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6 hours ago, Lord Krungharr said:

That was my plan-scheme for him or the Verminking.  Oh well, the Shards of Valagar are still pretty good.  Not sure about the Bridge anymore though.  I looked at the rules for it and it says you cannot move after using it.  The opposite of what I had thought.  

Well… we don’t know what will happen with launchon.

maybe it’ll stat as it is

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I had no takers for a game yesterday so I decided to practice vs my Slaves to Darkness ( Bring Ruin to the Realms GS) on my floor (needed to try them out anyways too).  Lurkers Below.  StD had 2 Karka-Lords, 2 foot Sorcerers, 10 Nurgle Knights, 10 Tzeentch Chosen, 4 Chariots.  I used my Eshin Murderforce (Masters of Execution GS) w 2 Deceivers, 4 Deathmasters, 3x10 Gutter Runners, and Slynk's Clawpack.  The upcoming tournament lets us bring a free Underworlds Warband, but I only had the 1, so Eshin got that bonus.

T1-StD dropped first so chose to go first and move up towards the center objective to lock in the turn 2 control better.  Rolled on the Eye of the Gods table to get the BT, buffed up the Chosen to extremes w Daemonic Speed and Power, Mystic Shield, and Oracular Visions, then Warped Reality to teleport them across the table to the Eshin backfield....where they then charged 3D6+1" (from the drummer) into the non-general Deceiver and plain Deathmaster...Deathmaster died, and Deceiver got rid of 1 Chosen....and the Chosen did their strike-again thing and killed off the Deceiver.  Chariots moved to block the gnawholes from being used.

Bottom of T1-General Deceiver failed Flaming Weapon but got Skitterleap off, and Slynk's Pack along with the Tunneling and Farskittering Deathmasters joined him in the StD backfield with a unit of Gutter Runners.  The other Gutter Runners popped up midfield hoping to take out a couple flanking chariots, succeeding in 1, doing 6 wounds to the other.  Alpha Deathmaster had to retreat from the Chosen as it turns out he was actually within 3" of them.  The massed shooting and followup charges by Deceiver and the Clawpack (Slynk failed his charge roll) killed 1 Sorcerer and both Karkadraks.  Eyes for Eyes!

T2-StD got Priority and decided to Run Them Down (making at least 3 charge rolls).  3 Chariots did that no problem and ended up killing most of the invading Gutter Runners (but they stabbed the chariot with 1 wound left to death) and putting a couple wounds on Slynk.  Chosen charged and wiped a midfield unit of Gutter Runners but lost a couple to Unleash Hell.  Knights came back to charge and kill off the Clawpack and take the Deceiver down to 3 wounds.  Knights lost 1 or 2 dudes though.

Bottom T2-Deceiver Skitterlept outta there, going for This One's Mine on the chariot battling Slynk; an easy one since it had a couple wounds on it already....even though the Doomstar completely whiffed, which it always seems to do!  the stiletto did its work.  The 2 Deathmasters shot and got rid of another knight or two, they were down to 7 then, and then charged the last chariot and finished it.

T3-StD got Priority AGAIN, and ran the Chosen onto Eshin's objective, ran the Sorcerer to the center one, and still had the Knights on theirs, and TAHDAH, they won instantly.  Which is lame.  But Eshin made a big tactical error not forseeing this and should have kept the other midfield Gutter Runners either towards their objective or the center in Turn 2.  For kicks I played it as if Eshin got the Priority, and they ended up killing all the knights with shooting and then charges, but the Chosen would have remained.  But it wouldn't have been instant winning for anyone at that point.

Deceivers really need the MW hits like Deathmasters have, and random shots make no sense from the Doomstar.  For the points they cost, they deserve to have those.  Without Flaming Weapon they just don't do that much except vs heroes with the hit/wound bonus.  I might magnetize my custom Verminlord to be a Warbringer or even Skreech.  More utility though it won't be pure Eshin then.

Gutter Runners are certainly fragile and swingy, but I like the units of 10 as they can fit in their needed footprint better than 15.  However it seems unnecessary to always deepstrike them.  Playing it out in my head, this game would have been very different had I started them on the table.  Fun learning match!  StD Chosen are no joke.

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Fought my Dracoth heavy Stormcast last night with my Eshin force.  And WOW, Clan Eshin beat the ****** out of them. 

T1-Mission was the Realmstone Cache (I think, no2), and Stormcast finished dropping first so they decided to go first and move to the center objective before the rats, hoping the Liberators could shield from any side appearances from the shooty ninjas, and their left flank full of Dracoths, could of course weather the storm of poison stars, right?!?  The Lord Arcanum on Gryph Charger rode the wind to Desecrate some land.

Bottom of T1-I kinda forgot the deployment was all in the center rectangles so I put 1 Gnawhole in the left corner,  but it wouldn't have affected much had I moved it to the correct spot.  The regular Deceiver was next to the Gnawhole and the general Deceiver behind a piece of terrain, with Deathmasters hiding strategically, except the Ld of the Alpha (Sniktch) was right out in the middle.  Skitterlept the general, Gnaw-ported other Deceiver to take care of the weak flabby Liberators.  Slynk also went to the enemy backfield to help with those in case, and threaten the hero Dracoths (Vandus and a Lord Celestant).  Gutter Runners popped up on the far right back Gnawhole, and in the middle near Sniktch.  Got an easy Desecrate Land with control of the back Gnawhole.

T2-Eshin gets Priority for the double turn!  Devastating for Stormcast.  Deceiver Gnawholed to join the Gutter Runners in the enemy backfield.  Going for Cunning Maneuver, Sniktch and 2x10 Gutter Runners ran up in front of the Knight Draconis and erased it with poison MW.  Back Gutter Runners shot and charged the Tempestors and wiped them (with the Clawpack helping, and all having killed 3 with shooting, not suffering any Unleash Hell damage, then stabby-stabbies after the Tempestor whiffed and killed only 1 Gutter Runner).  General Deceiver and Slynk took care of the hero Dracoths.

Bottom of T2-Stormcast goes for Eye for an Eye.  Desolators take the Holy Command of Steadfast March to run n charge (trying to escape from Slynk and the general Deceiver), whilst Lord Arcanum is behind them into Eshin territory.  They wipe all the Gutter Runners handily but lose a Dracoth.  

T3-Stormcast regains Priority and goes for Gaining Momentum, nominating Sniktch in the center.  BUT the objective of course exploded and went diagonal.  So the Desolators could have easily killed the Deathmaster, and not sure why, but I had them retreat to score the objective and have the Lord Arcanum try to charge and kill the Deathmaster.  That was really stupid on the Stormcast part (the tired part of my brain I guess).  Lord Arcanum died to Unleash Hell with 8 MW dealt by Sniktch!  So failed that.  All over.  But they would all have died next turn with 2 Deceivers, and Slynk&Co. coming in hot.  

I got Masters of Execution, having my spare Deathmasters just sit back and do nothing.  Dracothian Defiance of the Stormcast was the opposite.  Assassins just do it better  :D

Now I think Stormcast could have fared better in a different mission with a corner to castle within.  Then the Liberators could have blocked out the distance of even Slynk/Deceivers (and of course died swiftly) but allowing the Draconis and Lord Arcanum to survive and get outta there easily, while the Dracoths deepstruck and spitting lighting/shooting bolts at whatever.  So I'm still a bit on the fence about which army to bring to my next tournament, but the ninjas are pretty darn fun and potent if played skillfully.  

But with the new GHB and the wizardry rules, I'm inclined to switch out the normal Deceiver to Lord Skreech (he has some great utility and more combat prowess IMHO), and switch 1 Deathmaster to an Arch Warlock.  It'll make Masters of Execution a bit more difficult, but the new blizzardy spells are so good I think the Arch Warlock will be good (Warpsparks, 3+ save, he can actually fight a bit and spew a few MW, better than the Grey Seer I think).  

 

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On 6/29/2023 at 1:56 PM, Riff_Raff_Rascal said:

Still stand by the Screaming Bell being a non-starter. It could be free and it still does nothing and that includes double casting with a bonus since our spell lore is slim. 

The best ability it has is hurting itself. 

I know mate.

every time I look at my four bells, I just gotta als, what exactly did it do to deserve such a fate?

it currently cost 80points more then the bell at the beginning of second edition and that thing was a hundred times better then what it is now

it hurts it really hurts.

and even though some skaven players seem to be happy seeing a reduction in points for the bell,

i just don’t know why I would even play it.

at this point they would have to reduce the points in such a way that you’re capable of adding more points to spend for other units when taking a screaming bell

Edited by Skreech Verminking
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1 hour ago, Lord Krungharr said:

Points changes are good!  Stormfiends didn't go down as much as I'd hoped but the Deceiver and Skreech and Deathmasters are very welcome.  Now I can tuck in a Ratling Gun and Vermintide into my upcoming tournie list!

Love the changes to the doomwheel.

the rest was more meh then great.

i mean it is great to see the screaming bell going down points, but as this point it may as well just cost 60 instead of the 240 points😂

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I'll be testing to see if the stormvermin drop will be worth it, I still run them in mass, so the savings will compound more than usual. I'm also slowly realizing we've lost our strike-first cabability with them. That will hamper their survivability a bit more than I like. 

I second the doomwheel drop! Lets Gooooo!

 

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1 hour ago, Riff_Raff_Rascal said:

I'll be testing to see if the stormvermin drop will be worth it, I still run them in mass, so the savings will compound more than usual. I'm also slowly realizing we've lost our strike-first cabability with them. That will hamper their survivability a bit more than I like. 

I second the doomwheel drop! Lets Gooooo!

 

Same here.

the doomwheels drop is a massive boon.

I’m not certain that this will help phr winrate, but at least now I’m able to take up to three wheels in a lisy where I wasn’t before

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 Army Faction: Skaven
LEADERS
Arch-Warlock (150)*
- General
- Command Traits: Deranged Inventor
- Artefacts of Power: Esoteric Warp Resonator
- Spells: More-more-more Warp Power!
Arch-Warlock (150)*
- Artefacts of Power: Vial of the Fulminator
- Spells: More-more-more Warp Power!
Warlock Engineer (100)*
- Spells: Hoarfrost
BEHEMOTH
Doomwheel (140)
Doomwheel (140)
Doomwheel (140)
Doomwheel (140)
Doomwheel (140)
Doomwheel (140)
Doomwheel (140)
ARTILLERY
Warp Lightning Cannon (150)
Warp Lightning Cannon (150)
OTHER
Skryre Acolytes (70)
Skryre Acolytes (70)
Skryre Acolytes (70)
Warp-Grinder (60)*
ENDLESS SPELLS & INVOCATIONS
1 x Vermintide (30)
CORE BATTALIONS
*Warlord
TOTAL POINTS: 1980/2000
Created with Warhammer Age of Sigmar: The App 

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Get in their FACE!  Ballz 2daWALLZ

Were I to make such an army, I might have to kitbash various Doomwheels like I did with my Azgorh Skullcrackers (who are all Chaos Chariots now, cuz Azgorh 😛  )

I mean, the Doomies could lay down quite a bit of firepower with Warpspark and MMWP help plus Deranged Inventor and AoA.  I'd almost not do Lightning Cannons just to get a couple more in there, as they can do MW on the charge and pile-in can't they?  Not the biggest bases either.  Just when I thought I was out of the lab...THEY PULL ME BACK IN.

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Oh, and I fought my Fyreslayers Greyfyrd Grimwrath convention with special guest Gotrek last night too.  I used Clan Eshin w Deceiver, Lord Skreech, 3 Deathmasters, Arch Warlock w Ratling Gun, and 3x10 Gutter Runners, plus Slynk-pack (as the tournament next weekend permits a free Underworlds Warband).

Fyreguys had Auric Runemaster (master priest, volatile brazier, Infernoth invocation), Battlesmith w nulsidian Icon, Grimhold Exile w Manticore Venom, 6 Grimwrath Berzerkers (1 had Magmalt Ale, 1 had Daemon Slayer), and 3x5 Auric Hearthguards, and the Farstriders for the free warband.

I did Nexus Collapse (new mission) but kinda forgot about all the Primal Magic stuff.  Might have changed things a bit but I was more wanting to get the hang of Fyreslayers, whilst also just honing my ninja skills on the other side.  I did 2 battle regiments for Eshin this time, plus Slynk, so 3 drops, and out dropped the dwarves, so let them go first (hoping for a double-turn).

Dwarves got 3 points for objectives turn 1, and even though I initially had them in the wrong locations, they woulda still gotten that part.  No tactic doable though.   My 3 foolishly clustered Deathmasters got Infernothed but survived.  Battlesmith, Runemaster, 5 AHGs, and 2 Grimwraths and Exile went to their right and shut down that Gnawhole.  Farstriders teleported to shut down the other hole.

Bottom T1-Deceiver Skitterlept over to a gnawhole, whilst Slynk-pack deepstruck to the opposite corner of my zone, trying to net Surround and Destroy.  Got that and all objectives for 5 points, erased 2x5 AHGs (who just really really suck by the way, but they're cheap battleline), and the Farstriders with Gutter Runners.  Had another unit of Gutters come in next to their hombase Gnawhole, and then also up by the Deceiver.  Deathmasters ran up to shoot the Grimwraths that had come to the center with 5 AHGs and Gotrek.  Arch Warlock and Ratling Gun just occupied the backfield objectives.

T2-  Eshin gets the double-turn WOOT!!!  Going for Led into the Maelstrom.  Skreech, who had run up 6" previously towards the Deceiver, charged with his Verminlord brother into the Battlesmith, etc, whilst Deathmasters shot at Grimwraths and 20 Gutter Runners went for Gotrek...but he redeployed 5" and only perhaps 5 or 6 of them could actually reach him and did 1 wound.  Successfully charged 3 units and luckily didn't kill all the heroes so at least 1 unit was still within 3" of an enemy.  AHGs went down to the stabby knives of the Gutters.

Bottom T2-  Gotrek handily erased the 10 Gutters near him and took another 2 wounds from Unleash Hell.  Fyreslayers were going for their Beastslayer tactic, and failed hard.  They got 1 point for objectives.

T3-Dwarves get the double turn!  A Grimwrath decided to try for an Honorable Death tactic.  He had 1 wound left, and was close to a very wounded Deathmaster.  He charged in furiously in his Finest Hour....and then suffered 6 MW from Unleash Hell and died, instead, and ignominious death.  GAME OVER as everything else died, aside from Gotrek, who was too slow to do anything but maybe kill more Gutter Runners.  Dwarves did at least get the Grand Strategy for the Infernoth who didn't disappear from rolling doubles (figured I'd roll for that).

Next week will be much more difficult, but should be at least good fun, and possibly very quick games.  Lord Skreech is awesome!  Glad I magnetized the 2nd Deceiver to be him.  Versatile damage dealer.  Still on the fence about the Warlock vs another Deathmaster.  The latter helps me more ensure the Grand Strategy Masters of Execution, but a 3rd wizard is nice, and with the Ratling Gun can provide some extra punch if needed (and if in range).

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12 hours ago, Lord Krungharr said:

Get in their FACE!  Ballz 2daWALLZ

Were I to make such an army, I might have to kitbash various Doomwheels like I did with my Azgorh Skullcrackers (who are all Chaos Chariots now, cuz Azgorh 😛  )

I mean, the Doomies could lay down quite a bit of firepower with Warpspark and MMWP help plus Deranged Inventor and AoA.  I'd almost not do Lightning Cannons just to get a couple more in there, as they can do MW on the charge and pile-in can't they?  Not the biggest bases either.  Just when I thought I was out of the lab...THEY PULL ME BACK IN.

You can only play four behemoth units in a 2000 point list any way.

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  • 2 weeks later...

I've got some Clans Moulder on the way, Master Moulder, unit of Packmasters/Giant Ratsx18/6 Rat Ogres.  That's enough to run a Moulder segment isn't it?  Do I absolutely need the Abomination?  Guess I miss out on them and the mutation, but not sure how great they are compared to unit of 10-15 Gutter Runners.

Really looking forward to the occasion of bringing back a whole unit of 6 Rat Ogres!

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On 7/18/2023 at 11:25 AM, Lord Krungharr said:

Master Moulder, unit of Packmasters/Giant Ratsx18/6 Rat Ogres. 

That's a good selection of moulder. The giant rats aren't worth their points, but thematics count. I like 2x4 rat ogres, but 6 isn't bad. Hell pits are neat, but in no way necessary. 

Welcome to the clan!! >:D

Edited by TheArborealWalrus
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Thanks!  I'll pick up another 2 Rat Ogors if I see them cheap.  Or for variety, the old Boneripper and some other Mordheim one.  I was thinking using the Soulscream Bridge to launch the 18 giant rats into something (and Packmastering them for the 6" charge), that would be quite a bit of rend-2 attacks, and with the Crack the Whip and AoA that's 3+/3+.  If a Priest could Curse a unit too, that would be extra saucy.  Then after they die, they can maybe just get recycled later by the Master Moulder, who would be hiding the whole game in cover.

But I think a Grey Seer is a must-have for casting the Bridge.  Can those use the Primal Dice along with the Warpstone Token 3D6 roll?  

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9 hours ago, Lord Krungharr said:

Can those use the Primal Dice along with the Warpstone Token 3D6 roll?  

Unfortunately, no. The 3d6 "can't be modified" and primal dice are a modifier.

Grey seer(s) are a must with rat ogres for death frenzy. Would help the giant rats on their suicide run too. As for reliability? I think the re-roll from skryre wizards is more useful. They don't buff moulder though.

I approve conceptually of the bridge suicide run. I hope it works well for you.

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  • 3 weeks later...

Possible Practice list vs new Steam Tank Spam this weekend.  Should be pretty exciting!  It'll be on my floor though, so not as exciting as a real table.  Fully null-deployed Ka-BAMM!   I'm sure it'll just bounce off, but I have to try it once.

Allegiance: Skaven
- Grand Strategy: Take What's Theirs
- Triumphs: Indomitable,Indomitable

Leaders
Arch-Warlock (150)
- General
- Command Trait: Deranged Inventor
- Artefact: The Brass Orb
- Lore of Warpvolt Galvanism: More-more-more Warp Power!
Slynk Skittershank (220)
Deathmaster (130)
Deathmaster (130)

Battleline
40 x Clanrats (200)
- Rusty Blade
- 2x Standard Bearers
- 2x Standard Bell Ringers
- Reinforced x 1
40 x Clanrats (200)
- Rusty Blade
- 2x Standard Bearers
- 2x Standard Bell Ringers
- Reinforced x 1
10 x Gutter Runners (200)
- Reinforced x 1

Units
1 x Warp-Grinder (60)
1 x Ratling Gun (60)
1 x Ratling Gun (60)
1 x Ratling Gun (60)
1 x Warpfire Thrower (70)
1 x Warp-Grinder (60)
1 x Ratling Gun (60)
1 x Ratling Gun (60)
1 x Ratling Gun (60)
1 x Warpfire Thrower (70)
4 x Skittershank's Clawpack (0)
1 x Warp-Grinder (60)

Endless Spells & Invocations
Vermintide (30)

Core Battalions
*Warlord

Additional Enhancements
Triumph

Total: 1940 / 2000
Reinforced Units: 3 / 4
Allies: 0 / 400
Wounds: 148
Drops: 19
 

Edited by Lord Krungharr
Wrong list
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12 hours ago, Lord Krungharr said:

Possible Practice list vs new Steam Tank Spam this weekend.  Should be pretty exciting!  It'll be on my floor though, so not as exciting as a real table.  Fully null-deployed Ka-BAMM!   I'm sure it'll just bounce off, but I have to try it once.

Allegiance: Skaven
- Grand Strategy: Take What's Theirs
- Triumphs: Indomitable,Indomitable

Leaders
Arch-Warlock (150)
- General
- Command Trait: Deranged Inventor
- Artefact: The Brass Orb
- Lore of Warpvolt Galvanism: More-more-more Warp Power!
Slynk Skittershank (220)
Deathmaster (130)
Deathmaster (130)

Battleline
40 x Clanrats (200)
- Rusty Blade
- 2x Standard Bearers
- 2x Standard Bell Ringers
- Reinforced x 1
40 x Clanrats (200)
- Rusty Blade
- 2x Standard Bearers
- 2x Standard Bell Ringers
- Reinforced x 1
10 x Gutter Runners (200)
- Reinforced x 1

Units
1 x Warp-Grinder (60)
1 x Ratling Gun (60)
1 x Ratling Gun (60)
1 x Ratling Gun (60)
1 x Warpfire Thrower (70)
1 x Warp-Grinder (60)
1 x Ratling Gun (60)
1 x Ratling Gun (60)
1 x Ratling Gun (60)
1 x Warpfire Thrower (70)
4 x Skittershank's Clawpack (0)
1 x Warp-Grinder (60)

Endless Spells & Invocations
Vermintide (30)

Core Battalions
*Warlord

Additional Enhancements
Triumph

Total: 1940 / 2000
Reinforced Units: 3 / 4
Allies: 0 / 400
Wounds: 148
Drops: 19
 

Looks like a fun list.

 

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  • 3 weeks later...

Send me good luck next weekend. Have a GT I'm going to as clan Moulder!
It's been doing very well locally, but we'll see if it stands up to the out of state participants. Yes, 3+ saves have been a problem for me, but I haven't found something that 8 rat ogres can't kill (eventually) yet. The name of the game is redundancy. Nothing is so valuable that it can't be lost. 

The list: 2,000pts, 7 drops, kill all battleline grand strategy.
- Battalion: 
Master moulder - general, Moulder supreme, Foulhide
3x4 rat ogres
20 clanrats
warp lightning cannon
- Andorian acolytes:
2x Greyseers - deathfrenzy
- Warlord:
Master moulder - Rabid crown
Warplock engineer - steal endless spell
Warplock bombadier - More more warp power
20 clanrats
- Endless spells
Gnashing jaws
vermintide
bell of doom

Thanks for your eyeballs.
Walmart Hellpit (moulderpit) rises! For the Horned Rat!

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6 hours ago, TheArborealWalrus said:

Send me good luck next weekend. Have a GT I'm going to as clan Moulder!
It's been doing very well locally, but we'll see if it stands up to the out of state participants. Yes, 3+ saves have been a problem for me, but I haven't found something that 8 rat ogres can't kill (eventually) yet. The name of the game is redundancy. Nothing is so valuable that it can't be lost. 

The list: 2,000pts, 7 drops, kill all battleline grand strategy.
- Battalion: 
Master moulder - general, Moulder supreme, Foulhide
3x4 rat ogres
20 clanrats
warp lightning cannon
- Andorian acolytes:
2x Greyseers - deathfrenzy
- Warlord:
Master moulder - Rabid crown
Warplock engineer - steal endless spell
Warplock bombadier - More more warp power
20 clanrats
- Endless spells
Gnashing jaws
vermintide
bell of doom

Thanks for your eyeballs.
Walmart Hellpit (moulderpit) rises! For the Horned Rat!

Good luck mate.

may the horned eat bless you with filth and glory

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