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143 Celestant-Prime

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About Riff_Raff_Rascal

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  1. @KingOfSuede Well put. Like you said, its more important to keep you opponent honest with their plays. I had not considered its value against larger bases, only wounds (even though they are sometimes related). 32mm is definitely more than an inch, and so there's a lot more chance for error on your opponents part. Even now, I'm thinking of oval base units (like skin wolves) that people like to string out for screens or area denial; its even more dangerous. As for the range, I would be unafraid to build a list around it, just to see it work. Perhaps a skitterleap, warp-grinder list to threaten the enemy territory with big/scary units so they spread out more, then just teleport in the units to cast the spells instead?
  2. This first entry was an exercise in letting ago of fears and going for it. I must attribute my undertaking of this project to Age of Sigmar regulars from the Warhammer Weekly show, who, many cycles ago, made a big point of getting wild and wacky with your hobby. In particular when you've been using the guide rails of Citidal paints and the thought that you only had to paint the models that you were given. And thus began the era of making my own models or in this case, not kit-bashing at all, and going straight for a custom sculpt. Pretty daring at the time. Below are the steps I made towards my own skaven flavored Purple Sun Of Shyish. I'm sure it tastes great. This was a fairly recent project which just goes to show that even after a few solid years of hobbying, one can still have fears about taking leaps of creativity. In this case, feeling too comfortable in the build model, prime model, paint model routine that I'm sure a great many folks get stuck in (because we want to get to playing the game sooner!). I chose to dip my toe in another medium altogether. A key element was patience (which you'll have to get used to hearing). I knew that I was going to be doing lots of drastic additions and subtractions to the main model. I had to refrain from fully enclosing the Purple Sun from the back just so I could back-fill the sculpt just in case. When doing custom jobs, its a good reminder not to rush into a full assembly. I just did a quick online search for a rat's skull, imagined an exaggerated, often biologically incorrect image in my head and then focused on bringing out the prominent features of that image first. Objectively not too complicated as I let the original model guide me. I did need a dremel tool handy to carve out the corners of the eyes and did end up going all the way through the plastic at some points. I took this opportunity to practice under-highlighting. I recognized this hobby project's main goal was to practice the sculpting and not worry so much about the paint job. That said, under-highlighting was just what the doctor ordered as it's forgiving and fast so long as you plan on applying only a few super-thin coats of color afterwards. Side Note: this technique works much better if primed black first for greater contrast. However I knew my final color was going to be very bright and did not want huge contrast from the highs and lows. I avoided dishonor. Here is the final product in all of its glory. Definitely a confidence booster. Again this first entry was to show that confidence is huge part in trying new hobbying techniques. I apologize for the lack of structure to teaching the "how it was made" and how to do it yourself. In addition, I will be doing my best to focus on solving problems within the hobby for future posts; still figuring out how best to present these posts. That said, the lesson concerning having the courage to try new things has been the driving force behind this hobby for me from day one. I thought this was an easy lesson to present with my most recent work while not scaring anyone with outrageous/professional hobby projects. I mean, come on folks, you're all intimidating enough with your years of experience and what-not. My next post I hope will concern the discussion of storing horde miniatures in the general sense. I'll discuss my own custom methods and some other ways the community has used. Later I'll hopefully transition into how exactly each method affects your ability to even play the game effectively. Thanks for reading. Cheers!
  3. Anyone in Skavenblight may answer this one: Has anyone had any success with the Splinter and/or Splinter Screech spells? I recken' we hardly need these spells and personally they've been useless against my friends Death and/or horde armies. I'm trying to decide if I ever have an extra wizard for lore spells if I should lean into redundancy or try these unique ones. I suppose this is also indirectly asking if anyone has had the hair on their ear to field the Warpgnaw Verminlord.
  4. The following is just my local gaming group's attempt to make the realm rules for Ghur more interesting and exciting. We decided to only fix this one for two reasons: 1) Matched play tournaments have a difficult task of implementing its rules and 2) even in open play, my friends and I don't have enough monsters to use. Our mindset was to maintain the theme of monsters and the most notable idea we had was having a main mechanic to "create" more monsters on the battlefield, inspired by heroes/units being affected by the energy of the realm. From there, we tried to have the other realm abilities and effects have synergy with the MONSTERS keyword. We wanted to give all armies the capacity to have monster units (albeit temporarily), but also reward lists that have monsters already built in. Attached is our first draft of the realm rules/spells, following the general format of the other realms. Some of the rules were tweaked to be more exciting, others just replaced entirely. There's one or two things that objectively could be overpowered but we haven't had an issue in our 10+ games with it so far. I open the floor to you folks for feedback and or exciting ideas. Feel free to use these rules in your own games. I've also created similarly formatted docs for each of the other realms as they have notoriously scattered rules between the books. GHUR.pdf
  5. Yeah. that would be fun. I want them to be little cannonballs that die instantly. I can't warpstone them for extra damage. Gahh! So frustrating. Putting them in a unit would be great too, a couple of you mentioned that. I had the idea that they get to attack at the top of combat if they make a charge move, so even if they still never hit hard, each one can guarantee that they'll get to attack at least once. Frankly I should just have fun playing with Doomwheels. They do everything I want them to do since the warscroll update.
  6. Question to the crowd: How best to use Doom-Flayers? I had the pleasure of recasting a whole squad using my Skaven genius and now have been using them alongside Doomwheel heavy lists. Combined with their weak save, not being a unit or lacking an activation shenanigans, its impossible to have more than one in combat and do something. They do hit above their weight I've found, but that's not saying much considering how "dinky" they are. I don't want to be the one to say they're useless, but I wanted to know your thoughts on the unit.
  7. @FrecotheDog Thanquol is fun as heck. He is the most reliable caster for Warp Lightning Vortex and his Warp-fire projectors are the bee's knees. Competitive? Not sure. He has a role to play in certain magic heavy lists, but frankly most competitive list builders see him as too much of a cost and cuts into the number of bodies you can field. That said, I think the true challenge to field him comes down to accepting that his role is not as all-encompassing as we might hope for from a 400 point model. But if you think he can fit that role in your list well, field the heck out of 'em. Personally, I've never had a disappointing run of the two knuckle-heads. Have fun.
  8. Now hold on sparky. I've held out for a long time from saying so, but Eshin is hot garbage. Moulder has got a lot of fun stuff. Running a full Moulder list is not hard to do, has your basic troop needs and some fun Warscrolls. The greatest gift they gave Moulder was a kick-ass Hell-bomb and a battalion that can put you at a one drop. @Cosmicsheep play your little heart out Moulder fan. They've got the goods to be fun even if they're missing magic, heroes, traits, artifacts, rules, ....
  9. @gronnelg This has also troubled me as well. There are two simple things that I've forgotten to value when knowing you'll go first: power projection during deployment and capturing objectives first. As skaven, the easiest source of power projection is our shooting, specifically our MW shooting. Try dropping your WLC or Jezzails down first thing. Think about your first turn. Generally your opponent will deploy outside your range anyway and so first turn shooting isn't a thing. This can include movement shenanigans like the Gnawhole. So instead, control where they'll want to hide the juicy hero/monster targets up front. You won't get to shoot but for turn one, I offer that that unit's role is not to kill heroes but rather to force unfavorable positions for for your opponent. As for the latter point, Clanrats are your friend. Sending them hurdling towards objectives isn't a terrible thing. Going first isn't all bad when you can sit a block of 40 (cowardly, mind you) wounds on an objective. If they double-turn you with chaff to take it from you, you might be outnumbered but still alive and well. And if they send something more elite, you're daring your opponent that they can't do 30+ wounds to take it. There are other factors yes, but getting the points early do make a difference. Using both concepts in tandem is essentially what I do to scare the elites to the other side of the board so I can take an objective with the relatively weak clanrats. Or throw this out the window and just have an un-killable Vermilord Warpseer in front of your army and take the double turn hit like a champ.
  10. @Gwendar I apologize in advance. Your first response had me in stitches.
  11. Oh indeed it can. 5d6+3 movement seems pretty sweet. That said, its shooting is godly, so best only run when you retreat. Which, by the way, is almost better since you can maximize running over multiple units when your so close to their army. I haven't even mentioned the Vial of the Fulminator artifact. Double a War Machine's movement. Using GW math when you run it that's (5d6 x 2) +3 inches in the movement phase. Hot diggity.
  12. @Eevika This is also true. But I wasn't about to tell my friend. I personally love BOC and think they're good for their list building potential and so I offered to use my buddy's BOC against him so he can try his other armies. I hope I might be able to learn/teach tactics with him when playing with weak armor units/armies. Its a learning experience for sure.
  13. @Chase I'm so happy you asked. Firstly, how many DOOMWHEELS do you have? I must assume you have some, otherwise what's the point of playing filthy rats? Right to the point. Whyrlblade Threshnik is my new favorite thing. So you read it and go "eh, +3 move. Mediocre!" Wrong-o my friend. Notice it does not say "normal move". This means my maniacally laughing skaven player is that its +3 move in the movement phase, +3 move in the charge phase and +3 move in the pile in! Other armies wish they had that bonus. Imagine a world where Stormfiends have +3 move and charge. Hot damn. It even took me a few play throughs with this until I realized it affects your warlock as well. Spicy. It can keep up with the fast movers. And I haven't even mentioned the DOOMWHEELS, oh wait, I have. 4d6+3 move please and thank you. Combine with Cogs to get extra room to run things over efficiently for free MW's. Enjoy.
  14. I think the others gave some excellent suggestions. My strat against stormcast or fyreslayers has been to do the whole tag 'em on the side trick with clanrats, especially with the 40 blocks of them. I don't ever plan on killing them, but tactically its all in your favor by removing their melee effectiveness. Speaking of tactics, during deployment you can get an edge. If I know that they have high saves but are slow moving, I'll do a purposeful split of my army's power keeping one pod with high mobility. As soon as they commit to your side with slow as heck dudes just run away. I can't tell you how many times I've felt like I've removed units from the game, if only for a few turns, by having an opponent over commit to the power projection and underestimating the natural speed of skaven units AND our sneaky movement shenanigans. Keeping your gnawholes on your side of the field makes for an easy way to do this.
  15. I just played a Virulent Procession list yesterday (I know, crazy right) that included 2 units of 10 plague monks with the stave and blades. Those two units (with NO command models) and Plague Furnace support obliterated the entirety of my buds BOC battleline units (50% of his army). Of course their was some tactics involved and a double turn on round 2, but just getting them to 7 attacks each on every charge was a FEEL BAD EXPERIENCE. I went out of my way not to field any of the 2 dmg effects for quality of life reasons, even with my two other units of 40 plague monks waiting behind my plague furnaces. Out of my friends mouth was "I don't think I want to play BOC anymore" and made me feel like ******. I thought I had stripped down my army and having ~300 points of battalions was going to put me at a disadvantage. But it was so devastating, I made him feel like his army was not worth playing.
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