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Riff_Raff_Rascal

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Everything posted by Riff_Raff_Rascal

  1. sweet baby cheesus dont forget to check out the flesh-eater court release, I'm happy for those players as well
  2. @Skavelynn Frankly as much as you can. Clanrats are dirt cheap. Their cost efficiency is even more stark at the lower point games. Numbers are what take most objectives. In addition, with a single warlord in tow, opponents will underestimate a 40 block at +3/+3 with double attacks. If you would like an actual number, conservatively, 60 (40/20) rats, one unit to hold back objectives and another for offense. Personally, I like 100 (40/40/20). Its intimidating for your opponent and you push with rats in two directions now.
  3. Screaming Bell/Kairos Fateweaver BATREP Same list as before except I freed up a chunk by leaving poor 'ol boneripper at home. Dropped engineer, slimmed the endless spells, added a Warpseer and 5 mortar teams. Played Starstrike in Hysh against beasts of chaos. Committed to one side with everything. Turn 1, grey seer throws up a balewind, 32'' range vermintide hits for 8MW. Between turns 1 and 2, mortar teams put in the work, killed 24 beastmen outright plus battleshock. Free rats doin' there thing by keeping the ambush bestigors at bay. No 6's yet from the bells. By turn 3, every objective hit the opposite side. Ugh. I didn't fear though because mortar teams did their part. Oh Did I mention my opponent randomly allied in Skarbrand. Go figure. So he finally makes it across the board. Turn order, remained constant throughout, which helped the magic based pacing. Top of 3, roll natural box cars with my first bell. Well hot diggity. Summon myself a Deceiver, have Arch-warlock summon balewind, then skitterleap that bad boy (still atop the vortex mind you) clear across the board, on an objective and in cover. The only enemy in range is skarbrand. So I succesfully cast shackles with the archwarlock, right on top of him, land-locking him (in a triangle around the base because the sucker can't fly). I literally chained a demon. My opponent was livid as well as skarbrand who hadn't attacked yet the whole game (eventually on turn 5 would kill a mortar team hehe). All in all, I had a fun game but it came down to the wire as I was way outta position and barely kept my opponent from objectives by keeping points contested. It was heroes and demons in the end, just not where they should have been. Lost by 1 point. Things I learned: Archwarlock is a bad ass but don't get cocky. He's performed well the last 3 games but his numbers will betray you soon enough. As for balewind, the greyseer is a casting monster with that. Not only is he more likely to actually summon it, but a double caster that re-rolls and starts at a 32'' threat range against hordes is filthy. If you're not worried about survive-ability that's your rat. Also shackles, its a frickin' wall. Ignore its abilities. Its filthy just as three bodies to get in the way. Try it out. For battlelines, don't engage, at all. Clanrats will die, you can't control that. But you can control WHEN they die. It worked in my favor to let the behemoths loose on weak chaff in those objective based games. Even Big Bird got to eat some ungor. Yum.
  4. @Nikobot I would argue their stat line is just fine for 60 points. I have to believe that each weapon team, while not created equal, has a specific role to play. The mortar team is obviously designed to hit horde units. The +1 to hit a unit with an easy 10+ models is a great buff while also the first or even second hit does a straight 6 DMG to the same unit. Statistically, they are unreliable on their own, but why not run more than 1 anyways? When I run 4+, I've had great success doing 12 damage the first two turns catching battleshock prone units off-guard, especially with the surprise 30'' range. I would try framing them in terms of they're roles and give them a chance in your next few games.
  5. I've been playing around with skryre for a while and I've grown to lean on them for magic centric builds. The warpstone token abilities are still good to re-roll spells, especially if you want that arch-warlock on top of a balewind vortex. The battalions mechanically are decent in my opinion but its the cost and unit requirements that ultimately make lists very 1-dimensional, and thus haven't used them. I agree with @Nikobot that they're the elite troops and I enjoy not having to worry so much about battleshock, its a breath of fresh air. I like allies of Hellpits so packmasters can pull double-duty buffing stormfiends and the monster. Here's a debatable opinion: The mortar teams are the most useful units of skryre. Mind you, I have only found value in them when running 5 of them. Thats 300 hundred points! Here's how I use them: I'm paying 60 points each for a 18'' wide bubble of area denial, that can still hit things 30'' away turn 1. During deployment, I aggressively put them out in the open near my deployment zones knowing that ambushes or stormcast shenanigans will have to go farther away without committing my entire army. Its also disposable. I dont care if a single team dies early on. I treat it as bait for my counter-attacks next turn.
  6. I've got doomwheels coming outta my ears that need to hit the table. I need to know if they re-wrote that scroll for the box set. Please hurry.
  7. @Num In smaller games at 1K, highly recommend a warlock engineer. At 100 points, he can potentially deal 1d6 wounds a turn with his spell that only needs a five at a 18'' range. If you want to cut a lightning cannon as mentioned above, this would be my replacement. It saves you enough points for a command point for spamming skritches ability.
  8. 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.
  9. @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.
  10. 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.
  11. @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.
  12. @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.
  13. @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.
  14. @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.
  15. @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.
  16. @Gwendar oh see thats your mistake right there: you let a stormfiend die. tsk tsk.
  17. @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.
  18. @Ungface I could really use a list of all skaven lore for Age of Sigmar. I'm not so sure where they're mentioned in other battletomes or novels.
  19. I very much agree with what everyone wants for the ratty-men. I'm far more curious how long you're willing to wait for it. An early fix this year or even this year might be underwhelming for all of you based on what you want. Sooner with lower breadth of release or later with the full treatment. Why would you want to wait for it versus why get a quick fix now?
  20. @Gwendar Fair. You are hitting the topic I'm most intrigued about however and that's "I'll take anything" regardless of the size or quality of release. I personally want a Grot-like release but I must accept that that takes time. I don't see that happening this year. If we want a rules update, it'll happen in GHB2019 and thats it. GW's schedule this whole next year is already pretty cramped and I too would want additional plastic kits to go along with any release. I would very much want for all skaven players to feel like its their year, with kits, rules, a book and narrative bite. I must ask if its worth feeling so desperate for so little so early and being disappointed that we could've had more. Also Eshin is in the air. I can feel it too.
  21. @Gwendar @sorokyl @Skreech Verminking Good spread of answers. I am most intrigued by how much you want released. Just rules changes or the full on Grot treatment. I noticed that most of you wanted to fluff. Wouldn't that be most effectively timed if Skaven were more narratively relevant for GW?
  22. Hey skaven regulars, I wish to pose a question: Why do you really want a skaven update this upcoming year? Think about all the things you would want in any skaven release, and when it could/should be released, and then consider what GW has done the last few years. I'll hold my answer for now. Have fun.
  23. I have found a great amount of shenanigans with soulsnare shackles and the Screaming Bell's Cracks Call spell. If you halve the movement of a target, you roll 2d6 against the targets current movement. Keep a look out for realm spells that also halve movement for devastating effect. In addition, Flaming Head is another nice choice if you feel like hitting hard with your horde units. For any army that likes to hit with lots of dice all at once, don't under-estimate re-rolling 1s. Send the skull in for MW's, then charge in next to it for the bonus.
  24. @Skreech Verminking I'm also a bit surprised you don't have any wizards. I think you underestimate Grey Seers as a cheap general. Re-rollable casting with a great battleshock related command ability for you horde army is a great start. I would argue a plague priest seems really outta place in your list at the very least. Its unlikely you'll get his prayers to do much 'till mid-game and has no command ability.
  25. @Gwendar A good philosophy all around. And we skaven players are indeed blessed by the Great Horned One because we can play all sorts of ways and still stay within pure skaven lists. And you "love skaven in general"? No way. I couln't tell.
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