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The potential best scurry-fastest Unit in the whole game Yes-yes


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The Doomwheel

 

With the movement characteristic of the result of 4d6, the shooting characteristic of d6 or 2d6 if overcharged, this models seems fairly stupidly underpowered for it’s price.

But of course that isn’t where the fun stops.

With the vial of the fulminator you can double the movement characteristic of a doomwheel, which gives it a potential move of 48inches.

Certainly it’s shooting sounds terrible and it can be at times, but you have an almost guarantee of killing of small support heroes every turn. And if your lucky you might even kill a Nagash in a single turn with a single doomwheel.

 

This literally makes the doomwheel a potential thread.

 

With an average of 28 inch movement, the chance to move over units with a wounds characteristic of 3 or less makes this unit amazing in just annoying your foes.

 

In a very desperate time the doomwheel can also be used to capture unprotected objectives, although I personally prefer to use him as an army stopper.

Put him in front of a high damage dealing unit (that can’t fly) or just some meathsields keeping the rest of your hated enemy high damage dealing things save, and your foe is basically forced to either attack it and hopefully kill it in a single turn, or just plainly said ignore it, being denied a ton of movement space and having to fear the potential threatening death of their heroes in the next turn.

What makes this unit especially great, is the foe underestimating the skaven.

there are three kinds of people in the game when it comes down to the skaven.

-those who know nothing about the skaven

-those who think they know them (but actually don’t)

- and you (only for skaven players, sorry mate), the diabolical  mastermind who brought the end times over the old world, and gets underestimated every time.

 

This propositions are what makes the doomwheel great.

Doomwheels are after all the most broken unit in the game.

No matter what army you might play,

against a Doomwheel list, your win-rate will be reduced to “uncertainty

 

Edited by Skreech Verminking
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How does this look for a max doomwheel list? @Skreech Verminking

Allegiance: Skaventide

Leaders
Warlock Engineer (110)
Warlock Engineer (110)
Grey Seer (140)
- General

Battleline
3 x Stormfiends (260)
3 x Stormfiends (260)
6 x Stormfiends (520)

Units
1 x Doomwheel (150)
1 x Doomwheel (150)
1 x Doomwheel (150)
1 x Doomwheel (150)

Total: 2000 / 2000
Extra Command Points: 0
Allies: 0 / 400
Wounds: 119
 

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3 hours ago, Kirby said:

Sign me up for an impulse buy too.

Maybe @Skreech Verminkingshould open a 2nd hand Doomwheel showroom for aspiring Warlords - “well maintain - one careful driver”

 

 

 

8978C91E-1D10-441B-A008-884089ED2631.jpeg

I will do so soon, although I currently only own 3 Of that magnificent unit.

 

1 hour ago, Malakithe said:

But seriously...i want to see a max doomwheel list

I actually made a few.

one of which I’m very proud of and would have used at a tournament, was this list:

Allegiance: Skaventide

Leaders
Warlock Bombardier (120)
- General
- Command Trait: Verminous Valour  
- Artefact: Vial of the Fulminator  
- Lore of Warpvolt Galvanism: More-more-more Warp Power!

Battleline
40 x Clanrats (200)
- Rusty Blade
40 x Clanrats (200)
- Rusty Blade
40 x Clanrats (200)
- Rusty Blade
40 x Clanrats (200)
- Rusty Blade
40 x Clanrats (200)
- Rusty Blade

Units
1 x Doomwheel (150)
1 x Doomwheel (150)
1 x Doomwheel (150)
1 x Doomwheel (150)
1 x Warpfire Thrower (70)
1 x Warpfire Thrower (70)
1 x Warpfire Thrower (70)

Endless Spells / Terrain / CPs
Bell of Doom (40)
Prismatic Palisade (30)

Total: 2000 / 2000
Extra Command Points: 0
Allies: 0 / 400
Wounds: 246

although sadly I am unable to rebase 80clanrats till the tournament starts. With my studies this basically became impossible with such little time.

which is why I’ll be using this list instead:

Allegiance: Skaventide
Mortal Realm: Chamon

Leaders
Warlock Bombardier (120)
- General
- Command Trait: Deranged Inventor  
- Lore of Warpvolt Galvanism: More-more-more Warp Power!
Warlock Bombardier (120)
- Artefact: Vial of the Fulminator  
- Lore of Warpvolt Galvanism: More-more-more Warp Power!
Warlock Bombardier (120)
- Lore of Warpvolt Galvanism: More-more-more Warp Power!

Battleline
40 x Clanrats (200)
- Rusty Blade
40 x Clanrats (200)
- Rusty Blade
40 x Clanrats (200)
- Rusty Blade

Units
1 x Doomwheel (150)
1 x Doomwheel (150)
1 x Doomwheel (150)
10 x Night Runners (80)
10 x Night Runners (80)
20 x Skryre Acolytes (200)
20 x Skryre Acolytes (200)

Endless Spells / Terrain / CPs
Prismatic Palisade (30)

Total: 2000 / 2000
Extra Command Points: 0
Allies: 0 / 400
Wounds: 219

57 minutes ago, idn0971 said:

How does this look for a max doomwheel list? @Skreech Verminking

Allegiance: Skaventide

Leaders
Warlock Engineer (110)
Warlock Engineer (110)
Grey Seer (140)
- General

Battleline
3 x Stormfiends (260)
3 x Stormfiends (260)
6 x Stormfiends (520)

Units
1 x Doomwheel (150)
1 x Doomwheel (150)
1 x Doomwheel (150)
1 x Doomwheel (150)

Total: 2000 / 2000
Extra Command Points: 0
Allies: 0 / 400
Wounds: 119
 

I love it.

just remember to equip the vial of the fulminator artifact on one of your engineers, and your ready to go

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40 minutes ago, Malakithe said:

Are Acolytes good? Are they basically clanrats with a shooting attack?

When it comes down to bodies per points, they are worse then clanrats.

But they are a significant thread.

with mmmwp or deranged inventor a warpstone spark, they are able to basically oneshot almost all unit that get in their range (exceptions would be big cheap dinosaurs that have a 1+ save and can reroll failed save rolls) and they are able to run and shoot, which gives them a potential thread range of 20inches”.

most enemies would want them dead in seconds, then to be blasted away by them, which often makes them a target.

That really doesn’t sound that great, but when you have a few doomwheels in addition, acolytes make exceptionally well cannonfodder, for that reason, or if your fighting against a combat army like fyreslayers, you’ll have the chance to basically kill every unit of berserkers, after you’ve been able to snipe those pesky heroes of, which thankfully the doomwheel can take.

 

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So my first opponent I’ll be facing on the event has already been determined.

His list:

Allegiance: Fyreslayers

- Mortal Realm: Ghur

- Lodge: Hermdar

 

LEADERS

Auric Runefather (100) (LoL)

- General

- Command Trait: Warrior Indominate

- Artefact: Tyrant Slayer

Auric Runesmiter on Magmadroth (250)

- Forge Key

- Magmadroth Trait: Coal-heart Ancient

- Prayer: Ember Storm

Battlesmith (140) (LoL)

- Artefact: The Nulsidian Icon

Auric Runemaster (120) (LoL)

- Prayer: Prayer of Ash

 

UNITS

20 x Hearthguard Berzerkers (400) (LoL)

- Broadaxes

20 x Hearthguard Berzerkers (400)

- Broadaxes

10 x Vulkite Berzerkers (140)

- War-Picks & Slingshields

5 x Auric Hearthguard (120)

1 x Grundstok Gunhauler (130)

 

BATTALIONS

Lords of the Lodge (150)

 

ENDLESS SPELLS / TERRAIN / COMMAND POINTS

Runic Fyrewall (40)

 

TOTAL: 1990/2000 WOUNDS: 151

LEADERS: 4/6 BATTLELINES: 3 (3+) BEHEMOTHS: 1/4 ARTILLERY: 0/4

ARTEFACTS: 2/2 ENDLESS SPELLS: 0/3 ALLIES: 0/400


vs. my triple Doomwheel list

On 4/24/2021 at 5:14 PM, Skreech Verminking said:

 

Allegiance: Skaventide
Mortal Realm: Chamon

Leaders
Warlock Bombardier (120)
- General
- Command Trait: Deranged Inventor  
- Lore of Warpvolt Galvanism: More-more-more Warp Power!
Warlock Bombardier (120)
- Artefact: Vial of the Fulminator  
- Lore of Warpvolt Galvanism: More-more-more Warp Power!
Warlock Bombardier (120)
- Lore of Warpvolt Galvanism: More-more-more Warp Power!

Battleline
40 x Clanrats (200)
- Rusty Blade
40 x Clanrats (200)
- Rusty Blade
40 x Clanrats (200)
- Rusty Blade

Units
1 x Doomwheel (150)
1 x Doomwheel (150)
1 x Doomwheel (150)
10 x Night Runners (80)
10 x Night Runners (80)
20 x Skryre Acolytes (200)
20 x Skryre Acolytes (200)

Endless Spells / Terrain / CPs
Prismatic Palisade (30)

Total: 2000 / 2000
Extra Command Points: 0
Allies: 0 / 400
Wounds: 219

 

Victory will be certain yes-yes

mighty Skreech will raise-scurry to victory, uahahaha!!

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4 hours ago, Malakithe said:

Normal Fyreslayers list aside from the Gunhauler. Tough nuts to crack. You need to take out the support heroes first 

I know.

there’s a reason I got doomwheels.

Depending if he gives me the first turn, killing his monster guy with the run and charge prayer for berserkers might be the best option for my first doomwheel.

Considering that I got 2 units of nightrunners for keeping my second line of meatshields save, I should be able to deal enough damage that their won’t be much left of the berserkers.

I actually have a feeling that I’ve got a good chance at winning this.

he has got no mentionable shooting, that could hurt my monster less list, he seems to have no teleport, which should make it easier for me to leave my back open, and scurry-run forward, and I’ve got enough meatshields between my elite globethrowers and his berserkers, and enough potential thread to snipe all of his mentionable heroes in a single turn out, that this might actually become a cakewalk.

although his kings guard (auric hearth guard) will make it a but harder to snipe his heroes on foot.

although one small mistake and he has lost his aura buff 

Edited by Skreech Verminking
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44 minutes ago, Malakithe said:

This is true. The Fyreslayers list requires some good knowledge of how to keep everything within aura ranges. Depending on where he places the fyrewall you might not be able to shoot some of the heroes.

Mate, it’s a wall about as big as the palisade,

and then there’s that one lucky doomwheel, able to move 40inches or more,

I think we all know how little affect that palisade will have😉

Edited by Skreech Verminking
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5 minutes ago, Malakithe said:

Yeah if you roll some good dice you could just go around it. Can the doomwheel go over an endless spells/prayer thingy?

I believe not, unless of course it is considered being a model with less then 1 wound, but until then I’ll just consider the endless spell as a impassable terrain feature.

but that shouldn’t stop me.

when it comes down to doomwheels, my dice seem to roll like hot cheese

Edited by Skreech Verminking
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