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So I played a game of aos against my friends Ironjaws today.

My list consisted of:

Heros:660p

1Verminlord Warbringer:260p(General; Brutal fury, Realm artefact Rune Blade (chamon))

1Claword:100p(Devious adversary)

1Screaming bell:200p(Warpgale)

1warlock bombardier:100p(mmwp)

Battleline:900p

2x40Clanratd:400p

1x40Stormvermins:500p

others:400p

1x3Stormfiends:260p(warpfire, doom flayer, rattling guns)

2x1Warplfamer weapon teams:140p

endless spell:40p

Bell of doom:40p

My opponents took:

Heros:

1Megaboss:140p

2x1Megaboss on mawcrushers:880p(?)

1Warchanter:80p

battleline:

10Brutes:360p

2x10Ardboy’z:340p

Battaillon:

Iron fist:(?)

artefacts and commandtraits  unsure of which he took.

Having been tired of playing capture the flag (hold objectives) all the time we, choose to just fight till the bitter end.

my opponent finished setting up first and decided to led me go first.

and choose to take the first turn.

he well just moved everything up a bit and flew both of his Mawcrushers to my right flank, unable to charge, his first turn ended and mine began.

not knowing what I should do I decided to roll for the effects of my screaming bell, and well got a 10 which came in handy.

afterwards I successfully casted Warpgale on my opponents second mawcrushers, which meant 1less thread to face.

in hopes I might get the traitor thing known as Snitterak the clawlord to die, I casted dreaded deathfrenzy onto him and my Stormvermins and clanrats who were near my Warbringer, succeeding as well. My crazed warlock failed his first attempt to cast mmwp, but succeeded afterwards with the warpstone peace he consumed, onto my Stormfiends.

in my movement phase everything ran up except for my Stormfiends, who where screamed at my warlock to shoot-kill later.

beeing in range with both my rattling gun Stormfiend and the bombardier, I activated another warpstone spark and created 2Swiss cheesed Brutes who fell-shattered to pieces.

I tried charging my Stormfiends but failed with a 4.

The second turn began with my Opponent winning the role of and taking the first turn, where he charged my Stormfiends with his Brutes, and the rest of his army’s battleline into mine.

sadly one of his mawcrushers needed an 22inch charge to make it (thanks. to Warpgale) and well stayed behind.

the second one instead charged my Screaming bell dealing 5mprtal wounds which I failed to save.

he then choose to fight with His mawcrushers first and killed a few clanrats, thanks to my debuff of -1 to hit.

I chose to go next with My Stormvermins killing of one of his units of Ardboys, and losing 2Stormfiends leafing my rattling gun Stormfiend alive.

In my second round, I succeded casting deathfrenzy again but sadly was only able to choose one unit and so my Clawlords was chosen to die horrible in the name of the great horned rat.

warpgale failed and crack call took another 2Brutes to the pits of hell.

in my movement phase I retreaded with my Stormvermins and clanrats, and I shoot the megaboss on foot to Swiss cheese overkill-slaying him with 10 damage going through. (Those rerolled are amazing from mmwp)

Later I charged my clan and a Stormvermins back into the frey,

killing of his remaining Brutes and Ardboys, 

which only left him his 3heros.

We rolled of and he won the roll of, which he took the next turn as well.

His movement was rather fast and so he charged his second mawcrushers into my 20left clanrats on the right flank,killing them of.

in my Turn I moved my clawlord, Verminlord, Stormfiend and bombardier forward, and created an art filled with warpstone leaves bullet holes, killing of his wounded mawcrusher.

My bombardier, who went mad with laughing at the dead corps, overloaded his doomrocket and for the first time hit his target, although I rolled poorly for damage and so he only did around 5wounds.

My Verminlord who beloved his time has come charged the leftover mawcrushers, 

succeded with a ten and I activated all of my command abilities giving my Verminlord an extra attack and letting him reroll wound rolls of 1 and all failed to hit roles(since there where more then 13models near him)

and he sliced the mawcrushers with his doomed tune blade in halve.

My Opponent resigned, and we laughed,

of my theory of  how a Screaming bell could retread through the scurry away ability.

So what can I say from this and the last battles I had.

Well Stormfiends are great, the rattling gun killed most of my opponents heavy hitters, and although the rest died, having the possibility of having a specialist melee model and a Hordekiller in the same unit is fantastic.

they are basically the perfect all round unit.

Stormvermins are a great unit, although you have to really be protective  and loosing them really hurts.

Clanrats are still one of my favorite meathsield units and the screaming bell is fantastic, doing a -1to the hit role is basically the best protections against horde of which Aelves and other stuff.

The flamers (weapon team) are still one of the best damage-dealing hordekillers. They never failed me, always killing of more than they are worth in points by themselves.

The Verminlord warbringer, is probably one of the best melee fighters I have played or seen.

His spell is one of my favorites.

the Clawlord, is probably if rightfully used the perfect assassin.

He cost only 100p and can take any hero with him to death when death-frenzied, which I would recommend you guys to do as often as possible.

 

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PSA: Clawlord on Brood Horror is so much better than I anticipated. He's been a key player in the last few games I've used him in. He's a 4+ save and heals d3 in each of hero phases. He gets a free command trait for being verminus so you give him Verminus Valour for 4+ wound pass to the clanrats that he will always be near, and thats on top of look out sir for -1 to hit in both combat and shooting. I've been considering throwing gryph feather on him to bring him up to a 3+ save to make him even tankier. His command ability can be  spammed unlike the other clawlords so last game against gristlegore I ended up swinging with 100 clanrat spear attacks after pumping a unit of 40 3 times overkilling his 40 bloack of chaff and finishing off a wounded terrorgheist. This guy is tough to kill and is no slouch in battle either, all for 160 points. Highly recommend trying him out for those that believe in buffing up their clanrats.

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What are your thoughts on this list for 2k games trying to be competitive?
It's all about casting spells dealing mortal wounds and sniping hearoes with the Jezzails.

Arch Warlock will go on the Balewind right next to a gnawhole (+1 casting) while all the other heroes will stand right next to the gnawhole. They will be protected by the Jezzails and 20 Clan Rats while the other 80 Clan Rats will stay on objectives. Thoughts? image.png.43a62ff796b210d8b4009ea55b79ccae.png

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1 hour ago, Congratz said:

all the other heroes will stand right next to the gnawhole. They will be protected by the Jezzails and 20 Clan Rats while the other 80 Clan Rats will stay on objectives. Thoughts? 

I think that you will need to worry about heavy deepstrike lists killing your hero-bunker crowding around a Gnawhole with only 38 wounds in the way. Not to mention that leaving 80 Clanrats unsupported on those objectives means they will likely not last very long. You have a very "turtle-y" build here and not a lot of forward momentum when the time comes.

Of course I love my Jezzails, but I think your 200 points in Engineers could be better spent elsewhere. Maybe take a Screaming Bell instead to support the Clanrats. Or take more damaging endless spells if you want to go the magic heavy route.

 

Edited by Gwendar
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Are the main Skaven artillery units (Plagueclaw, Warp lightning cannon) worth including in multiples? 

I like the imagery of a Skryre list with 4 Warp Lightnings- maybe even a Warpcog Convocation battalion with 2x Arkhspark Voltiks (2 cannons + engineer per enginecoven) to really maximize their damage/overcharge potential. Alternatively, Pestilens can support their artillery via a combo of plague priest + 3 plagueclaw in Foulrain congregation battalion, giving the priest the Architect of death command trait for even better shooting.

Any thoughts on making skaven artillery a prominent part of an army?

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3 hours ago, Gwendar said:

I think that you will need to worry about heavy deepstrike lists killing your hero-bunker crowding around a Gnawhole with only 38 wounds in the way. Not to mention that leaving 80 Clanrats unsupported on those objectives means they will likely not last very long. You have a very "turtle-y" build here and not a lot of forward momentum when the time comes.

Of course I love my Jezzails, but I think your 200 points in Engineers could be better spent elsewhere. Maybe take a Screaming Bell instead to support the Clanrats. Or take more damaging endless spells if you want to go the magic heavy route.

 

 

5 hours ago, Congratz said:

What are your thoughts on this list for 2k games trying to be competitive?
 

I think also very importantly, i see the warpseer as being a very aggressive piece on the table top. Keeping the model back is just a waste, definitly give the guy the stone or amulet. The vigor dust doesn't go as far as having a very aggressive warpseer holding down a large part of the table like a giant rock. 

I'd spread the heros out, and switch up your endless spell choice. They don't really buff eachother by cuddling anyway.  On that i also don't think you have the spell firepower to warrent using the spell portal. Even warpgale, it has enough range to set up accross the table and hit something, doesn't need a portal to get it off. Cogs are weird because you are already fast enough with clan rats, and you don't have anything that wants to charge so bad. While even in tzneetch where i get extra summoning for the extra spell i don't even use cogs for that.  The bell can fail on you for no real reason, and can be unbound. If you rely on it than you are relying out it being dispeled and unbound when you need it cost. While, you could just spend a single CP with a warpseer and keep most the table safe. 

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8 hours ago, Verminlord said:

PSA: Clawlord on Brood Horror is so much better than I anticipated. He's been a key player in the last few games I've used him in. He's a 4+ save and heals d3 in each of hero phases. He gets a free command trait for being verminus so you give him Verminus Valour for 4+ wound pass to the clanrats that he will always be near, and thats on top of look out sir for -1 to hit in both combat and shooting. I've been considering throwing gryph feather on him to bring him up to a 3+ save to make him even tankier. His command ability can be  spammed unlike the other clawlords so last game against gristlegore I ended up swinging with 100 clanrat spear attacks after pumping a unit of 40 3 times overkilling his 40 bloack of chaff and finishing off a wounded terrorgheist. This guy is tough to kill and is no slouch in battle either, all for 160 points. Highly recommend trying him out for those that believe in buffing up their clanrats.

I was thinking about using him with the gryph feather charm, so he would be regularly-2to Hit in combat and when shoot at.

taking then screaming bell with you while, rolling a ten will increase the debuff on the Brood horror even more, giving me the option to literally never get hit by those hate-full aelve-things

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Well, my hobby vibe is basically dead but in the spirit of 'fake it til you make it' I put some Clanrats together for a 1500 point game against a friend who wanted to test out his new Kharadron. I had Skurillious Maus (Arch-Warlock), a Bombardier, a Clawlord, 2x40 Clanrats, 2x3 Stormfiends and a cannon. Floating menacingly on the other side of the table were Brokk McMoustachecannon, an Ironclad (or the base of an Ironclad, as the model was still being painted and assembled), a Gunhauler, 2x10 Arkanauts, a Khemist, an Endrinrigger and 5 Thunderers.

In another game where I successfully lost every single priority roll (I'm not sure I've ever won one in all my games of AoS), many Clanrats heroically gave their lives in the name of holding up Mr. Tophat for a single turn. He took first turn, which he almost instantly began to regret, and almost killed the cannon. Skurillious ate some warpstone and got a bad tummy. The Bombardier, reasoning that the cannon was near its end anyway, overcharged it for its return shot at the Ironclad, and I promptly rolled a 6 for the shot strength, ensuring a measly two mortal wounds. The first unit of Clanrats charged Brokk and he started to cut through them with merry abandon.

In his second turn, he shot all the Clanrats attacking Brokk to death and finished off the cannon, securing his objective (middle board segment) in the process (we were playing Gift From The Heavens). As Rat Force Five responded, my objective plopped down on my right flank, conveniently next to the Gunhauler. My wizards left a cloud of ash where Brokk had been. Skurillious shrugged and shook some spicy vigourdust over the Stormfiends with windlauncher and Ratling Guns, then overcharged them with more-more-more warp power. The resultant barrage left the Ironclad on a single wound, before the unit charged the Gunhauler and knocked it out of the sky. Rats of the match!

The rest of the beardy gits turtled up, trying to back off and keep their own objective with the Endrinrigger desperately trying to keep the Ironclad in the fight. Arkanauts and Thunderers together managed to bring down a Stormfiend from my second unit which had emerged from the tunnels to try and engage the Kharadron infantry, but it wasn't enough, and the second unit of Clanrats (which had been sprinting from the other side of the battlefield the last two turns) and the Stormfiends wiped out the Arkanauts holding the objective.

With some lucky shooting it could have evened out in the fourth turn, but it was late and I had to go so we called it a Skaven win and left it at that. It was a bit of an ice bath for my mate to go from Daughters of Khaine to Kharadron Overlords. For my part, the Arch-Warlock remains brilliant, I am fully converted to vigourdusted/MMMWP'd shooty Stormfiends, I really have to try and utilise the gnawholes more and the WLC is increasingly more worthwhile for its psychological benefits than any damage it does. Having blown up a Stardrake twice, people are now deathly afraid of it, and focus it when they really ought not to.

I built a proper windlauncher fiend when I got home, but... meh. I'll carry on but all my hobby joy has been sucked out of me.

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Nice battlereport there @Kirjava13.

as for the gnawholes or Swiss cheese holes, I myselve haven’t used-jumped too many units through it but the fear of any unit popping up at my enemy’s back line sometimes just does the trick.

Heck  even  in the last tournament I attended, my foes literally left halve of their army in the back line giving me the change to just slaughter the rest of his army with ease. 

And man in my last battle my friend who played Ironjaws, always tried to stay at least 2onches away from my terrain, because he feared he might roll a 1 and would have to take D3 mortal wounds.

Using the terrain for a psychological warfare is fine enough even if you don’t consider using it too much.

We are afterall the skaven players, we have the most low cunning tactics known in the mortal realms, we have fought battles for 6-7years without a new book (till today, disencluding pestilence and the end times)

and we will rise-scurry!!

 

Edited by Skreech Verminking
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10 hours ago, Big Rob said:

Are the main Skaven artillery units (Plagueclaw, Warp lightning cannon) worth including in multiples? 

I've always said if you're going to bring a WLC, bring 2 minimum. You don't necessarily need a 2nd Engineer to go along with it, but it helps.

For the Catapults, despite never using them myself I really think the battalion makes them pretty great, but like all artillery they are vulnerable. The battalion makes them pretty decent at hitting Heroes that would normally hide behind LoS terrain, but of course they're still mainly an anti-horde unit.

9 hours ago, mmimzie said:

 

I think also very importantly, i see the warpseer as being a very aggressive piece on the table top. Keeping the model back is just a waste, definitly give the guy the stone or amulet. The vigor dust doesn't go as far as having a very aggressive warpseer holding down a large part of the table like a giant rock. 

I'd spread the heros out, and switch up your endless spell choice. They don't really buff eachother by cuddling anyway.  On that i also don't think you have the spell firepower to warrent using the spell portal. Even warpgale, it has enough range to set up accross the table and hit something, doesn't need a portal to get it off. Cogs are weird because you are already fast enough with clan rats, and you don't have anything that wants to charge so bad. While even in tzneetch where i get extra summoning for the extra spell i don't even use cogs for that.  The bell can fail on you for no real reason, and can be unbound. If you rely on it than you are relying out it being dispeled and unbound when you need it cost. While, you could just spend a single CP with a warpseer and keep most the table safe. 

Agree on all points. Even without the Suspicious Stone every opponent so far has had a hell of a time trying to move the Warpseer off the table. I seldom play him aggressively simply because I just can't roll for anything on VL attacks and typically only ever get 1-2 through. It's strange really.

I think if you want to take Endless Spells for damage, you should really be looking at things like Geminids (with the benefit of debuffs), Pendulum, etc. Swords are typically the last on my list, mostly because I play Chaos the most and fear for them coming right back on me. Geminids typically hurt worse in that regard thanks to the debuffs.

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So back from Heat 2 and finished 14th with the Skaven army which I built and painted in a week…. Had such a good time with the army against some proper tough matchups. Here’s a quick rundown of the event.

List I ran was;

LEADERS
Grey Seer on Screaming Bell (200)
- General
- Command Trait : Verminous Valour
- Lore of Ruin : Plague
Verminlord Warpseer (260)
- Artefact : Suspicious Stone
Arch-Warlock (160)
- Lore of Warpvolt Galvanism : More-more-more Warp Power!
Grey Seer (120)
- Lore of Ruin : Skitterleap

UNITS
40 x Clanrats (200)
- Rusty Spear
40 x Clanrats (200)
- Rusty Spear
20 x Clanrats (120)
- Rusty Spear

9 x Warplock Jezzails (420)

WAR MACHINES
Warp Lightning Cannon (180)

ENDLESS SPELLS
Warp Lightning Vortex (100)
Aethervoid Pendulum (40)

GAME 1 vs Sylvaneth Gnarlroot (Total Conquest – Realm of Life)

Wasn’t looking forward to this game one, lots of spell casting, one drop, lots of woods to block line of sight. I basically bunkered up around two Gnawholes knowing that I’d have loads of Dryads in my front lines turn one. They covered the table in woods as expected and then captured 3 out of 4 objectives. Managed to get Plague off on a unit of 30 Dryads and rolled ridiculous to wipe half the unit, the Vortex went off surrounding the Treelord, and two more units of Dryads and continued to whittle them down over the next couple of turns. Allarielle cast the palisade to block los from the Jezzails but I managed to teleport to the second Gnawhole in my deployment which left a big alleyway through to Allarielle and with the Warpstone Token took her out in two rounds of shooting. Crack’s Call from the Screaming Bell on the Treelord Ancient saw me roll a 12 on the 2D6 and remove the remaining wounds from the TLA. With the big threats down I basically cleaned up the remaining Dryads and held all the objectives for the rest of the game. MAJOR VICTORY

GAME 2 vs Stormcast (Three Places of Arcane Power – Realm of Fire)

I was quite fortunate in this game, my opponent had one hero that had a artefact and then a unit of 20 Evocators…. He supplemented this with 4 Ballistas and a couple more heroes. I chose to go first plonked the Bell onto one objective, Verminlord on another right next to Mystical terrain (meaning he had a 4+ rerolling save, 5+, 5+, 6+ wound/mortal wound save afterwards) and then the Grey Seer ran onto the middle objective. Got both the Vortex and Pendulum off into his deployment killing two of his heroes straight away and damaging some of the Evocators etc. I surrounded my heroes with Clanrats making it harder to get rid of the heroes. Ballistas dropped down with the Ordinator and targeted my Jezzails with all four Ballistas. Evocators teleported using the banner 9” away from the clanrats surrounding the Verminlord. Failed their charge. Stormcast got the second turn and charged the Rats, Grey Seer died and Ordinator took the objective, Evocators charged the Clanrats and killed all 20 straight away (knew it would happen), then threw 22 Mortal Wounds onto the Verminlord with their blast, with all the saves only 5 went through!!! Next turn I could retreat out of combat with the Verminlord and stay within 3” of the objective to continue to hold it another turn (before subsequently dying next round from the Evocators). Clanrats with Inferno blades took out the Ordinator and Ballistas. And by then I was too far ahead in points for him to come back with only the Evocators to score. MAJOR VICTORY

GAME 3 vs Idoneth Deepkin (Focal Points – Realm of Light) – On Warhammer TV

Yup I was on the stream game 3 and for some reason knowing on TV really threw me, I deployed like an utter idiot basically allowing 18 eels to just run up the board and hit me turn one. I also deployed so half my units were out of the Bell battleshock immune range. Also didn’t help that I couldn’t roll to save my life. Vortex went off and then failed to roll a 2 or 3+ to do Mortal wounds to the eels, the Arch Warlock re-rolling casting failed to cast anything, all my spell casters were rolling like doyles. Basically nothing went my way. Even my Verminlord at the end of the game needing a 7” charge rerolling failed it. It was just one of those games. It was still a great game against Will and we had a great laugh including a Grey Seer vs Soulscryer combat that went on for three turns (yup we were both that awful in combat). Would love to play that game again with a clearer head as I would’ve properly bunkered up in the corner out of range and then hit back with spells/shooting etc. MAJOR LOSS

GAME 4 vs Flesh Eater Courts Blisterkin (Starstrike – Realm of Death)

This was against Scott Smith who’s a friend from the Scottish scene and one of the hosts of the Northern Invasion podcast so it was great to play a mate first thing on the Sunday. I knew how quick Blisterkin is and knew they could redeploy their units 9” away so I basically bunkered everything up in a 26” bubble of the Bell with all the decent stuff surrounded by 100 Clanrats. I know how good the screams are against bravery 4 rats so I was expecting heavy losses turn one. He teleported/ran up the board turn one 9” away and then screamed at a few rats but rolled pretty poorly only killing about half of the unit of 20 in the middle and then a couple off the units of 40. I took the front row off meaning he had larger charges to make and then proceeded to fail them all! I basically then cast every spell in range into the Flayers, got the Vortex off, Pendulum off, shot units with the Jezzails. By the end of my first turn he had the Terrorghiest, and two unit of flayers left! The issue was the comets all dropped on the far sides meaning I had to properly move across the table to get to them. His Terrorghiest went through the rats like nothing, and to be fair with Scott he was still in it until the last turn. His issue was he ignored the Jezzails who basically picked a target every turn and shot it off the table. MAJOR VICTORY.

GAME 5 vs Nurgle (Border War – Realm of Shadow)

So this was a Nurgle allegiance that had 3 x 10 Plaguebearers as battleline and then 120 Plague Monks…. I knew this was going to be tough, no way of fighting the Plague Monks on my terms and he could just sit on objectives to score. I actually outdropped him and gave him first turn to move within range of my spells etc. Didn’t realise in the Realm of Shadow the Spell Portal is deployed anywhere on the table! Verminlord Corruptor then proceeded to take out 17 Clanrats with the Dreaded Plague (thankfully they were wrapped around Mystical terrain so it definitely helped). I then used the Realm of Shadow spell to teleport the Bell near the Plague Monks on one flank and cast Plague on them and rolled like a boss taking out 1/2 of the unit! I knew getting rid of the Furnaces was going to be key to make the units fail battleshock, yet I kept splitting my Jezzail fire (despite saying I should never do it) and my opponent kept making his 6+ armour save to keep the Furnace on one wound, I ended up charging the rats into both the monks and Furnace to do the final wound and make the monks pop. His Monks got onto my home objective to score 4 points and I had to combine the shooting of the Jezzails and then charge them into combat with the Plague Monks to kill them and reclaim the objective. We were running out of time (120 plague monks take forever to roll dice just with the quantity of them). But knew we needed to play the next two rounds in 15 mins, we then proceeded to speed play the game, Verminlord Warpseer took out one unit of Plaguemonks on his own on the left with spells, shooting, Vortex and combat. The Bell charged 3 Plaguebearers on the left and because we were speedily playing I stupidly thought the rusted spikes were 4s and 3s and rolled 6 3s for the hit, looking back I now know it’s 2s to hit, so I probably would’ve taken them out and held the objective to win the game! Clanrats retreated onto his objective and we were level on points. He needed a 5” charge with his Verminlord Corruptor on my home objective or a 9” charge with 10 Plaguebearers he summoned, failed all charges including rerolls for them all! It mean we needed to add up points and I got the MINOR VICTORY!

 

Meant I finished the event on 3 Majors, 1 Minor and 1 Major Loss, also got 4 Favorite Player votes and 1 Favorite army votes meaning I finished 14th and qualified for the final! Over the moon with the result and more delighted to get 4 fav game votes.

Jezzails were MVPs every game, adding +1 damage to them made them ridiculous for both sniping out key things or even dealing with hordes.  Being able to re-roll hits if you don't move is great and using MMMWP when you really need something dead for those re-roll wounds is great. I have thought getting two units of six but I think one single unit of nine is just as good.

I’m planning on changing up the list though, didn’t roll a 12 on the bell once and it lived every game until turn 5. I found the Warp Lightning Cannon did absolutely nothing all weekend, think I rolled a 1 once in 25 turns and it was more of a liability. Think if I drop the Grey Seer and Cannon I can take another Screaming Bell to increase my chances of a Verminlord and then buff up the unit of 20 rats to 40. Means I’ve got 20 points spare probably for the shackles.  The one thing I found I was lacking was any combat punch, Clanrats give a little tickle and die in their droves (exactly what they're meant to do) but I cannot justify swapping around the list to fit in 40 Plague Monks and a Furnace.

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3 hours ago, TalesOfSigmar said:

 

 

 

Jezzails were MVPs every game, adding +1 damage to them made them ridiculous for both sniping out key things or even dealing with hordes.  Being able to re-roll hits if you don't move is great and using MMMWP when you really need something dead for those re-roll wounds is great. I have thought getting two units of six but I think one single unit of nine is just as good.

I’m planning on changing up the list though, didn’t roll a 12 on the bell once and it lived every game until turn 5. I found the Warp Lightning Cannon did absolutely nothing all weekend, think I rolled a 1 once in 25 turns and it was more of a liability. Think if I drop the Grey Seer and Cannon I can take another Screaming Bell to increase my chances of a Verminlord and then buff up the unit of 20 rats to 40. Means I’ve got 20 points spare probably for the shackles.  The one thing I found I was lacking was any combat punch, Clanrats give a little tickle and die in their droves (exactly what they're meant to do) but I cannot justify swapping around the list to fit in 40 Plague Monks and a Furnace.

Congrats with number 14! I can't wait to attend my first tournement!
Just got a few questions.

1. What is MMMWP?
2. I almost run the same list as you and i have considered adding in 40 Monks. Do you think its importent to have a Furnace if you tend to run Monks?

3. Would you consider using Death Frenzy? I have heard it's quite good? or is it not worth it to use on Clan Rats?

Edited by Congratz
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4 minutes ago, Congratz said:

Congrats with number 14! I can't wait to attend my first tournement!
Just got a few questions.

1. What is MMMWP?
2. I almost run the same list as you and i have considered adding in 40 Monks. Do you think its importent to have a Furnace if you tend to run Monks?

3. Would you consider using Death Frenzy? I have heard it's quite good? or is it not worth it to use on Clan Rats?

Cheers, good luck in your future events, I remember my first one all those years ago, haven't looked back since!

In answer to your questions;

1.  MMMWP is the Skryre Spell More-More-More Warp Power, it lets you re-roll hits and wound rolls for a Skryre unit however they then suffer D3 MW at the end of the following Hero Phase.

2. I think you could probably run 40 Plague Monks by themselves and do alright with them, though the Furnance buffs them up with the prayers plus the Furnace itself is a pretty durable unit. Think if I wanted to run 40 Monks and a Furnace I'd have to sacrifice a bell and drop some rats and the Pendulum and have something like the following though to be fair that's still a pretty decent list (if anything it's got the combat punch I was missing while also keeping the decent ranged/spells);

Allegiance: Skaventide

Leaders
Grey Seer on Screaming Bell (200)
Arch-Warlock (160)
Verminlord Warpseer (260)
Plague Priest on Plague Furnace (180)

Battleline
40 x Clanrats (200)
- Rusty Spear
20 x Clanrats (120)
- Rusty Spear
20 x Clanrats (120)
- Rusty Spear

Units
40 x Plague Monks (240)
- Foetid Blades
9 x Warplock Jezzails (420)

Endless Spells
Warp Lightning Vortex (100)

Total: 2000 / 2000
Extra Command Points: 0
Allies: 0 / 400
Wounds: 182
 
3. If I did the list above with the Monks I'd probably run Death Frenzy, with my original list that I took to the heats, I needed Plague to deal with Hordes and I needed Skitterleap to leap around the board with Heroes, so there wasn't a place for Death Frenzy. Anyway a Clan Rat piling in and a attacking again is still a clanrat, it's not really going to do any damage.
 
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A tactic I used quite a bit in the games that I didn’t mention was combining Skitterleap with the Gnawhole.

Basically I would cast Skitterleap on the Grey Seer, redeploy on the table wholly within 6” of a Gnawhole halfway up the board, use a Warpstone token to cast Vortex on 3D6 picking the two highest and then in the movement use the tunnel to teleport back to safety in my deployment zone. Was great to get that range and then get back to safety without having to worry about being stuck in the middle of the battlefield unsupported.

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14 minutes ago, TalesOfSigmar said:

2. I think you could probably run 40 Plague Monks by themselves and do alright with them, though the Furnance buffs them up with the prayers plus the Furnace itself is a pretty durable unit. Think if I wanted to run 40 Monks and a Furnace I'd have to sacrifice a bell and drop some rats and the Pendulum and have something like the following though to be fair that's still a pretty decent list (if anything it's got the combat punch I was missing while also keeping the decent ranged/spells);

Allegiance: Skaventide

Leaders
Grey Seer on Screaming Bell (200)
Arch-Warlock (160)
Verminlord Warpseer (260)
Plague Priest on Plague Furnace (180)

Battleline
40 x Clanrats (200)
- Rusty Spear
20 x Clanrats (120)
- Rusty Spear
20 x Clanrats (120)
- Rusty Spear

Units
40 x Plague Monks (240)
- Foetid Blades
9 x Warplock Jezzails (420)

Endless Spells
Warp Lightning Vortex (100)

Total: 2000 / 2000
Extra Command Points: 0
Allies: 0 / 400
Wounds: 182
 
 

Sorry for all the questions, but you would never consinder doing something like this? dropping the Jezzails down to 6 instead of 9 and still keep 40 Rats and the Aethervoid?


Allegiance: Skaventide

Grey Seer on Screaming Bell (200)

Plague Priest on Plague Furnace (180)

Verminlord Warpseer (260)

Arch Warlock (160)

 

Battleline:

40 Clan Rats (200) - Spears

40 Clan Rats (200) - Spears

20 Clan Rats (120) - Spears

 

Units:

40 Plague Monks (240) - One Foetid Blade and one Woe Staff

6 Warplock Jezzails

 

Endless Spells:

Warp Lightning Vortex (100)

Aethervoid Pendulum (40)

Total: 1980 Points

 

 


 

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3 minutes ago, Congratz said:

Sorry for all the questions, but you would never consinder doing something like this? dropping the Jezzails down to 6 instead of 9 and still keep 40 Rats and the Aethervoid?


Allegiance: Skaventide

Grey Seer on Screaming Bell (200)

Plague Priest on Plague Furnace (180)

Verminlord Warpseer (260)

Arch Warlock (160)

 

Battleline:

40 Clan Rats (200) - Spears

40 Clan Rats (200) - Spears

20 Clan Rats (120) - Spears

 

Units:

40 Plague Monks (240) - One Foetid Blade and one Woe Staff

6 Warplock Jezzails

 

Endless Spells:

Warp Lightning Vortex (100)

Aethervoid Pendulum (40)

Total: 1980 Points

You could do, I'd worry about losing that ranged damage though, you'll potentially drop 9 damage a turn (if buffed by Warpstone) at a 36" range which to me is too valuable for sniping out heroes etc. The Pendulum did work in 2/5 games for me, guaranteed D6 MW is great but it's still only 14" range when setup (setup within 6 and move 8).   I think I'd rather keep the Jezzails that can hit longer and more frequent. Happy to be proved wrong though :) 

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1 hour ago, gronnelg said:

If I boost the jezzails damage with +1, and then roll a 6 to hit, what happens? 

I think you do two mortal wounds, as on a 6 to hit the attack sequence ends so you no longer have a damage characteristic. 

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9 hours ago, TalesOfSigmar said:

I’m planning on changing up the list though, didn’t roll a 12 on the bell once and it lived every game until turn 5. I found the Warp Lightning Cannon did absolutely nothing all weekend, think I rolled a 1 once in 25 turns and it was more of a liability. Think if I drop the Grey Seer and Cannon I can take another Screaming Bell to increase my chances of a Verminlord and then buff up the unit of 20 rats to 40. Means I’ve got 20 points spare probably for the shackles.  The one thing I found I was lacking was any combat punch, Clanrats give a little tickle and die in their droves (exactly what they're meant to do) but I cannot justify swapping around the list to fit in 40 Plague Monks and a Furnace.

First off, congratulations on 14th. I do like your thoughts on changing the list; I would much rather have 2 Bells than a standard Grey Seer.. the WLC used to be my mvp before the tome but the Jezzails have (as you've found out yourself) taken that spot quickly. It's even better when most of my opponents tend to ignore them even when they 1-shot key targets.

I had considered running Monks at one point as well due to feeling a need for combat, but I really don't want to roll and separate that many dice (4 different save profiles could be made from all the buffs) and I have largely found that a single unit of 20-30 Acolytes does the Horde-deletion thing just fine. I don't think I really need a dedicated combat unit; just more Clanrats to hold things up for the Jezzails and Acolytes to shoot.. buffed or not, 30 Acolytes will 1 shot almost anything I've found.

5 hours ago, Congratz said:

Sorry for all the questions, but you would never consinder doing something like this? dropping the Jezzails down to 6 instead of 9 and still keep 40 Rats and the Aethervoid?

Like @TalesOfSigmar said I don't really think it's worth getting rid of the shooting, but I may be biased towards it. As said above, I've found no need for dedicated combat units in any game and 9 Jezzails + Spells + 30 Acolytes tend to do enough killing for me no matter which army I go up against. The Pendulum isn't a bad trick, especially if you do the Skitterleap + Gnawhole trick to get it smashing into a few of their units.

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Hi guys, I’ve just started up a Skaven force after longing for something chaotic and also an urge to play with some bad guys (currently have 2 order armies!). 

 

Anywho...I’m partaking in the AoS doubles at the end of June and running through ideas. My partner will probably be DoK but more snake heavy.

 

my question is...does anybody think there’s any legs in running a Deathmaster (as general) and giving him the Sword of Judgement (on claws) and the Incredible Agility command trait? Giving him 7 attacks with a potential D6 damage and a ‘fly’ pile in could potentially assassinate any heroes (or monsters) lurking behind the lines...just a thought.

 

the rest of the 1k is potentially:

 

Deathmaster (as above)

Grey Seer on Bell

40x Clanrats

40x Clanrats

6x Jezzails 

Soulsnare Shackles (had 20pts left)

 

I love the model so would be great to utilise him. Anyway, as I say I’m new (only played 1 game with them so far vs Gloomspite Gitz and the plague monks tore it up.

 

thanks 

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Hey guys, I used to play Skaven back in WHFB yeaaaaars back and I've just decided to jump back into them with the new Battletome.

I've got:

1X Arch-Warlock

2x Warlock Engineers

3X Clawlords

2X Packmasters

The Silver Tower Deathrunners

2 X 20 Clanrats with Spears (2 island of blood sets)

2X20 Clanrats with Swords (2 island of blood sets)

2 Mortar teams

2 Warpfire teams

4 Rat Ogres

and 3 Stormfiends 

Just wondering if any of you had any advice on a good way to expand from here? (I'm thinking about making my clanrats 40 man blobs) probably 1 spear and 1 sword blob each.  Also thinking of adding something big, like a Verminlord or Hellpit abomination (any thoughts on those?) 

As for the Stormfiends, I haven't built them yet but any recommendations on the loadout would be much appreciated! 

 

Sorry for the essay!

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Hi i'm thinking about returning my old Skaven to AoS, ofc i would need to buy some stuff. How playable would be this list?.

Grey Seer on Bell - general

Verminlord Warpseer

Warlock Bombardier 

Skaven Clawlord on Brood Horror

 

40 clanrats

40 clanrats

20 clanrats

25 acolytes

9 jezzails

 

Geminids

My main concern that if they will faq clawlord ca, then i just swap him and giminids for bombardier and vortex

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6 hours ago, Pirate784 said:

1)Hi guys, I’ve just started up a Skaven force after longing for something chaotic and also an urge to play with some bad guys (currently have 2 order armies!). 

 

2)Anywho...I’m partaking in the AoS doubles at the end of June and running through ideas. My partner will probably be DoK but more snake heavy.

 

3)my question is...does anybody think there’s any legs in running a Deathmaster (as general) and giving him the Sword of Judgement (on claws) and the Incredible Agility command trait? Giving him 7 attacks with a potential D6 damage and a ‘fly’ pile in could potentially assassinate any heroes (or monsters) lurking behind the lines...just a thought.

 

4)the rest of the 1k is potentially:

 

Deathmaster (as above)

Grey Seer on Bell

40x Clanrats

40x Clanrats

6x Jezzails 

Soulsnare Shackles (had 20pts left)

 

5)I love the model so would be great to utilise him. Anyway, as I say I’m new (only played 1 game with them so far vs Gloomspite Gitz and the plague monks tore it up.

 

thanks 

1) Welcome welcome new meat, you have chosen wisely-good.

Only the skaven are-are the greatest-best Army You could ever dream to play-use.

2)well you won’t need to much melee if your partner is going already that road.

just take a few clanrats as battleline tax. Throw them as the upcoming meathsields in front of your enemy while protecting the snake ladies and the rest of your army is good to go with shooting or anything You like playing with the most.

3)it’s an interesting thought, definitely something worth trying out.

4)looks good👍🏻

5)surely, just take the unit/models with you you really want to try out.

most of our units/models have become very good, and there are definitely a few possibility’s to make a great list with all of those models.

anyways good luck on the event.

now go out there and take-steal victory for the great horned Rat!!

4 hours ago, Priminister said:

1)Hey guys, I used to play Skaven back in WHFB yeaaaaars back and I've just decided to jump back into them with the new Battletome.

2)I've got:

1X Arch-Warlock

2x Warlock Engineers

3X Clawlords

2X Packmasters

The Silver Tower Deathrunners

2 X 20 Clanrats with Spears (2 island of blood sets)

2X20 Clanrats with Swords (2 island of blood sets)

2 Mortar teams

2 Warpfire teams

4 Rat Ogres

and 3 Stormfiends 

3)Just wondering if any of you had any advice on a good way to expand from here? (I'm thinking about making my clanrats 40 man blobs) probably 1 spear and 1 sword blob each.  Also thinking of adding something big, like a Verminlord or Hellpit abomination (any thoughts on those?) 

4)As for the Stormfiends, I haven't built them yet but any recommendations on the loadout would be much appreciated! 

 

5)Sorry for the essay!

1)Welcome back old, unknown, probably never have met, friend. 

2)that’s a good amount of models you have hear, perfect for building a few list to try out👍🏻😁

3)if your going up with your collection to 2000p I’d recommend you to buy yourselves at least another box of clanrats, which make it possible for you to field the min. Of 3battleline units and with a 100clanrats you’ll have enough meathsields to survive a good amount of time.  And for the rest just go with what you like the most.

4)well one of my favorite loadout for the stormfiends are 1with the warpfire barzziers, 1with the rattling gun, and last but not least 1with the doom flauer gauntlet. This is probaly one of my favorites loadouts, since it gives you the player a unit that can keep up with any units, dealing immense damage to hordes and elites, or better said basically anything that exist on the battlefield.

still if you dislike this kind of load-out, there are still others that can be rather useful.

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13 minutes ago, Entombet said:

Hi i'm thinking about returning my old Skaven to AoS, ofc i would need to buy some stuff. How playable would be this list?.

Grey Seer on Bell - general

Verminlord Warpseer

Warlock Bombardier 

Skaven Clawlord on Brood Horror

 

40 clanrats

40 clanrats

20 clanrats

25 acolytes

9 jezzails

 

Geminids

My main concern that if they will faq clawlord ca, then i just swap him and giminids for bombardier and vortex

Yeah technically seen, although did you know that the clawlord on Brood horrors only costs 160p rather then 220 by now🤔😅.

He got much cheaper and even if he lost the stackable gnash gnaw ability, he is worth his points.

 

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