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Num

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Posts posted by Num

  1. Hi,

    On a youtube battle report that was posted there some time ago (KO vs Skaven), someone posted a comment that got me thinking.

    The person said that Warlock Engineers cannot cast Mystic Shield and Arcane Bolt. Contrary to other casters, their warscrolls do not state that they know these spells...

    I double checked the warscrolls and they indeed do not mention these spells...

    Come on GW, why do you have to create confusion everywhere??

    What do you think?

  2. On 8/17/2019 at 6:54 AM, swarmofseals said:

    I've been bouncing around a bunch of different variations on "9 Stormfiends" and have found that my deliberations have come down to two questions: the clanrats and the heroes.

    For the rats, there are two obvious variations, one involving 3x40 Clanrats and one with 1x40, 2x20 Clanrats and 40 Plague Monks. The latter version requires shaving points from the characters. Alternately you can go for a slim 3x20 Clanrats version but I'm skeptical about that plan.

    The character suite involves choosing some combination of the following: Arch-Warlock, Warlock Bombardier, Grey Seer, Grey Seer on Screaming Bell, Verminlord Warpseer, and Thanquol. There are several necessary roles to play: sparking/casting MMMWP, providing battleshock immunity, reliably casting Soulscream Bridge, and holding objectives in hero-focused missions. I've considered the following variations:

    • Warlock Bombardier, Grey Seer, Verminlord Warpseer: this was my first version but I'm pretty sure it isn't correct. It hits 2000 exactly with 3x40 Clanrats, but with no bonus CP you are at risk to lose a lot of rats if you go second and eat an alpha strike.
    • Arch-Warlock and Verminlord Warpseer: Can't fit Plague Monks, but it does get a CP and a good shot at a triumph. Key Skryre caster is tougher, too.
    • 2 Warlock Bombardiers and Verminlord Warpseer: As per the second option, but no CP. Has the advantage of being less vulnerable to getting your warlock sniped.
    • Arch-Warlock and Grey Seer on Screaming Bell: Can fit the Plague Monk version, or can do 3x40 clanrats with room for something else. Battleshock bubble protection is much lower, but doesn't require CP. Not quite as tough for holding objectives as the Warpseer. If going the 120 Clanrat route, this build can take a backup Warlock Bombardier plus an extra CP. Could consider a Clawlord.
    • Thanquol and Warlock Bombardier: Can't fit the Plague Monk version, reliant on Inspiring Presence for Battleshock, and a bit less tanky than either the bell or the verminlord, but Thanquol is a much bigger threat and can cast Warpgale much more reliably. Can do 3x20 clanrats + 40 Plague Monks.
    • Thanquol and Arch-Warlock: as above but -20 Clanrats and plus an extra CP
    • Thanquol, Arch-Warlock and Grey Seer on Screaming Bell: the heaviest set of characters should be quite solid in battleplans where heroes cap, but requires trimming down to 3x20 Clanrats, so pretty suspect for horde cap battleplans.

    I'd love to hear your thoughts as these are some very difficult choices!

    Also, I'm a bit embarrassed to ask this, but is the Clanrats box set the same as the IOB/Spire of Dawn Clanrats or are they different? I'm honestly not sure which ones I have, and I can't conclusively tell from pictures online.

    I'm also debating the same issue...

    What is your current setup of choice?

    My core is

    40 x Clanrats (200)
    20 x Clanrats (120)
    20 x Clanrats (120)
    9 x Stormfiends (780)
    Hell Pit Abomination (240)

    Total: 1460 / 2000

    To fill the rest, I can:

    + verminlord warpseer+ arch warlock + 20 clanrats

    Or

    + screaming bell + arch warlock + 2*20 clanrats (so 3*40)

    Or

    + screaming bell + arch warlock + chaos sorcerer lord (for some free mystic shields)

    Or swapping arch warlock with bombardier for an extra CP, or 20 clanrats with a warp grinder team.

     

    The core question is: is it enough to have 2 heroes (one to babysit the 9 stormfiends and the other for battle shock immunity)?

    Then the question of how to best spend 160 points: pumping units of clanrats to 40, warp grinders, extra CP, endless spells, doomwheel, chaos sorcerer lord, ...

    Tough call...

  3. 42 minutes ago, mmimzie said:

    single/double death frenzy clan rats with +2 attacks from skaven brew and claw lord, and if really need the damage the warbringer can command ability as well. With  the warbringer buff they've taken out 20 man sequitor blocks reroll armor. 

    Edit: and not saying it's omg the best thing in the game, gonna win everything, perfect list. Just that's what the current list does, and seeing if folks having any cool alternative recommendations that fit well. I like the call clan rats because any near the verminlord or frenzy bell can be weaponized, giving me a larger potential damage block??? than say if i had 1 just unit of plague monks, the opponent would know to just avoid that block of plague monks. 

    Then may I suggest removing the vermintide to get an extra command point?

    Or replacing the arch warlock with a warlock bombardier/engineer (they get the same reroll for the WLV but cost less, as you don't have other skryre units anyway).

    You could then swap the gravetide with soulsnare shackles and still be left with 1950/2000 for an extra CP.

     

    Cheers

    • Like 1
  4. Having 2 bells seem nice, but how are you usually dealing with tough enemy units that already are on top of objectives? I don't see in your list many ways to actually deal large amounts of damage (stormfiends, plague monks, stormvermins, rat ogors...)

    Cheers

    • Like 1
  5. Hard to tell without seeing the model fully painted, but I personally like it. I don't mind the washed out effect as long as it is for clanrats. Aren't they meant to be dirty anyway? :) I wash mine a lot too using Agrax Earthshade. I like that they look fresh out of the pit.

  6. What if I were to get hold of 140 clanrats in addition to the 100 I already have?

    I remember we talked a lot about the horde strategy a while ago, but I didn't hear about reports besides one from @Skreech Verminking

     do you think fielding 240 clanrats is still a promising strategy? Along with a bell, and a verminlord warpseer I suppose. Why not a warp grinder, a bridge or a chronomantic cogs besides.

    Or would I lose too much by not using a hammer like stormfiends or plague monks?

    Cheers

  7. Great thinking @swarmofseals



    As 9 stormfiends is still uncommon and under tested, I'm not sure either about how to pair them.

    I almost brought 9 to a local game until learning that it was going to be a 2v1. So I didn't want to bring a "all eggs in one basket" list with 2 opponents...

    I had a Chaos Sorcerer Lord in this list, allied with a nurgle mark. I feel it doesn't look so great on paper for 160pts, but I brought it in nevertheless to babysit the stormfiends even more with a reroll saves of 1. It acts the same as for MMMWP/deranged inventor, in that the ability can be used to compensate for a failed spell.

    In addition to a warlock/archwarlock and a warpseer/bell, that would make 3 babysitting heroes: 1 for save, 1 for damage and 1 for battle shock

     

  8. 22 minutes ago, PiotrW said:

    Hey guys, I got my first Skaven today (thanks to a colleague that had some and wanted to sell them). And so, I have a question:

    I've got 20 Stormvermin now: 2 Fangleaders (one of them has a shield), 2 Drummers, Two Banner-rats, 6 ordinary SVs with shields and 8 SVs without shields. Can I field them as one unit of 20 SVs with Clanshields (meaning, with the Save bonus), or wouldn't it be allowed? Also, if I split them into two units, can I make a unit with a shield-carrying Fangleader, a Drummer, a Banner carrier, 6 SVs with shields and 1 SV without a shield - and claim the Clanshield bonus? I suspect it's all about what my oppoents would say to this, but do you think it'd be most probably acceptable, or does it go against the spirit of the game?

    On another note: how do the SV compare against the Clanrats? Does it make more sense to invest in Clanrats or the SV?

    Welcome :)

    As you can see from the battle report of @Skreech Verminking above, stofmvermins are very different to clanrats. They are also very fringe, and will never be able to be worth without clanrats around. They also need to be 30 or 40...

    So I think a start would be to invest in clanratd, which are key to absolutely all the lists. Then test your 20 stormvermins alongside the clanrats and decide whether you are willing to bring 20 more like in Skreech's list.

    From a hobby side, I personally love the models but hate painting them. Personal taste though... Many here enjoyed painting the stormvermins because of the details

     

  9. 8 hours ago, Gwendar said:

    - Yeah, as you saw from my batrep, not getting off Skitterleap completely crushed the plan of recasting WLV top right, but these things happen. However, that 13" range really is worse than initially anticipated. It worked against that Fyreslayers player thanks to the easy deployment and him not understanding it and piling everything front and center on deployment.. so it was great, especially since he had no dispels. I'm largely considering dropping it for the next few games and seeing what I can do with those 100 points. I feel the same about your other choices as they work hand in hand with it.. BW is it's own thing and I think it can still be useful, especially with Skitterleap but.. I'm usually already strapped for points.

     

    What if we were to use the Warp Lightning Vortex as a melee support spell? Throw it on a unit we are going to charge with clanrats. The unit takes damage. Movement phase, the unit takes damage again. The clanrats charge and lock the unit into melee.

    Next turn, everyone takes damage (clanrats included), but, well, that is what they are here for.

    It would take several turns for the locked unit to escape the WLV, assuming we protect the clanrats from battle shock.

    The wizard could then cast WLV from closer to the combat area. With a few more spells in addition (death frenzy, wither, plague, or warp lightning storm, mmmwp...).

    I feel that the spell casters now work better from a closer range, as does the WLV.

    I'm going to test it like this next time, with blobs of 40 clanrats...

     

    as for the gnawbomb, I always wanted to have a Skaven army in which each turn sees hordes of Skaven sent from one side of the map to another. Endless hordes coming from everywhere.... I have seen a deal for 160 clanrats and 40 giant rats which I am considering, to add to my 100 clanrats and 80 giant rats...

     

    • Like 1
  10. I had another game with my 2k army.

    This time 1v2 - me versus 1k idoneth and 1k slaneesh.

    I lost round 5 with 13 points to 15. It was a really tense and close game. I'm not sure I will be able to do a full battle report, but here were my key learnings:

    - the endless spells continued to disappoint... WLV at 13" is way too hard to cast I feel. Casting it after a teleport is highly uncertain, as you need to succeed both the teleport and the WLV. I failed twice. Casting it in the melee comes too late to make enough impact. The soulsnare shackles did not do much. The balewind vortex neither, as the extra range could not be put to much use and the extra spell neither. I think I will drop all the endless spells and focus on the realm ones, unless I could find another shenanigan... What were your experiences post nerf?

    - 6 stormfiends MVP but they need a bravery boost or battle shock immunity... I again lost one on a 6. Some powerful opponents can wipe 2 stormfiends in one phase so it becomes very risky. I feel that babysitting is a must... I'm thinking of throwing a unit of 9 and an allied Chaos Sorcerer Lord for that reroll 1s on save, hit, wound (but it costs 160pts...). It can also serve as a backup for a failed MMMWP.

    - skitterleap is great... Gnawholes are great... How do you abuse these? What about an assassin with Gnawbomb? Or I'm thinking about a couple of warp grinders...

    - I find the cannons still very random. I may focus on stormfiends instead (or jezzails).

    - for a long time I have been playing clanrats in 20s to focus on other things. But they again won me objectives... Just one alive is enough to capture points left unattended behind. Having 40 clanrats makes it more likely to have survivors. I'm going to up clanrats to 40.

     

    All in all, my list is becoming similar to the one posted by

    @Gwendar

    • Like 1
  11. @Skreech Verminking

     Cool lists :)

    For list #2, I like the vortex but where on earth are you going to place it, given the whole board will be full of your rats? :D Perhaps it could be replaced by a Master Moulder or a Clawlord. I think the list could like some buffs.

    For list #1 I'm not so sure about stormfiends in 3s. Instead of the 3 stormfiends, 2 throwers and doombell, what about 2 warp cannons and a warp grinder team to deepstrike the stormvermins and keep them safe meanwhile?

    List #3 I think at least one unit of clanrats deserve to be in to take some hits for the stormvermins. E.g. replace 40vermins with 40 clanrats, a screaming bell and an extra command point?

    What do you think?

    • Like 1
  12. Hello all,

    I don't know much about the factions that make Free Cities, although I collected some Free People once, but I wonder: Do you think Free Cities could be a way to field some Middle Earth minis (humans, dwarves and elves)?

    I've always been attracted to the Middle Earth minis because I love the LOTR setting, but I don't know anybody who plays this boardgame and my GW shop doesn't support it either.

    But I thought it could be a way to play these miniatures as proxys for some Free Cities units. I don't think the GW shop would mind, as they could still sell me the Middle Earth minis.

    What do you think?

    Edit: nevermind, I found many answers there:

    Cheers

  13. 9 hours ago, Pejzub said:

    There is nothing better than a huge mutated rat with three Gatling cannons being controlled by a little skaven-brain happily sitting on its back.

    Change my mind.

    While at this topic, what are some other units you wanted to try, which are not considered staple and you see a potential in them, or you are actually actively playing them and having a success?

    I really want to try a unit of 30 or 40 stormvermins with a Clawlord, and possibly a battalion then to reduce the drop count and get an extra artifact.

    On paper they look brutal...

    Also I have 9 stormfiends and a warp-grinder so I think I will definitely try them out some day too. As I say in my battle report, 6 was already overkill though. 9 is going to be more-more-more overkill then! I like it :)

  14. On the stormfiend debate, I just fielded 6 in a 2000pts game today against Idoneth Deepkin.

    I'll post a battle report on my TGA blog soon, but they indeed were absolute MVP... They managed to wipe an Eidolon, two Allopexes, 20 thralls and Isharann without losing any single model! But then the Leviadon wiped them by killing 3 and making the other 3 leave to battleshock...

    I agree that it was their survivability that saved me. The acolytes on the other hand needs much more babysitting. My unit of 15 got charged early and with only 7 left I couldn't scale their damage enough.

    I'm hesitating to remove the 15 acolytes and a cannon to field 3 more stormfiends (total of 9) and a warp grinder team. But that would make a lot of Skaven eggs in a same gnawhole... It may be risky...

    This was my 980pts Left flank....IMG_20190730_125920.jpg.1c1cce8614eecb1437841616fed1d676.jpg

     

    • Like 1
    • LOVE IT! 2
  15. Hi, I have 2 rules questions regarding the Warlock Engineers/Bombardiers please:

    - Can we cast Warp Lightning more than once per engineer? For example if the engineer is on top of a balewind. The warscroll says any number of engineer can cast the spell. I suppose it negates the core rules on that?

    - Can we use multiple engineer to boost a same Warp Lightning Cannon? The warscroll says that a single engineer cannot boost more than one cannon. But what if I boost one cannon with two engineers? Do I get to roll 18 dice then?

    Thanks

  16. On 7/17/2019 at 5:28 PM, Num said:

    OK I'm going to enroll in a summer league ran by my local shop. One needs lists that can evolve from 1k to 2k.

    As I haven't played for a while, may I ask for some feedback on the following evolving list please? I am especially unsure about which trait/artifact to take.

     

    1000pts

    Allegiance: Skaventide
    Arch-Warlock (160)
    - General
    - Trait: Verminous Valour
    - Artefact: Vigordust Injector
    - Lore of Warpvolt Galvanism: More-more-more Warp Power!
    Warlock Engineer (100)
    - Lore of Warpvolt Galvanism: Warp Lightning Shield
    20 x Clanrats (120)
    - Rusty Spear
    20 x Clanrats (120)
    - Rusty Blade
    15 x Skryre Acolytes (180)
    Warp Lightning Cannon (180)
    Warp Lightning Vortex (100)
    Soulsnare Shackles (40)

     

    1500pts:

    + Balewind Vortex (40)

    + 20 clanrats (120)

    + 1 War Lightning Cannon (180)

    + 1 Grey Seer (140) with Skitterleap

     

    2000pts:

    + 6 stormfiends (520)

    (Change the arch warlock trait to deranged inventor?)

     

    The main "trick" is the skitterleap + spells + back with a gnawhole.

    The balewind is either for the grey seer, or for the warlock engineer. On top of a balewind, the engineer can cast its spell twice (so 2d6 if overcharged, which isn't very risky). The engineer also has time to come back through a gnawhole in time to buff a WLC in the shooting phase.

    What do you think?

    Cheers

    To encourage advice, allow me to post some pictures of the army as planned :D (1 WLC still left to be painted)

    IMG_20190720_182521.jpg.7788b09b8fb10526a688ad3d0bc023fc.jpg

    IMG_20190720_182306.jpg.981e17b489e9de7f64b16b9224d6c0d5.jpg

    The endless spells (the balewind vortex is magnetized and can be moved from its original base to any of the gnawholes)

    IMG_20190720_110430.jpg.3f757d9b742916ecfb588f9237853cf6.jpg

    The Skryre recruits

    IMG_20190720_182551.jpg.902967ca67b1d60b390412779340ea0f.jpg

    The verminus meatshieldsIMG_20190720_182607.jpg.37898d2c604df266bee3da12d3e11945.jpg

    Cheers

    • Like 3
  17. OK I'm going to enroll in a summer league ran by my local shop. One needs lists that can evolve from 1k to 2k.

    As I haven't played for a while, may I ask for some feedback on the following evolving list please? I am especially unsure about which trait/artifact to take.

     

    1000pts

    Allegiance: Skaventide
    Arch-Warlock (160)
    - General
    - Trait: Verminous Valour
    - Artefact: Vigordust Injector
    - Lore of Warpvolt Galvanism: More-more-more Warp Power!
    Warlock Engineer (100)
    - Lore of Warpvolt Galvanism: Warp Lightning Shield
    20 x Clanrats (120)
    - Rusty Spear
    20 x Clanrats (120)
    - Rusty Blade
    15 x Skryre Acolytes (180)
    Warp Lightning Cannon (180)
    Warp Lightning Vortex (100)
    Soulsnare Shackles (40)

     

    1500pts:

    + Balewind Vortex (40)

    + 20 clanrats (120)

    + 1 War Lightning Cannon (180)

    + 1 Grey Seer (140) with Skitterleap

     

    2000pts:

    + 6 stormfiends (520)

    (Change the arch warlock trait to deranged inventor?)

     

    The main "trick" is the skitterleap + spells + back with a gnawhole.

    The balewind is either for the grey seer, or for the warlock engineer. On top of a balewind, the engineer can cast its spell twice (so 2d6 if overcharged, which isn't very risky). The engineer also has time to come back through a gnawhole in time to buff a WLC in the shooting phase.

    What do you think?

    Cheers

  18. I especially like splintered fangs, corvus cabal and Untamed beasts because of the Conan vibe they have.

    I'm huge fan of Howard's Conan which is why I'm sold on them.

    I'm definitely going to roleplay the untamed beasts trying to stop a dark ritual from the splintered fang in some ancient and forsaken temple in the middle of a desert. Or from the corvus cabal on top of a mountain, in some sort of nest-like hideout...

    Fun times ahead

    • Like 2
  19. 1 hour ago, MisterJoshua said:

    Hi-hi

    First post here on tga. I had a small amount of rats back in WHFB and a friend has recently talked me into playing AoS. Naturally the furry ones are the first place I headed.

    I’ve only actually played once so far, but I’ve been doing a lot of reading up and have a good idea of what I want to do.

    First rule: Rule of cool is #1. It’s what drew me to Skaven originally. That means there are a couple of units that are auto-include for me in any list. The Bell and the Doomwheel. Beyond that I’m quite flexible, though I’m not really a fan of the Pestilens aesthetic and I love Skryre.

    I currently own the Carrion Empire box and 80 odd clanrats. I’m currently thinking of building towards the following.

    List: 

    - Grey Seer on Bell

    - Arch-Warlock (General; Deranged Inventor)

    - Bombardier

    - 40 Clanrats

    - 20 Clanrats

    - 20 Clanrats

    - 6 Stormfiends (Shooting options)

    - Warpgrinder

    - Doomwheel

    - Warp Lightning Cannon

    Spells: Warp Lightning Vortex and Vermintide

     

    Plan: I’ve read that the endless spells are good, and they fit the theme. The idea would be to skitterleap the AW in range to cast them, then pop the Stormfiends and Warpgrinder up next to him. Deranged inventor and sparks will kick out a ton of damage while the vermintide and Warpgrinder screen them a little. The Doomwheel can support and take advantage of the sparks. The Clanrats move up to take the objectives supported by the bell and the WLC plinks away at the characters.

    Thats the basic idea anyway. Not had chance to test it yet, but looking forward to giving it a go. :D

     

    The list looks great :)

    But don't forget the skaven spell Lores. The arch warlock can cast more more more warp power which is somehow better than the deranged inventor trait (reroll hits and wounds but D3 damage to the unit afterwards). This could allow you to make your bell general instead (e.g. with master of magic).

    Cheers

     

  20. Hi,  I have sone questions about clan Moulder please:

    - does the master moulder ability restore the unit as it was at the beginning (e.g. 40 giant rats) or as it was when destroyed (e.g. 10 giant rats were left in the unit when they got destroyed)?

    - do you think that the battalion is worth the 160pts for the single drop and the 4+ instead of 5+ ability?

    - has anybody played moulder lists with some success?

    I think I'll try a core with a screaming bell, chronomantic cogs, master moulders, 80 giant rats and 6 rat ogors (I don't have any hellpit abomination yet)

    Cheers

  21. 38 minutes ago, Coyote said:

    Stormvermin - I think the numbers will show a Unit of 30 for 360 will be one of best output units for us.  Hitting +3 / Would +2 with a +4 Save - Please let me know how it works.  Losing 1 Stormvermin puts at +3/+3 which is almost perfect for a Unit still over 20 models and greater than 40+ attacks.

    That extra +10 wounds before dropping to >20 - opponent needs to either generate 10+ mortals to take us below 20.  If they have -1 tend, they need to generate what 15ish wounds to threaten us to drop us under 20.

    That is tempting...

    But I have never been able to clearly decide which melee hammer is more worthwhile between the stormvermins and the rat ogors...

    I feel they are quite equivalent, besides the model count.

    Any thoughts?

  22. I have been told that it has to do with the rules, because using some FW models would be quite unfair and unbalanced. So they just decided that they can't be used.

    Perhaps they would allow them nevertheless if I happen to come to an event with some. But as I don't own any, and wasn't encouraged to buy any because of this "rule", I have never insisted.

    I still feel it's a bit of a shame, because I would have gladly bought their Skaven range.

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