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Riff_Raff_Rascal

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Everything posted by Riff_Raff_Rascal

  1. Hey folks, For my friend I'm creating a small diorama consisting of Karanak for my friend's birthday present. I'm having trouble finding some cheap skull bits but more importantly some gothic/imperial terrain bits to make a small crypt/cathedral like home for the good doggo. Hopefully the building can be around 4''x3''x3'' or something close. If anyone has had luck in the past with some good ideas I'm all ears. Thanks.
  2. I do have a bit of a problem with my current game buddies. For one, they play 40k more often and have been playing even before the rules simplification. They do get picky about LOS for magic and shooting. In addition, they employ subtle tactical advantage through omission. Not giving me their intentions under the guise of "fun" or "narrative". So imagine your opponent declares "i'll move this wizard to the 2nd level of this building looking out the window *stares angrily*". Our house rule for LOS is, all models "see" each other base to base as a default, and don't consider the model's height, with plenty of exceptions for centerpiece models. Now I naturally say "they're hiding" because I can't see their base AND I interpreted the move as not wanting to be in LOS. I don't ask questions because they're my friend AND they're hosting me AND we play casually. So I don't shoot the model in my following turn, something else perhaps. Then my opponent casually goes, "All right, I look down upon my enemies and cast XXXX on top of them". And so, I'm besides myself. This is my gripe. I'll survive. Truly, the one thing we haven't cracked the code for are those towering centerpiece models like Nagash, where they could very well be taller than most terrain on the board. Nearly the whole model can be seen without any LOS to the base in some cases. I always propose from the "character's head" to base for LOS in these cases but its never perfect.
  3. Its A little early but Happy Year of the Rat everyone! Lets hope around the 25th GW gives us some exciting news. The marketing tie-ins are just too good to pass up. Good luck with fighting OBR in the meantime. Haven't had the pleasure to dance around them yet.
  4. Nope. Very simple. I have to say though, I am of the mind that regardless of your play-style, movement is king. Getting where you want to go will win you more games overall. So when I see a rule like that, I'm giddy with excitement. @TheadTheOgorSlayer The points changes are very fair considering how powerful the battleshock immunity is. The Deceiver got thrown in there for whatever reason but I'd still field him. Monk scroll: 'bout time. The real issue with skaven is that we still have busted, undercosted warscrolls that do work. They get all of the attention. It hides the fact that we have such a huge range of models that don't get played simply because they are overvalued with points (Doomflayers, Stormvermin, Moulder units in general, etc.). I'm strictly coming from a casual perspective I should note. Its just difficult to make playable lists.
  5. @fishwaffle2232 I like the Doomwheels. A lot. My opponets love them too. A little too much in fact. I say run as many as you can. I'm curious how on earth you're playing anything else outside the battalion (since its so taxing on points) but more power to ya. I have run the Whyrlbade + arkhspark before, its the most efficient on points if you want the doomwheels. That said, I was crazy enough to run DOUBLE whyrlbade because I have 4 of the hamster wheels and its the only way to play them all with the +3 move. Most fun I've had in a while. I hope you've discovered the nuance to the +3 move? This includes your engineer as well. I went on a rant a month ago how this battalion actually works if you can find it in this thread.
  6. @TALegion I like your moxy. Big fan of the double cannons. Go get 'em. Some from-the-hip pointers: -The vigordust injector has really only the jezzails to get the most benefit and after the effects of MMMWP and the injector, there won't be too many left after the first use of them. With the Archwarlock you can afford to have some fun with artifacts (personally I like to go the un-killable route with Ignax's Scales artifact, Warp lightning shield from the spell lore and the Verminous Valor command trait). -Death Frenzy doesn't seem to have any effective targets for your current list since your prize shooting. Perhaps Warpgale from the lore? Might stave off a charge or two to get more chances with shooting. Or maybe Skitterleap? Its then possible to send a hero with the spell and the jezzails through the gnawholes for a good angle on a target and the chance to use the warpstone sparks for extra damage.
  7. @Darkhan With every change of our rules I always break out an updated list of my alpha strike stormvermin list using the gnawbomb method. This is what I have at the moment. The goal is to get the stormvermin wherever you need to cause as much chaos as possible. With All-out-attack (re-rolls 1 to hit), +30 bonus, +1 attack from clawlord and +1 attack from skavenbrew, I can safely say that I have tons of fun. Truly, the spice is in Death Frenzy because unlike alpha strike lists for other armies, skaven can retaliate harshly even if the initial turn for you is a big whiff. Some would still argue that Monks are cheaper and the better choice for list building, but I get an excuse to play stormvermin to their fullest potential. Fully painted, good-looking models doing work is satisfaction enough (for now).
  8. Without a doubt plague monks are great in a vacuum. They just wreck stuff. Also consider other things you can synergize with like Death Frenzy, Skavenbrew all using cheaper heroes or ones you already have in a list. However, I can not in good conscience recommend plague monks at all. They are culprits of bad play experience, both for you and your opponent. I could completely ignore their killing power potential and still not see a fun reason to play them. That dice rolling time sink is just hellish.
  9. @Death1942 An excellent question. If you happen to be a gamer first, hobbyist second, contrast paints are a great way for models to hit the table lookin' sharp. Contrast paints are easy to use and forgiving if you feel like you're making a mistake. As for time saving, if, again, the game comes first and you want table-top ready level of painting, I'd say that it will save you a decent amount of time and stress (the latter often refers to fearing mistakes or just starting a large project, which in turn makes you feel like you're painting slower). Some practical advice in the mean time: Paint in batches of 10 to completion (at least at first) to ensure that you are satisfied with your comfort level of applying paint. This is especially important when testing a new "products" as paints often behave differently. I understand your urge to get a gazillion rats completed but you don't want a whole block of rats looking way different than the rest of your army because it took you 40 rats to realize what works for you. That said, I have a counter offer: Use your clanrats as a testing ground for the rest of your elite/hero models. The hobbyist in me feels obligated to steer you towards long term learning and improvement. The more you use contrast paints, the more likely you'll use them for the bigger, fancier models you get your hands on, which, by itself, is not a bad thing if that is your plan. When the time comes, you may decide that contrast paints aren't pushing the boundaries of how cool you can paint up those centerpiece models and once again you'll be stuck worrying about how to paint up fur, faces or create lighting effects. Frankly, I want to write a whole essay on this question. Painting clanrats was the very bedrock of getting into this game and this hobby in the first place. Hopefully this gives you some confidence.
  10. After a year or so of stream-lining my games, I've condensed Skaven rules into 7 pages of reference sheets. Very helpful for an opponent to look over if they wish. I highly recommend printing out double-sided to keep scraps of paper to a minimum. Frankly, you'll mostly use the spells and allegience ability pages for direct reference in-game and so you may want those sections on the same paper front and back. Also great if any of you know someone trying to get into skaven and isn't sure about getting the book yet. Enjoy. Teachings of the Horned Rat.pdf
  11. Thats what I plan to summon with the Screaming Bell using the Fateweaver's die-setting ability.
  12. On a whim, I've decided to go back to an old idea before my army had a book. I would like to cherry pick the best summoning mechanics that don't come from allegiance abilities. However, the game has improved and warscrolls updated so now I'm unaware of some diamonds in the rough, or worse the new rules writing team at GW have foiled my plans. I need your help chaos community. I need unit suggestions to potentially throw into a choas soup list that can spam extra bodies. I only have these two units so far as the base of the list: Kairos Fateweaver and Screaming Bell.
  13. I've finally had some more play-through's with the rules and got to proof-read it. So many weird sentences before. Just unusable. We kinda just made it up as we went for playtesting. That said, here's my updated version. Now including Designers Commentary! Enjoy. GHUR_2.0.pdf
  14. @Lord Krungharr A good thought. Ghyrstrike does seem like the best move. You did make me re-read the realm artifacts and found some other goodies worth trying out. Offensively, I like Anraheirs Claws (+2 dmg on 6+ to wound) and Blade of Endings (+2 dmg on 6+ to hit). On the attack, I always felt his weakness was his base damage and so I was inspired by these. Its weird because these two can be abused because bonuses to hit and wound help with the proc. But skaven don't have stuff like that generally, instead this guy loves to re-roll wounds. Defensively, I like your thought on just tagging a scary shooty unit by making him scarily good at taking the hit for the rest of the army. Honestly I just chuckle looking at Gryph-feather charm so he has -3 to shoot him. The -1 to hit is great against large numbers of attacks and so tagging big blocks of ungor or goblins is still a viable option.
  15. I need help on the order of operations for saves on the tanky build of the Arch-warlock. It hasn't been that big of an issue since the only time I've actually had him die is when a stardrake ate him outright (I was being cheeky and my opponent was lucky). Generally, he's got the look out sir and is on top of a balewind (-1 to hit, +1 to save). Im unclear on the minute details on how many times you are assigning a wound or mortal wound to this guy, if at all. After re-reading most of these abilities, I think I've cracked when they work individually, just not in tandem. This is what I run: Arch-Warlock (160) - General - Command Trait : Verminous Valour Before you allocate a wound or Mortal Wound to this General, you can roll a D6. Subtract 1 from the roll if this General is a Monster or War Machine. On a 4+, instead of allocating the wound or Mortal Wound to this General, you can allocate it to a friendly SKAVENTIDE unit within 3" of this General - Artefact : Ignax's Scales Roll a dice each time you allocate a mortal wound to the bearer. On a 4+ the wound is negated - Lore of Warpvolt Galvanism : Warp Lightning Shield If successfully cast, until your next Hero Phase, the first 3 wounds allocated to the caster in each phase are negated. If a fourth wound is allocated to the caster in the same phase, then the caster suffers D6 Mortal Wounds and this spell is unbound (the first 3 wounds allocated in that phase are still negated
  16. The Deceiver is in an odd position right now. He's a hero that is extremely difficult to remove at range and even in melee (scurry away and teleporting out of combat). However, I don't think he's an answer to shooting for the very fact that he doesn't hit very hard. Even if he's left alone, sneaking into their lines for melee will feel a bit underwhelming. I recommend considering him as a very robust utility piece for his spell and objective grabbing. Until clan eshin gets more love, I wouldn't consider him to be effective against any type of meta frankly.
  17. @gronnelg I personally love 12 jezzails, just as two units though. As is, a pack of six statistically can take down 5 wound heroes, which should be their job anyways, and so now you can threaten those units at two different angles, in addition to sending them through gnawholes. Defensively speaking, if your opponent gets the jump on you and trys to battleshock them away, you've only lost one unit. Its not like you get a horde bonus anyways. And yes, MMMWP is more efficient on large units, but even still, a pack of six can still do great work with it. @Chase Big fan, of the big cheese. With your unit preference, I'd go full on skryre with him as general. I've got an assortment of thoughts here: 1) One of the few synergies he has with other skaven warscrolls is free battleshock immunity AND a free run of 6 with his command ability, making acolytes scary as heck (if you don't have 30 acolytes just ask you friends if you can proxy them with clanrats). 2) Skyre almost always suffers from a bodies problem not being able to use clanrats as battleline but that's where Thanquol's warpfire gauntlets have a perfectly defined roll (anti-horde). 3) Run as many stormfiends as your heart desires, because thematically it looks awesome with lil' Boneripper.
  18. @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?
  19. 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!
  20. 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.
  21. 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
  22. 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.
  23. 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.
  24. @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.
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