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Riff_Raff_Rascal

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Everything posted by Riff_Raff_Rascal

  1. @frostfire Congrats! The start collecting Pestilens is secretly a great grab even for a mixed skaven army. I recommend keeping the Grey Seer off the bell and use it for one on foot. Now you have two Grey Seer units. Neat. Acolytes paired with any skrye hero can delete just about anything with warp tokens so don't count them useless. I've heard many times before here that the plague monks can be converted into acolytes quite easily. That said plague monks are ungodly for their points so keeping them that way would be best. Verminlords are pretty solid. Warpseer is just an easy inclusion into any list, most opponents will complain that he's unkillable and broken but honestly isn't what wins you games. The real spice is the Corruptor with Sword of Judgement realm artifact. Everyone else here knows what I'm talkin' about. Personally, I play verminous heavily so I go with Warbringer. I magnetized one of mine so I can have all of them anyways. Disclaimer: You picked a difficult army to start with. About 1/2 of the army are old models and hard to find. All of skryre and pestilens are easy to go with first. Clanrats are everywhere so a good investment is at least 120 (if you play casually, you can proxy them as any battleline to maximize fun and playtesting).
  2. Okay folks, I'm liking the Jezzails. We all know that their warscroll is great, not to mention they're cheap as dirt. However, I've finally put two and two together and by golly it equals 13! So I've been playing a lot of the new armies such as Gitzs and Beastmen and was constantly reminded that the new trend right now is -1 to hit all over the place. Very commonly its easy to get -2 to hit on some heroes, heck, we rats can do it accidentally with the 'lead from the back' trait. Now way back when, when warscrolls were being stripped of their 6+ triggered effects and replaced with the Nat6's, everyone was like "woe is me" *dramatic pause*. Just gonna say, I love missing my range attacks. I roll up with 6 Jezzails or *insert re-rolling to hit unit here* and love fishing for 6's. On average I'll be rolling 10 dice looking for those sweet 6's and that fact is severely underestimated by opponents who think they're giving you bad targets with better saves or debuffs and the like. We should all be used to something like this with the Vermy Corruptor and SOJ artifact were he wants to hit 6's and has a built-in re-roll ability. The funny thing is I actually think his 3+ to hit is a huge detriment to what you're trying to do. Keep this in mind with other units out there that you discounted because you think you can't rely on the Nat6 triggers. I personally will be taking another look at our Stormfiends again and their shock gauntlets. Have fun.
  3. @Saodexan We did indeed believe we just re-rolled the value. We needed to finish the game after all. It did feel weird that my friend rolled only 4 attacks in the previous round to do his attack phase, then I roll up and roll 11 for him for a total of 18 dice on a 4+ to kill off his hero. Its the classic "somebody got shafted too hard due to an ambiguous rule" type deal and questioned the whole thing. Its just that nothing refers to it outright (when to make the role).
  4. @Saodexan the warscroll for the rattling gunner does specify when to create the characteristic, which is in line with the core rules concerning generating attacks. However, I don't believe this directly addresses interacting with an opponents characteristic while also not in a combat related phase. I willing to bet your correct about the intention of the spell, rolling for it as the spell resolves, but I also need some clarification for my playgroup's sake.
  5. More-More questions: I can still skitterleap a wizard thats on top of a balewind, but does the balewind go with them? They are considered to be one model so long as both models remain on the table (as per the balewind's warscroll). Is this skaven cheaty mccheat-face tactics or a bunch of baloney?
  6. Question: How does Thanquol's "Madness" spell interact with heroes with randomly generated attack characteristics (i.e. 2d6 for example)? The spell in question rolls dice based on the number of total attacks the target has. I couldn't gleam a clear answer out of the core rules. The only mention of it concerns generating a random 'attack characteristic' at the top of the combat phase, and only until the end of the combat phase. Is there an FAQ for another faction that would be helpful?
  7. @robbobobo You know I've been toying with the idea of taking advantage of the Gnawholes +1 prayer rolls in a mixed list like yours. As a 2 part combo whatchya think of adding a priest instead of the furnace (although I would take it anyways if I needed some epic mortal wounds to the face output)? You can pray your heart out onto your plague monks before sending them through a Gnawhole to cause havoc. Meanwhile you can stick to the masters of magic shtick . I'll experiment for the both of us *scurries away*
  8. In my efforts to collect em' all, Ive begun pursuing rat ogres, but it seems they're tough to come by. Island of Blood Ogres is ideal but generally way above my price point. As an alternative, I've begun brainstorming to kitbash some rat ogre heads onto something else. I'm in need of suggestions for other models to make me some rat ogre boyz. Any thoughts?
  9. @Skreech Verminking I'll wait and see. The game as it is promotes models dying left and right and this interpretation would certainly be against that. I recently decided to give pure Eshin a try with Slinktalon and came across weird questions like that one.
  10. Question: Does the Shadow Master command trait for Eshin still allow them to be charged? I assume this trait is only for the purposes of mitigating spells and shooting as the core rules for charging does not specify you need line of sight.
  11. @Gwendar For Thanquol, instead of a magic centric list, try a command point farm list. His own ability allows for 3 extra command abilities to go off, combined with the Masterclan skilled manipulators trait. I've had success with Thanquol, a Warpseer and 2 Grey Seers on foot to net command points. Give the Warpseer the Supreme Manipulator command trait and the Aetherquartz Brooch artifact from Hysh. I've used this setup as a shell to play around with the remaining points I have. So far, being able to run a unit of acolytes +6 every turn has been the beez kneez with just Thanquol and then getting at least 1 extra command point a turn makes the Warpseer's battleshock bubble a given for any horde unit I field.
  12. I had such a tough time with that. I wanted to put the big boy rat up front and center. The list would have been a fun one-trick pony, but I opted for some skryre to balance it out. Thanquol is also not really a model that I want sitting on a Gnawhole for that +1, that seems like a waste to me. But getting him to +4 to cast is just so tempting.
  13. @gronnelg Its true it can't be both cast in one turn, however, I thought because of my low-ish model count, to compensate, I'd want to have a few tools to deal with larger blocks of enemies. The built in redundancy is great because of the chance I can't pull off my utility spells to get more range outta plague, I can instead rely on the spread out positions of my wizards.
  14. Hey Folks, BatRep incoming: Skaventide Mix vs. Spiderfang; Ulgu; Shifting Objectives I tried to push magic to the limit. I fielded not 1, not 2, but 3, yes, 3 Screaming Bells. So glorious. First, I had my greyseer on foot cast the Spellportal at my general's feet. Second, I maxed out at +4 to cast for my Lightning Vortex with my general's trait, having 2 bells hit the +1 casting bonus ( I just huddled my general next to a Gnawhole and had my bells all overlap each other). That was turn 1 from downtown (18'' spellportal + 26" vortex + approx 6'' of the other vortex models). Geez. I didn't really care to say too much about the rest of the game other than it being loads of fun. I did lose due to time constraints and inability to capture points early at end of round 3 but I had almost my whole army and my opponent had 3 bracketed Big Mama Spiders. A few notes: 1) Arch-Warlock + 3 units of skryre foot shooters is a beast. Very points efficient and mobile, especially behind an equally mobile unit of clanrat chaff. Dont underestimate the power of Acolytes with +1 damage. 2) Jezzails are great with at least 6. Runs independent of the army. A great anti-caster-on-foot unit, so you can win those dispel wars at 30'' out. 3) Gnawholes+Screaming Bells are a great combo not just for the +1 cast but also the mobility. If you run your foot rats away you can always teleport your bells next to another bundle of rats at another Gnawhole so you can move the following turn. 4) Spellportal/Balewind + Plague works like a charm. Get those earlier casts of a short range spell. Recommend Spellportal with Splinter spell (will experiment later) 5) As with most magic lists, it will suffer round 1 if your opponent lets you go first. Lots of wasted damage output for a hero-phase centric army. I only did as well as I did because my opponent went first and ran the entire army towards me. 6) My list is attached below, but I chose last minute to try Balewind instead of Cogs. Let me know what ya think. Masters_of_Magic.pdf
  15. Absolutely. I have a friend who loves to hide his necromancers behind buildings or other key heroes. I love taking the foulrain congregation battalion with three and hero snipe with them because of their range, and most importantly, their ability to target without Line of Sight. The congregation isn't necessary but its scary. Any catapult you field will be swingy but an effective psychological weapon against your opponent. Thats just what I use them for, but against any horde armies your friends are playing it'll do just fine. If you're playing moulder or skryre, I would recommend the PCC over the plagueclaw because those armies are better equipped with other units to take down big targets and so you will need to focus on your opponent's greater number of models perhaps. When you have the numbers, playing verminous for example, its nice to have the ranged punch of the WWC instead.
  16. This list has two skitterleaps and two death frenzy spells available per turn. Built in redundancy is my response to the list not being entirely flexible otherwise. The skitterleap is for pinpoint deployment of my buffing heroes for the "wholly within" wording. The warpseer is good no doubt, but my monsters need to be aggressive early and it lacks both punch and mobility. Most importantly, I'm unsure how he helps with the deathstar strategy other than shock-proofing the 40 blocks. Warp lightning vortex was in my mind, especially putting it right on top of my stormvermin in combat so they die and pile in twice. Dirty. However, I couldn't squeeze the points. Potentially if I drop one of the verminlords or find I don't need the grinder team.
  17. So my storm-vermy deathstar list will be give a try this Wednesday. Allegiance: Skaventide LEADERS Verminlord Warbringer (260) - General Grey Seer (120) - Lore of Ruin : Death Frenzy Grey Seer (120) - Lore of Ruin : Skitterleap Clawlord (100) - Mighty Warlord Command Trait : Brutal Fury Verminlord Deceiver (300) UNITS 40 x Stormvermin (500) - Halberd 40 x Clanrats (200) - Rusty Spear 40 x Clanrats (200) - Rusty Spear 1 x Warp-Grinder (80) ENDLESS SPELLS Chronomantic Cogs (60) TOTAL: 1940/2000 EXTRA COMMAND POINTS: 1 WOUNDS: 162 LEADERS: 5/6 BATTLELINES: 3 (3+) BEHEMOTHS: 2/4 ARTILLERY: 0/4 ARTEFACTS: 0/1 ALLIES: 0/400 The Goal: Stormvermin at 4 attacks each 3+/2+, RR 1's for Hit and Wound, Double Pile-in on death. I forgot to add battlebrew in but thats how I get the fourth attack. Not gonna lie, its tough to pull off but I need my friends to fear stormies at this point. If theres any additional thing to stormies we can add let me know.
  18. I was thinking of a verminous stormvermin deathstar list and got a thinking. Can I cast "Dreaded Death Frenzy" from a verminlord AND "Death Frenzy" from spell lore on the same unit for shenanigans? The wording for both is as follows: Dreaded Death Frenzy: Dreaded Death Frenzy has a casting value of 7. If successfully cast, pick up to D3 friendly Skaventide units wholly within 13" of the caster and visible to them. Until your next hero phase, when a model from any of those units is slain, before it is removed from play, it can make a pile-in move and then attack with all of the melee weapons it is armed with. Death Frenzy: If successfully cast, pick 1 friendly Skaventide unit that is not a Hero, which is wholly within 13" of the caster and visible to them. Until your next Hero Phase, when a model from that unit is slain, before it is removed from play, it can make a Pile-in move and then attack with all of the Melee weapons it is armed with. From the Core Rules.... SLAIN MODELS Once the number of wounds allocated to a model during the battle equals its Wounds characteristic, the model is slain. Place a slain model to one side – it is removed from play. Just curious. What do you fine folks think?
  19. I was curious if anyone has seen the skryre battalion that came along with the carrion empire boxset? I'm currently not in the mood for spending points on the battletomes battalion.
  20. So Doomwheels can fly over endless spells. They can move over (any) models with 3 HP or less. Endless spells have no HP. They are models. Uh, what?! Thats a nice Palisade you've got there. Be'd a shame if someone VRrrroooOOOOMMMM *procedes to drive vertically up and over* How many Doomwheels can I field because these sound more and more fun.
  21. @Skavelynn I'd give the beefy rat boys a chance. Don't forget, they did get another cost reduction. I like to think of it this way, they were gonna nerf shock gauntlet anyways so they went to unmodified re-roll making the packmaster buff irrelevant for that loadout. The mortar teams are now better represented in the stormfiends gas loadouts with better range, making them more active on the table from the get-go. The second biggest change is the warpfire, which in my mind fits better with their battlefield role both before and after the change. That's subjective of course but I always supposed they're were able to go off somewhere and take care of themselves, otherwise whats the point of an expensive hammer unit not running into a huge block of enemies? The biggest change obviously is the loadout restrictions, which I must admit is really bloated/wordy. However, the point of a completely uniform unit I thought was to min/max their potential with buffs. Without those synergies, why not diversify anyways?
  22. @Russrmc You're right. In fact the core rules outright define a 'normal move' as one that occurs in the movement phase, in addition the move must be using the move characteristic of the model.
  23. Can we take a moment to appreciate how much fun the new Doomwheel is? Now correct me if I'm wrong, but doesn't a "normal move" occur in any of the following: movement phase, charge phase, piling in? Is that not 3 chances to trigger the mortal wound engine? Even if its 'stuck' in combat, can't you declare it moves 3'' inches into then out of the same space as the nearest model to get a trigger? I'm pretty sure this thing can do all sorts of shenanigans now.
  24. @Kramer Never trust us skaven players. Or should you? Trusting my advice is bad news. Or is it? By the way, where is everyone looking at these warscrolls? Was it the app? I don't have a smartphone but I have an android emulator on the pc.
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