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Riff_Raff_Rascal

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  1. Riff_Raff_Rascal

    AoS 2 - Clan Verminus / Skaven Discussion

    I have a BatRep from today's game. Mixed Chaos vs. Beasts of Chaos (Gavespawn), duked it out in the realm of Hysh. Blood and Glory people. Here was my list. Screaming Bell (200) Screaming Bell (200) Thanquol and Boneripper (400) - Warpfire Braziers Grey Seer (100) Arch Warlock (140) Kairos Fateweaver (380) -general 40 x Clanrats (200) 20 x Clanrats (120) 20 x Clanrats (120) ENDLESS SPELLS Prismatic Palisade (30) Balewind Vortex (40) Geminids of Uhl-Gysh (40) Soulsnare Shackles (20) I went first to throw up shackles and palisade. The first bell tolls with a 6, hot diggity. Summoned Lord Skreech Verminking right in my opponents face. My clanrats failed to run fast enough to chaff the oncoming charge next turn but Lord Skreech did just fine against a pack of ungor. All of my damage dealing spells failed. Failed. Let me repeat, they failed. Hmm. Not the best start. But I put a Archwarlock on top of a Balewind on top of an objective, which is nice. Turn two, things go south when my utility spells go off but lacking in damage spells. Vermintide hit a 30 block of bestigor for 10 MWs. Nice. Two turns now I couldn't use a realm spell to halve damage and then use Cracks Call for spice. Sad. Meanwhile Archwarlock holding down the fort by himself against a Chimera and Chariots. My rat boy rolled an Unbridled Malice proc, then proceeded to craw crunch that Chimera down its monster chart after surviving a -3 rend attack. Turn 3, autoloss due to scenario rules. Things I learned: Unique, powerful spells such as Cracks Call, Dreaded Thirteenth spell, Warpstorm should be done by Kairos Fateweaver. Recommend summoning verminlord closer to the pack to do so. Thanquol worked well as a front line monster so long as he's behind a single row of clanrats to reach over. Balewind and Geminids are fun but not necessary as I need to create chaff and obstacles for bottle-necking large armies. Magic is my damage dealer and it may fail. Recommend either some shooting (lightning cannon) or a proper hammer unit such as stormfiends. Screaming Bells are still worthless.
  2. Riff_Raff_Rascal

    AoS 2 - Clan Verminus / Skaven Discussion

    @Gwendar If I'm being cheeky in a casual game that I'm not gonna be able to finish (such as the game store closing in a few minutes), I'll roll my D6 that has 2-7 on it. My friends just roll their eyes and I get nothing more than a moral victory. My satisfaction comes from my friends rolling their eyes, not so much the dice roll. @Num Yes-yes. While it is a steep entry cost, the list ultimately is all about summoning. As it stands, the list lacks mobility and has shoe string chaff, but by also deploying a Verminlord Warpseer, I'll have extra summoning to play with from the get go (also I needed a command point outlet). The great thing about this summoning is that there are 6 verminlords to choose from for any situation not to mention that its wholly within 24'' summon range. I very much like an excuse to summon, Lord Skreech since I'd never pay for him normally, his spell is a great mortal wound output, the Bell puts him in range of the spell, and coolest of all the Fateweaver can cast his spell for him (8 to cast), and The Dreaded 13th spell also summons more chaff. Its very flexible. Side note: I've got so much disappointment from screaming bells it hurts, I've played them in almost every casual game over the last few months and I just don't have FUN with them. Even if I skitterleap a screaming bell at an enemy behind chaff, intending to do mortal wounds, the 4+ proc just sucks the wind out of the ability (if you're lucky enough to get the right rolls). And then when I play verminous, I can't roll a 7 for the life of me for that extra attack.
  3. Riff_Raff_Rascal

    AoS 2 - Clan Verminus / Skaven Discussion

    I played a rather fun list with not 'vun but TWO screaming bells, hwah hwah hwah. The spice was throwing in a Kairos Fateweaver. Now just based on that, I hope someone is clever enough to see what shenanigans are happening. If you're still stuck here's, the two warscrolls: https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-kairos-fateweaver-en.pdf https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-screaming-bell-EN.pdf The rest of the list was pure skaven magic with 2 Greyseers, Arch-warlock, Warlock Engineer and some clanrats. Theres like 400 points I'll play around with to add some much needed punch but I want to highlight how much fun Greyseers are with the realm/endless spells when they can re-roll casts and get on top of a balewind vortex a lot easier than the archwarlock. I lost the game to objective points but a fun game none-the-less.
  4. Riff_Raff_Rascal

    AoS 2 - Clan Verminus / Skaven Discussion

    @gronnelgImagine a scenario where a hero charges your wall of clanrats, they have to end the charge within 0.5'' of your line. Also note that the hero will most likely have no more than a 2'' inch reach. At top of combat, you pop the assassin. Now you're worried about being ignored altogether. If you place him between 2.5'' and 3'' inches away, behind your wall and following the rest of his deployment rules, the magic happens. Pile-in rules dictate that models must move towards the closest enemy model, i.e. one of your clanrats. Unless you're opponent has really ****** measurement tendencies, they'll likely not move much at all or just rotate around that clanrat slightly. Point being they didn't move more than 0.5''. The end result is an enemy hero outside of melee range of you're assassin while the assassin still being within 3'' thus engaged in combat. After the hero attacks, you can choose clanrats to die in such a way that you have a direct pile-in lane for your activation. In addition, clanrats have bases that allow for 1'' reach across them if you measure correctly so your assassin can just attack from the second row. WARNING: when removing clanrats, be wary of the rule concerning unit cohesion. Splitting a unit is generally bad. Note: when I first mention the strategy, I mentioned 4'' right? That has more to do with how I use clanrats. That takes a lot more explanation. My bad.
  5. Riff_Raff_Rascal

    AoS 2 - Clan Verminus / Skaven Discussion

    @Orchid89 Personally, I'd take it just for the stormvermin. Clan verminous holds a dear place in the hearts of skaven minded playtesters and rules writers at GW because they've been there since warhammer fantasy. I'm willing to invest now while the horde units of the non-supported clans are "cheap" because I bet if a new book ever comes out to support them with rules, clan verminous will be a lot of fun. I'm unsure about the Start Collecting you're referring to, other than the Pestilens one. They're most certainly good bang for your buck if those units are interesting to you. In addition, if you play casually, the unit of plague monks from the Pestilens are a great number of bodies to proxy for any other horde unit you want to play around with.
  6. Riff_Raff_Rascal

    AoS 2 - Clan Verminus / Skaven Discussion

    @Skreech Verminking Now that I think about it, I've never tried a Skryre/Eshin list and I don't need any skryre battalions per say. I could just run low count elite units and have fun with a artifact equipped assassin. A Deceiver skitterleaping an assassin or arch-warlock sounds fun and low investment.
  7. Riff_Raff_Rascal

    AoS 2 - Clan Verminus / Skaven Discussion

    @gronnelg I argue they are still valuable when equipped with an artifact. Vanilla stat line doesn't ever give me confidence to even take down a 5 wound hero but give it Blade of Judgement with its double blade loadout and, well have fun. Here's the thing, its impossible to run right now. A mixed skaven list or even a dedicated non-skryre list should always be using the crown of conquest artifact for battleshock immunity. Using the grand alliance stuff really pigeon-holes skaven players because we can't take a second artifact without battalions. The assassin is fun. Dont worry about him not being able to attack first. If you tactically place him at say 4+'' inches away from a hero about to pile-in, you're safe when they activate. Then the enemy unit now puts the assassin in combat so you can pile in afterwards. Take advantage of the chaff unit they pop out of by letting clanrats or others to die off in front of the assassin giving you the free lane to pile in. Hopefully that makes sense.
  8. Riff_Raff_Rascal

    The Scattering of AoS's Ruleset

    Rules compendium update. For a thorough set of rules I'd like to add pitched battle profiles (for all armies) however I've noticed that its time consuming (go figure). I'm translating them to edit worthy tables for longevity but I'd rather not do it all myself. If interested, you can help me by sending your faction's points in a simple MS Excel spreadsheet file. Better yet if anyone has a compiled list already that would be great. Also, when formatting a reference sheet for these points, does anyone grief over there not being much order to how they're listed? Alphabetical maybe? or by type (hero, warmachine, battleline, etc)?
  9. Riff_Raff_Rascal

    AoS 2 - Clan Verminus / Skaven Discussion

    @CATS Mix and match all you'd like. You only have to worry about keywords is if you want stormvermin to be part of your batteline. Generally, when running skaven, you're using the Chaos Grand Alliance allegiance and so allies are not really a concern. Thats still true if in reality you're running almost all verminous.
  10. Riff_Raff_Rascal

    AoS 2 - Clan Verminus / Skaven Discussion

    @Gwendar oh see thats your mistake right there: you let a stormfiend die. tsk tsk.
  11. Riff_Raff_Rascal

    The Scattering of AoS's Ruleset

    Also, a bit about myself, I've played AOS from the beginning without a smart phone or any book for that matter. I've relied mostly on my friends to tell me whats up. But as I continued, I began to make sense of the hot action and found frugal ways to more efficiently play. My first attempt was TCG sized warscrolls that I custom made and at all times have printed sheets of my points and the core rules. I am actually glad I learned the game in such modest fashion because I became far more curious about the rules (and calling out my friends for pullin' a sneaky one on me). Not to mention, without a battletome/army rules for my faction, I could focus on the mechanics of the game itself. I would make the case that not every game has to be so fancy. There is value in just playing the core rules even for the experienced players. Its cheaper as well, less book burdened, faster to play, and if in good company, still fun.
  12. Riff_Raff_Rascal

    The Scattering of AoS's Ruleset

    @Fairbanks I was once like you, young child, but I have become wise, strong, more pow-ah-ful. Are you a casual gamer? Go without realm stuff (In Core Book 18 and Malign Portents). If your opponent is not happy with both of you going without, I would urge good sportsmanship and have your opponent share their material, no matter how protective they are of their fancy books. Casual gaming only needs the core rules and each army's rules. If you bring a pre-set army, you won't need points out of the GHB18. In my mind, so long as one player can provide the scenario you're all set. Intermediate play. I recommend the GHB. At this level its more about learning about your opponent than adding all the fancy realm rules. It has some scenarios for you to be proactive about starting a game and setting up. In addition, if you're opponent has a Grand Allegiance, their rules are in there as well. More importantly it has the pitched battle profiles. I would lean on these point costs to gain insight in how powerful/important your opponents units are, without the need of constantly asking for their material (while also seeing if their army was built correctly). A grain of salt however, as you should evaluate the same way you would look at your points. Feel free to add realm artifacts and spells that you want you're army to have, but don't bring a book. Write down the handful of stuff on a spot in your phone or on an index card. Advanced play. I must admit, I don't recommend bringing anything more than your battletome (if you have one), core rules and GHB. The scattering of the rules, lack of support in apps, just doesn't allow an efficient way to quickly start a random game. I'm sorry. An advanced game in my mind is where you have everything added, realmscape rules, realm artifacts and spells, endless spells, special terrain and the like, while also playing an opponent you know well enough AND between the two of you you have all the information/books. Its not so easy.
  13. Riff_Raff_Rascal

    The Scattering of AoS's Ruleset

    An update on my comprehensive rules project: I've currently re-formatted the core rules, artifacts and spells, realm rules, and the 18 pitched battle scenarios from GHB17, MP and GHB18. My favorite part is that the realmscape and corresponding artifact and spell lists are rolled into two pages each. I plan to add, pitched battle profiles as well as the updated allies list. I'm currently at a 36 page document. Outside of that, I have determined that you don't need anything else to show up at a table unprepared and just start playing casually (assuming you have your army's rules as well). Being that this document will primarily be used for reference only, the order of the sections will be set based on what I currently believe is the order that people set-up a game and not necessarily the most common rules used during the game. The inspiration of this doc was to prevent people from having to flip through tons of pages and books and so I don't want that to happen here. Instead, the order of the sections will hopefully keep most of the referencing to the first 10 pages. Here's what I have in mind: 1. Build your army (pitched battle profiles and ally list) 2. Realms (optional) - choose where army is from and where the battle will take place. 3. Choose your scenario (pitched battles) 4. Scenery Rules (optional) - scenery section from Core Rules 5. Triumphs table (optional) 6. Core rules (the rest of it) 7. Endless spell rules
  14. Riff_Raff_Rascal

    AoS 2 - Clan Verminus / Skaven Discussion

    @gronnelg I would say yes. The only thing is finding uses for the command points in skryre. We do have lots of tunneling, I suppose re-rolling those important surprise charges is handy. Personally, I always ally in Verminlord Warpseer for skryre and the brooch is quite handy for a 33% chance each turn to get a free unit of giant rat chump units.
  15. As much as I'd love to see Thanquol's plans unveiled for Skaven, this has to be the year of Destruction. Not just due to kit releases but I'd like to think that each of the Grand Alliances will get their turn in the story. Chaos already had their light of day, albeit during AOS1, with Archaon and what-not, Order gets love every year and Sig-marines are everywhere in stories , Death had our attention last year with Malign Portents so why not The Great Waaaaghhh. Here's what I'd love to see since the war over souls is still a thing: Gork-n-Mork find a way to let souls choose where they want to go upon death. Destruction is all about being un-tethered and free. All of the gods, sigmar and nagash included, want to control the flow of souls. Factions want to, such as Idoneth Deepkin, or all of the Aelves for that matter. Why not have Gordrak lead a great Waaagh that consequently prevents anyone from having control over souls. That certainly get the attention of the Chaos gods as well as everyone else. Alternatively, such destruction from such a campaign reveals that souls are being annihilated altogether so if the souls can't be free or go about their natural way, no one can claim them. And then skaven ruin everything for them, take credit, and thus begins the story of the Great Horned One! Yes-yes.
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