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Num

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  1. The explorer who dared to venture outside Pigbarter, along the River Ruin and then south, would come upon an amazing landscape. He would see fields of black corn stretching as far as the eye could see, but would find no farms. "How could such barren, polluted land support such vegetation?" he would ask himself. No matter how hard he searched, he would not find the hidden caves in the middle of the fields that led to the underground farmland of Clan Prepnik. For there is nothing natural about these fields of Black Corn - the aridity of the Dark Lands and the stench of the River Ruin would never have allowed such an abundance of crops. This abomination is the work of the Skaven of Clan Prepnik, living in tunnels dug and hidden beneath their own fields. The Black Corn cobs are not fertilized and watered on the surface - the environment is far too hostile and the enemies far too numerous - but underground, right at the roots. In the same way, the ripe corn is harvested from underneath, pulled by its roots. No one can therefore suspect the intense agricultural activity of the Skaven on these inhospitable lands. Let us live happily, let us live hidden. But how and why did the Skaven start farming? To understand this, we must go back to the origins of the Clan Prepnik's master, Grey Seer Bouldrak. Long ago, Bouldrak was locked up and cursed with a Dark Hunger spell by his former traitor-sneak disciple. For days he was faced with insatiable hunger, reduced to the most primal instincts of common sewer rats unworthy of a descendant of the Horned Rat such as himself. "No more hunger, never-no" Bouldrak swore to himself, traumatized by the experience. Once he had escaped and his traitorous disciple was exterminated, Bouldrak set out to build the largest food supply a Skaven clan had ever known. He will have so much food, he thought, that all Skaven, humans, dwarves, and other enemies will have no choice but to pledge allegiance to Clan Prepnik, once the Black Hunger consumes them all. They will then beg Bouldrak, or die on an empty stomach. Clan Prepnik stores their precious crops in huge underground silos guarded by Grainkeepers, shock vermin with an absolute fear of the Black Hunger. Bouldrak exposes them at an early age to the same treatment he once endured: locked up with a Black Hunger spell until they die or escape loyal to Bouldrak. At their head is the Warlord Snut Grainsplitter, Bouldrak's loyal servant and rumored to be able to split a black corn kernel in flight. These silos are sometimes coveted by certain Prepnik rats, who don't understand the point of storing food rather than devouring it quickly. If a thief gets past the Grainkeepers, Warlord Snut Grainsplitter, Grey Seer Bouldrak (who lives in the silos), traps scattered outside and inside the silos, but gets caught, he is immediately condemned to starve to death in the very heart of the silos of his lust. In order not to put the reserves under pressure, the Prepnik clan carries out a drastic management of its births. The females deliver small litters, regulated by Bouldrak and his Packmasters. If overpopulation should inadvertently (or treacherously?) occur, members of the clan are locked up together and condemned to kill each other until only one remains, who is then released and promoted to unit leader. In the event of an impending war, the abundance of food allows the population to increase in anticipation of losses. The lifespan of the Skaven of Clan Prepnik is relatively short, even by Skaven standards, probably because the ceiling of the galleries, made of Black Corn roots, oozes with the pesticides spread daily and concocted from Warpstone and polluted water from the River Ruin. Perhaps also because the work is hard and all the members of the clan work tirelessly to cultivate the unlikely Black Corn in these desolate lands. After years of cultivating hidden and ignored by all, Clan Prepnik is beginning to emerge from its burrow. To increase his supply, Bouldrak now reluctantly finds he must interact with other clans. He needs beasts from Clan Moulder, muscular but genetically modified to be frugal. He needs brains from Clan Skryre to design new and more efficient agricultural machines. They need to diversify their food sources, so they don't have to rely solely on Black Corn, and so they trade. Emissaries from Clan Prepnik are about to be sent to the markets of Pigbarter, Under-Delberz, Under-Altdorf and Skavenblight...
  2. I don't think it is possible? I remember bringing in AoS 2a list with 3 warlocks, cogs and balewind vortex to abuse warp lightning, but was told that I couldn't cast a same spell twice. Two warlocks could cast a warp lightning each, but not more than one? The rule of AoS v3 also says that a same spell can't be cast twice in the same phase, even with a different wizard But does the WLE and WLB rule supersede these?
  3. Thanks, that looks very nice with Arch-Warlocks and Grey Seers then! I have always found that their abilities to cast several spells was diminished by the fact their best spells were from their lores. Now with two spells each, I could totally see a command entourage of wizards... A grey seer and two arch-warlocks? 😑 I'm still hesitating at the moment between a Moulder list with rat ogres, and a Skryre list with 9 stormfiends... I think I'm going to lean towards the Skryre list
  4. Hi, I'm not sure I fully understand this new "spell lore enhancement". Can you help me please? So when I build my list, I can pick one "spell lore enhancement" for free. Thus, I can select one spell from any spell lore (e.g., "more-more-more warp power") and all my Skryre wizards then know that one spell (e.g., arch-warlock, warlock engineer, warlock bombardier). However, if I have a grey seer in addition, it doesn't know any spell from the lore of ruins and just the generic ones, correct? If I get extra spell lore enhancements, I can thus get extra spells that all my wizards will know. For instance, if I get chain warp lightning, all my Skryre wizards now have the choice to cast arcane bolt, mystic shield, MMMWP, CWP, or they usual one whenever they cast a spell, correct? It almost makes me want to dust my balewind vortex off. Until I realized that the balewind vortex has been sacked without notice....
  5. Oops yes, this is true. I got confused because the new rules said that the unit can get a mutation instead of a prized creation bonus (which only one model from the unit would get 🙄) Strange...
  6. Imagine a squad of 8 Rat Ogors with Toughened Sinews and Prized Creation with 3 as the D3 roll! 72 wounds for 360 points. Oops, this doesn't work. Prized creation is only one model The 6 attacks per mutation is also fancy... I always wanted to play units of 8 rat ogors so now is the time
  7. @Gwendar Reading pour battreps (thanks by the way!), I had the feeling that stormvermins underperformed both times and acted just like a premium bag of wounds. Isn't it time to bring the stormfiends back? They can put up a rough fight and survive. Or with a melee loadout (2* warpfire) to make them less dependent on buffs? Or 8 rat ogors. They don't require a lot of babysitting (from 10dmg (2+) to 32 (6+) on their own) but if there is one master moulder/packmaster nearby, the damage can increase significantly... (Rabid crown + whip = from 17dmg(2+) to over 50 (6+)) I think that unbuffed, rat ogors perform better than stormfiends.
  8. @MasterMoulder @Cosmicsheep Nice idea for the Warpseer... I feel we lack some long range shooting and at least with the Warpseer we have the dreaded warpgale... I wanted to run Stormfiends in my lists, but unfortunately they are not very good without buffs. What about fitting Chronomantic Cogs? Would it be needed or useful to close range?
  9. Anybody building Moulder lists on the new GHB2020? @Ahriman @MasterMoulder @Verminlord @basement dweller @Cosmicsheep @Orphen1991 @wakadaka Also @Gwendar do you think that there is no hope for magic anymore? I've got a Balewind Vortex sitting around and enjoyed the times where I threw 6 spells a turn 😢
  10. I think I finally managed to do the maths on the Warp-Lightning Cannons... Let me know if that doesn't seem correct: Anydice WLC simulator function: WLC:n wlc POWER:n power plus BOOST:n roll DICE:n dice { COUNT: 0 if POWER-BOOST < 1 { POWER: 1 } else { POWER: POWER - BOOST } loop X over {1..WLC} { loop N over {1..DICE} { COUNT: COUNT + [count {POWER..6} in d6] } } result: COUNT } output [1 wlc d6 power plus 0 roll 6 dice] named "One WLC, not overcharged" output [1 wlc d6 power plus 0 roll 12 dice] named "One WLC, overcharged" output [1 wlc d6 power plus 1 roll 6 dice] named "One WLC in an Arkhspark coven, not overcharged" output [1 wlc d6 power plus 1 roll 12 dice] named "One WLC in an Arkhspark coven, overcharged" In output you can put 12 dice instead of 6 if you overcharge, or 2 wlc instead of 1, etc... "plus 0" refers to the arkshpark boost. If you put "plus 1" you will add 1 to the initial power roll. If the calculations are correct, there is roughly an equal chance to do each damage (12-14%), except that the chances of doing 0 is lower (7%) and the chances of doing 6 is higher (24%). There is 50% chance of doing at least 4 damage with a WLC (not overcharged). When you overcharge, damages almost double (54% chance of doing at least 7 damage). Now with an Arkshpark Voltik battalion, there is a 53% chance of doing at least 5 damage (not overcharged), and a 48% chance of doing at least 10 damage (overcharged). In summary, with 2 WLC and 1 engineer does an average of 11 damage per shooting phase. A double Arkshpark does 20 damage per turn on average. Also there is a higher chance of doing 6 damage than there is a risk of doing 0... Again, take with a pinch of salt because I am not so certain of my calculations...
  11. Nevermind Skreech, he considers low body count anything that is less than 120 clanrats 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
  12. Yes some weapon options are universally better (double hammer or grandhammer/great axe). I don't really get why they are so many weapon profiles instead of just letting weapons be customizable too (with the same destiny points system). Especially as one can just change the name of the weapon, and the tool is name the "anvil".
  13. 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
  14. Here are some more Skaven I made for my moulder and Skryre armies. The idea was to strike a balance between the models I had lying around unused, narrative, and usefulness... The moulder units bring magic and command abilities to my army along with bravery boosts. The skryre unit boosts the stormfiends and prevent them from fleeing on a 6 bravery roll...
  15. Behold my first custom Skaven heroes!!! Feedback is welcomed A Warlord riding a Vermintide for 400pts... An enhanced Warlcok Bombardier for 200pts, that can throw More-more-more Warp Power and Vigourdust Injector. A Warlock Engineer with a Ratling Gun for some tasty warpstone sparks for 200pts... And a Warlock Engineer that boosts the bravery of nearby unit and gives them a 6 ward bubble, and an extra command point (in addition to the usual MMWP+Vigourdust). All that for 200pts! Cheers
  16. Thanks, I think I will keep the Stormfiends then, and perhaps add 1-2 WLC if needed... I'd also like to run more Moulder in my list, but I am not sure a full Moulder list is viable enough... Rat ogors seem inferior to stormvermins, even with the point reductions. I may try the following though (4 drops): Otherwise, here is the mixed clans. I put the stormvermins battleline instead of the clanrats because clanrats seemed redundant with the giant rats (meatshields). Instead of a WLC+bombardier, I may also try a second HPA and chronomatic cogs...
  17. I am also wondering about the long range shooting options we have. From what I've read here, I see either jezzails or WLC. But can 6 stormfiends (2* globes) play that role instead? Is it enough? Or 2-3 plagueclaws and a architect of death plague priest for 2-3* 2+/3+(rerollable)/-2/2D6 ? What about a double arkspark battalion ? I love my double WLC but I've had some bad luck with them and I'd like to try something more mobile like fiends+doomwheels
  18. What about the hell pit abominations and doomwheels? I saw several of you running one or the other in the past months. Now that they both got a points reduction, would you still run them?
  19. Thanks @Skreech Verminking the link is wrong but its the same profile. Wow almost all points are down! What a theory crafting headache to come even the 10 points decrease (e.g. rat ogors) open worlds of possibilities... Back to crafting then!
  20. I was thinking of going too... If the Grand Skreech Verminking himself is in attendance, then it gets even better!
  21. @PiotrW There are two easy conversions you can do on the rat ogor with the blade. One is cutting part of the arm down and replacing it with a warpfire thrower or a windlauncher from the stormfiend kit. The size fits perfectly. The other is cutting the blade and add a flame on it (like the one from the island of blood clawlord banner). As for painting big models, I agree the good thing with skaven is that you don't really need big models anyway. You can do a full viable army with no big model.
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