2 with a tied, both in kill points (since nothing really was destroyed at both our sides) and we weren’t able to take the enemies objective either.

it was pretty hilarious to see how two armies can struggle against each other.😂

 

 

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On 7/15/2020 at 6:46 AM, Gwendar said:

 

  Hide contents

Allegiance: Skaventide

Leaders
Warlock Bombardier (120)
- General
- Command Trait: Deranged Inventor
- Artefact: Vigordust Injector
- Lore of Warpvolt Galvanism: More-more-more Warp Power!
Warlock Bombardier (120)
- Lore of Warpvolt Galvanism: More-more-more Warp Power!
Grey Seer on Screaming Bell (240)
- Lore of Ruin: Death Frenzy
Clawlord (100)
- Mighty Warlord Command Trait: Verminous Valour

Battleline
40 x Clanrats (200)
- Rusty Spear
40 x Clanrats (200)
- Rusty Spear
40 x Stormvermin (400)
- Halberd & Shield

Units
20 x Skryre Acolytes (200)

Artillery
Warplock Jezzails (420)

Total: 2000 / 2000
Extra Command Points: 0
Allies: 0 / 400
Wounds: 186
 

 

This is the list dan brewer was posting in one of the Facebook groups and I think it is a really balanced choice for us, making the best use of our point adjustments. 

I'm personally not a fan of such high body count lists, as i can't play fast enough. I also think getting the acolytes  and stormvermin where you want them will be much harder than our standard stormfiend lists. In the hands of an experienced skaven player though, this list will be very good. 

Looking at the new secondaries, i think it will do a solid job on objective play as well as dishing out some massive damage if given the chance. 

 

Edit: I also like that it won't rely on doing well in the magic phase, which seems smart in the current meta. 

Edited by fishwaffle2232
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10 minutes ago, fishwaffle2232 said:

'm personally not a fan of such high body count lists

High body count!

this list?

your joking right??

But the list does look cool, and I would personally also use it, if I hadn’t fallen in love with the best unit in the whole game!

”The Doomwheel!”

Edited by Skreech Verminking
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13 minutes ago, fishwaffle2232 said:

This is the list dan brewer was posting in one of the Facebook groups and I think it is a really balanced choice for us, making the best use of our point adjustments. 

I'm personally not a fan of such high body count lists, as i can't play fast enough. I also think getting the acolytes  and stormvermin where you want them will be much harder than our standard stormfiend lists. In the hands of an experienced skaven player though, this list will be very good. 

Looking at the new secondaries, i think it will do a solid job on objective play as well as dishing out some massive damage if given the chance. 

 

Edit: I also like that it won't rely on doing well in the magic phase, which seems smart in the current meta. 

Nevermind Skreech, he considers low body count anything that is less than 120 clanrats :D

I don't enjoy moving hordes of clanrats either. I think I will try to replace them with Giant rats (in a moulder list or with a battleline tax or 3x10 stormvermins).

They are so convenient to push carelessly that I could almost consider pushing them with a telescopic casino rake and be done with it :D

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8 minutes ago, Num said:

Nevermind Skreech, he considers low body count anything that is less than 120 clanrats :D

I don't enjoy moving hordes of clanrats either. I think I will try to replace them with Giant rats (in a moulder list or with a battleline tax or 3x10 stormvermins).

They are so convenient to push carelessly that I could almost consider pushing them with a telescopic casino rake and be done with it :D

Haha yea I'm with you. 

80 clanrats

40 stormvermin

20 acolytes 

Too much for me! 

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1 hour ago, fishwaffle2232 said:

This is the list dan brewer was posting in one of the Facebook groups and I think it is a really balanced choice for us, making the best use of our point adjustments. 

I'm personally not a fan of such high body count lists, as i can't play fast enough. I also think getting the acolytes  and stormvermin where you want them will be much harder than our standard stormfiend lists. In the hands of an experienced skaven player though, this list will be very good. 

Looking at the new secondaries, i think it will do a solid job on objective play as well as dishing out some massive damage if given the chance. 

 

Edit: I also like that it won't rely on doing well in the magic phase, which seems smart in the current meta. 

Hey I told him I was going to steal it from him 😉. I had something very similar I was throwing around in the discord but after seeing his rendition, I definitely prefered it. I've been big on 80 Monks but after seeing then bounce off 10 Wardens and do 3-4 damage I feel the need to do something with SV.

Higher counts aren't an issue for me (and yes Skreech, we know you aren't content unless you have 180+ on the table) since playing this army for 3 years has kinda... Developed that fast play skill. Don't get me wrong, I still prefer Fiends.. however I've been really tiring of having both Engineers get sniped off the table with board wide spells and the like, rendering those 520 points useless. I'd be much more okay if that happened and only making 200 points useless... Even without them the Acolytes can still delete hordes rather well.

And yeah.. overall I'm trying to dip away from magic when it comes to Skaven. As I've said before, we do better against Combat armies anyway who may not have strong magic so those aren't the armies I worry about unbinding things like Bridge or MMMWP. But I feel I have a better chance this way overall as Acolytes are less reliant on it compared to Fiends and I have Deranged as backup anyway, while the only thing I'm worried about is Death Frenzy. But if that's unbound by a magic/shooting based army, it won't really matter anyway since it only allows fighting back if they die via melee.

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7 minutes ago, Gwendar said:

Hey I told him I was going to steal it from him 😉. I had something very similar I was throwing around in the discord but after seeing his rendition, I definitely prefered it. I've been big on 80 Monks but after seeing then bounce off 10 Wardens and do 3-4 damage I feel the need to do something with SV.

Higher counts aren't an issue for me (and yes Skreech, we know you aren't content unless you have 180+ on the table) since playing this army for 3 years has kinda... Developed that fast play skill. Don't get me wrong, I still prefer Fiends.. however I've been really tiring of having both Engineers get sniped off the table with board wide spells and the like, rendering those 520 points useless. I'd be much more okay if that happened and only making 200 points useless... Even without them the Acolytes can still delete hordes rather well.

And yeah.. overall I'm trying to dip away from magic when it comes to Skaven. As I've said before, we do better against Combat armies anyway who may not have strong magic so those aren't the armies I worry about unbinding things like Bridge or MMMWP. But I feel I have a better chance this way overall as Acolytes are less reliant on it compared to Fiends and I have Deranged as backup anyway, while the only thing I'm worried about is Death Frenzy. But if that's unbound by a magic/shooting based army, it won't really matter anyway since it only allows fighting back if they die via melee.

My friend, you might not have noticed (unless I’m mistaken, and there has been an faq clarifying that stuff) but death frenzy allows a model to attack at any moment, when they die.

So yes, death frenzy might not be needed against the more magic/shooting heavy armies, but can help significantly when cast.

Edited by Skreech Verminking
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11 minutes ago, Gwendar said:

Hey I told him I was going to steal it from him 😉. I had something very similar I was throwing around in the discord but after seeing his rendition, I definitely prefered it. I've been big on 80 Monks but after seeing then bounce off 10 Wardens and do 3-4 damage I feel the need to do something with SV.

Higher counts aren't an issue for me (and yes Skreech, we know you aren't content unless you have 180+ on the table) since playing this army for 3 years has kinda... Developed that fast play skill. Don't get me wrong, I still prefer Fiends.. however I've been really tiring of having both Engineers get sniped off the table with board wide spells and the like, rendering those 520 points useless. I'd be much more okay if that happened and only making 200 points useless... Even without them the Acolytes can still delete hordes rather well.

And yeah.. overall I'm trying to dip away from magic when it comes to Skaven. As I've said before, we do better against Combat armies anyway who may not have strong magic so those aren't the armies I worry about unbinding things like Bridge or MMMWP. But I feel I have a better chance this way overall as Acolytes are less reliant on it compared to Fiends and I have Deranged as backup anyway, while the only thing I'm worried about is Death Frenzy. But if that's unbound by a magic/shooting based army, it won't really matter anyway since it only allows fighting back if they die via melee.

Yea pretty much. I'm time poor with two kids under 3, so don't have the time to practise and paint up a whole bunch of new models.

Its frustrating, because every list I make with fiends i just know that any decent opponent with solid sniping (magic or shooting) just has to take off 10 wounds to seriously neuter the output. I wish there was a better way to protect heroes but i guess that would just make buff heavy lists too strong.

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2 hours ago, Skreech Verminking said:

My friend, you might not have noticed (unless I’m mistaken, and there has been an faq clarifying that stuff) but death frenzy allows a model to attack at any moment, when they die.

So yes, death frenzy might not be needed against the more magic/shooting heavy armies, but can help significantly when cast.

Right, I knew that.. I should stop responding when I first wake up with only 1 eye open and half a brain.

I think what I meant (now with coffee) is that it wouldn't be entirely useful in that regard. I've played against 60 Crossbow + 30 Handgunners HH lists as well as 12 Salamander lists and no melee whatsoever.. so in those matchups I generally couldn't care less if DF gets unbound.

2 hours ago, fishwaffle2232 said:

Yea pretty much. I'm time poor with two kids under 3, so don't have the time to practise and paint up a whole bunch of new models.

Its frustrating, because every list I make with fiends i just know that any decent opponent with solid sniping (magic or shooting) just has to take off 10 wounds to seriously neuter the output. I wish there was a better way to protect heroes but i guess that would just make buff heavy lists too strong.

Nah I get it, luckily TTS lets me test out a ton of lists.. and with all my tournaments getting cancelled this year anyway, I have plenty of time to test things before I buy and paint any physical models. It helps that a lot of these TTS tournaments have a large variety of armies and very good players to go against.

I've come to terms that it's almost always going to be an auto-lose against a competent player of something heavily shooting\magic focused and that's fine; everyone has their good\bad matchups. I think we used to be fairly competent against almost anything, but we've mostly fallen in effectiveness to the newer hotness\meta, which is also fine. But having my local Seraphon player (who has played against my Skaven for almost 2 years) know that all he has to do is easily take out 2 Engineers that I can't protect because of Kroaks board-wide damage.. yeah, I don't stand a chance in wiping anything off the table at that point.

While you don't need to table an opponent, you absolutely need to be able to play chess\checkers with them and trade threats in order to keep objectives your own. Without those Engineers, Fiends are doing about 4-5 times less damage which is insane and I don't know of many units in the game that suffer that heavily by losing a single buffing hero.. not to that extent. (Maybe Seraphon as quite a few units are bad on paper... except for Salamanders)
image.png.53f8de6f0edf830bb330af17ff60ca09.png 

So.. I don't know. I think if the Fiends were naturally hitting on 3's they would be far better. But if you did that, you should probably make MMMWP only RR 1's or just fails? Maybe if you do neither of these then they need a solid points drop since they're so horrific without that 110-160 point hero that is easily sniped?

Or maybe we get introduced to a new mechanic; something like 40k where you can't even target a hero unless it's the closest model unless you have an ability that lets you ignore this (assuming that's still a thing in 40k.. I don't know since I don't keep up with it).

Edited by Gwendar
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12 hours ago, Gwendar said:

So.. I don't know. I think if the Fiends were naturally hitting on 3's they would be far better. But if you did that, you should probably make MMMWP only RR 1's or just fails? Maybe if you do neither of these then they need a solid points drop since they're so horrific without that 110-160 point hero that is easily sniped?

Or maybe we get introduced to a new mechanic; something like 40k where you can't even target a hero unless it's the closest model unless you have an ability that lets you ignore this (assuming that's still a thing in 40k.. I don't know since I don't keep up with it).

Yea I hope when the battletome gets update (3-4 years maybe?) they do a rework of our shooting so that its not so dependent on buffs or at least, like you said, a better way to protect those squishy heroes. The drop off in power is just nuts. I learnt that my first game when I put them through a gnawhole without an engineer to take out what was left of a unit and did like 5 wounds. 

Maybe that is how they designed them to be though, high risk and reward. Because I mean when they are buffed they are absolutely bullies. I absolutely love the look of them though, so even though they may not be the best choice for us now, I'll probably continue to take them. 

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You know - This list actually might work.  I’ll give it a shot.

Grey Seer - Bell

Arch Warlock

Verminlord Warpseer 

Verminlord Warbringer

Clanrats x 40

Clanrats x 40

Stormvermin x 40

Acolytes x20

Total 2000 on the dot.

Edited by Coyote
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So I’ll be playing a game of aos today:

After having seen how miserably a unit of 20 acolytes can die, and how much an army can struggle against hordes, I Though of taking one of my many vermintide list to the battlefield today.

The list:

Allegiance: Skaventide
- Mortal Realm: Chamon
LEADERS
Grey Seer on Screaming Bell (240)
- Lore of Ruin : Death Frenzy
Verminlord Warbringer (280)
- General
- Command Trait : Brutal Fury - Artefact : Things-Bane
Clawlord (100)
- Mighty Warlord Command Trait : Savage Overlord
UNITS
40 x Clanrats (200)
- Rusty Blade
40 x Clanrats (200)
- Rusty Blade
40 x Clanrats (200)
- Rusty Blade
40 x Plague Monks (280)
- Foetid Blades
40 x Stormvermin (400)
- Halberd & Shield
ENDLESS SPELLS / TERRAIN / COMMAND POINTS
Extra Command Point (50) Bell of Doom (40)
TOTAL: 1990/2000
LEADERS: 3/6 BATTLELINES: 4 (3+)
ARTEFACTS: 1/1 ENDLESS SPELLS: 1/3 ALLIES: 0/400
    WOUNDS: 230
BEHEMOTHS: 2/4
ARTILLERY: 0/4

It’s a bit less bodies I would prefer taking, but I don’t have more Painted and rebased models in my arsenal so to keep it simple, what’s your opinion on this small Vermintide?

3 hours ago, Coyote said:

You know - This list actually might work.  I’ll give it a shot.

Grey Seer - Bell

Arch Warlock

Verminlord Warpseer 

Verminlord Warbringer

Clanrats x 40

Clanrats x 40

Stormvermin x 40

Acolytes x20

Total 2000 on the dot.

Love the list mate.

really looks greatly interesting (emprise the vermintide,

Yes-yes)

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