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Riff_Raff_Rascal

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Everything posted by Riff_Raff_Rascal

  1. I recently filmed a couple of games with my local club with a triple bell list. They were debuting their Spiderfang army for their channel and I thought to pair them against some cheese of our own. The whole table was still full of models by the end of round 5. A real slap-fight. I did more damage to myself with the endless spells than to my opponent, although ultimately, the maelstrom and warp lightning vortex are not kind to gitz foot heroes. Also turns out that arachnaroks fully buffed do 6 mortals at a time on average with their bites, which is the perfect amount to have screaming bells to barely survive. Summoned 3 verminlords that game, all into combat, only to tickle spiders. My opponent was rocking a total of 6 pie plates on the table was constantly surrounding me but couldn't do any damage. It was madness. I must say it was the most fun game I've had since the beginning. Really re-invigorated my love of the game.
  2. @NinthMusketeer Yup our current command traits are perfectly fine to hand out for free for the clawlords, would give them good utility. I appreciate the math breakdown and your point is fair about stacking buffs. Ulitmately, both Tyrant of Battle and Gnash-Gnash are straight power mulitpliers and don't differentiate themselves very well. If you mathhammer it, you always take the most efficient buff anyway. Not my style for having fun but its something. You brought up the real nostalgia though. That was some spicy rules back in the day.
  3. I suppose we should be careful with our idea since its not future proofed. Our Master Moulder has a similar thing going on for every one you take you get a mutation but the mutations are meh and feels like a tax. There's even a chance reinforcement points don't make it to 4.0, they are relatively new all things considered. I feel like we could also take a look at the Warplock Engineers. Other than buffing lightning cannons it would be worth further differentiating them from the bombadier. Perhaps a list building incentive as well? Moving away from reinforcement points (although Skryre could use them as well), how about we play around with using free commands like some of the other books are getting? Engineers can issue free Unleash hell? With +1 to hit? Perhaps this would give Acolytes a role.
  4. @Skreech Verminking You should and you can. You might be on to something. They did make some smart moves in the list building stage from 2.0 to 3.0 by unlocking battleline for every hero. We could take it a step further by replacing the Verminous Allegience ability by saying you get an extra reinforcement point for every clawlord. If we keep it open worded like that you can incentivize clawlords in a mixed list. They can have utility in the list building stage while also having enough verminous buffs elsewhere you can reward clanrant/stormvermin centric lists as well.
  5. I'll indulge a bit. What do ya'll think of making some changes to the humble clawlord? Lets update him a bit for 3.0. I'll take a page out of SOD and let him have a retinue rule. If the clawlard activates, a nearby verminous unit activates. Simple. Lets also slap the bodyguard rule on his warscroll instead of the stormvermin. I hate over-paying for stormvermin because of that rule anyways. That way he can have 2+ if around any verminious unit as he ducks and dives around his crew. Most importantly, 3.0 has had a lot of command abilities removed so that they don't interfer with the core ones. How about we give the +1 attack as "pick one verminous unit at start of combat" type deal so we don't interfere with our Warbringer's Command ability or the core rule combat ones. I own 5 of these guys but never play them. Don't know what their role is supposed to be. You certainly can have him be a little kamikazee blender but only having -1 rend makes him hit like a pillow against anything resembling a save. One can hope.
  6. Returning after a long hiatus to unfurl banner "Mission Accomplished". Pushed into battle was pushed into space just like the skaven intended. Winnning.
  7. I'll be testing to see if the stormvermin drop will be worth it, I still run them in mass, so the savings will compound more than usual. I'm also slowly realizing we've lost our strike-first cabability with them. That will hamper their survivability a bit more than I like. I second the doomwheel drop! Lets Gooooo!
  8. Still stand by the Screaming Bell being a non-starter. It could be free and it still does nothing and that includes double casting with a bonus since our spell lore is slim. The best ability it has is hurting itself.
  9. @Skreech Verminking You're update is just fine. Most everything is personal taste. You are right though, those mutations need a re-write. Honestly, just keep it to 1 sentence or 2. You're trying to do a lot, I get it, I'd be more interesting.
  10. @Skreech VerminkingNot gonna lie, I feel ya on that. Honestly my best games recently was my void deploy list a while back. I can't have NPE if my opponent has nothing to play against. I've been drinking more of that forget-me-juice while rolling dice. Thats my sign some change needs to happen.
  11. @TheArborealWalrus Not gonna suger coat it but I'm skeptical about the efficacy of the Acolytes. I want to hear back from your next game though. Me and acolytes have a complicated relationship, so I want to see what you can do with them first. Your list is also reminding me how often I'm taking the Bell of Doom. Its almost a necessity now since shutting off Inspiring Presence along with splash mortals are everywhere. I'm always just hoping I don't play against wizards (which never happens) so it doesn't get dispelled.
  12. @TheArborealWalrus First impression, is that despite all of that beef you're bringing, which I enjoy, I believe that you'll find it lacking a delivery system for that damage. Rat ogres move just as fast as clanrats after all. I'll suggest a change in a bit. Second point is your magic concerns. A grey seer for death frenzy is a great choice and I expect the game plan is to cast it every turn. You are only left with one more cast. Putting your Rat ogres on a 3+ save with mystic shield seems like the default plan. If I may be so bold to address both concerns, I would recommend abandoning a damaging endless spell and use your leftover points to fit in the Soulscream bridge. You can whip an ogre unit with death frenzy, then send it through for a 6" charge turn 1. As a bonus suggestion I'd swap out the 2x1 ogres for some cheap chaff for turn 1 screening or point grabbing. I'd stick with the moulder theme and use a 2x6 giant rats. Other options are clanrats or a warp-grinder for some optionality.
  13. At this point, I'm just playing null deploy lists so I everyone has fun: my stuff doesn't die early, my opponent gets to kill my stuff late, games are close and under 3 hours. Time for beer with friends afterwards. Its a win-win.
  14. @Skreech Verminking Thats where all the new plastic is. Its as addicting as warpstone. Let them enjoy.
  15. @Lord Krungharr Enjoy this GHB while you can, as the Nightflyer Cloak enchancement lets you drop in with any battleline. I'm about to try a 4 deathmaster list and really push how clever we can be with these GC battle tactics. But yes there should be more shenanigans with ninjas.
  16. Does anyone have any inspiration for some Plague Censor bearers kitbashes? I'm trying to hold off on buying 3D prints cause every single one of them try to print "chains and flail", and we all know those snap off.
  17. @Lord Krungharr I'm assuming you still want command entourage/warlord which is why you want 6 heroes? If thats the intent, I'd diversify a bit. Swapping a single deathmaster for a grey seer or warlock bombadier would help make use of our spell lores that you're missing out on while maintaining the empowered Eshin battletrait. If you don't need that many heroes, a few units of clanrats could easily slide in to prevent alpha strikes at minumum, increase your wound count and later grab points from peeps. Alternatively, to stay on eshin theme, night runners are highly recommended against shooting lists that drop down on top of you. The pre-game move helps mitigate where they can deep-strike and effect your very high cost/valuable verminlords.
  18. @Lord Krungharr A very Timmy idea indeed. Unless verminlords have enchancements they don't really pull their weight to be honest. I still highly encourage you to try, just that flaming weapon can't be used all at once. That said Lord Skreech is great as an independent operator who can buff all of the other verminlords so thats usefull. Frankly if you can add Thanquol in there, he pairs amazingly with skreech to put him on +2/+2's for his weapons which is scary. The points efficient methods is to run multiple Warpgnaws and a pair of Corruptors who are more reasonable in a vacuum and don't need enhancements. That way you can focus on a souped up Warbringer who can death frenzy your verminlord "chaff". While the Warpseer's spell is crippling, in such a list it wont at all be reliable since he doesn't natively have any bonuses to cast. You're unlikely making him your general for Master of Magic. Those are my thoughts, but I hope you pursue it.
  19. @Skreech Verminking I do miss Grey Seers having warpgale and plague. Good times. Especially now with so many charging bonuses and more bodies on the field. Wouldn't you think it would be redundant for most Verminlords? The old spell lore was basically watered down Verminlord spells.
  20. New things that I'd love to see Updated spell lores, particularly a new category for Verminlords (available to Unique, looking at you Skreech) Increased minimum size of units, mostly for battleline Better organization of our enhancements, its a jumbled mess in the book. Skyre Battle Trait, when a model is slain, they explode (would add more fun to doomwheels) Skaven battle trait for foot heroes, most battleline gives weak bodyguard, matching clan grants better version Other than the gazillion tweaks to our unit roster and their warscrolls, this seems like a good overview.
  21. @Skreech Verminking You're FAQ sure looks like fun. You also made me realize that in some cases our reinforcement point problems could be greatly mitigated by doubling the base size. A stroke of the pen would fix that. In reality, with the exception of plague monks, theres not many units boxed that way. Sad. Good call on the rat ogres movement, more and more I feel the lack of a proper calvary unit. They work quite well as a mobile anvil if that was the only change. Good stuff. Looking forward to your Summer FAQ
  22. Here's my first-strike Pestilens list. I was sad when I remembered I can only have one Galletian Command, I wanted the deathmaster/stormvermin combo as well. Just supe-up some Plague Censor Bearers, send through the bridge and hopefully make the charge alonside some tunneling Plague Monks. I'm sneaking in the Masterclan battle trait to effectively get 2 re-rolls at a 9" charge. I'll report back when I play.
  23. @Lord Krungharr I've been playing in this space long enough I don't worry about the book disparities anymore. We've certainly brought up our book's half baked nature before many times. My headspace is more in line with having tried nearly every combination of our units and just not quite getting there. Mind you, I still have fun, and my wargaming experience in general gives my opponents very close games, which is satisfying in its own right. Which reminds me, the next idea i have is using the Living Cyst artifact in a galletian command for some first-striking plague monks. We'll see how that goes.
  24. I recently went to a tourney, fairly small 12 player scene, thought I'd report back on it. Game 1 was Presence of Idols vs. Gloomspite Gitz (squigs), game 2 was nidus paths vs. Idoneth (all archers and a turtle) and finally game 3 was against Morathi and the bow snakes. This was a very casual tourney and an impressive 11/23 armies represented, only repeats were Gitz (they both hit the podium). Placing was based on cumulative personal score game to game. 1) Squig herds are busted, great opponents, but even they felt the negative play experience. The rest of the army looks fun, happy for them G'itz 2) First time playing against Idoneth, even after so many years of playing this game. Spamming MSU archers and bringing back 3+D3 models was a shocker. I suppose many don't run that subfaction. I was out-bodied that game. 3) Felt like my opponent was less experienced with a competitive list. Gave Morathi the ol' bait and switch and kite'd her across the battlefield lengthwise and jezzails chipped away. All in all went 1-2, but very proud of my scoring. Still finished in 4th. Things I learned: Unless we bring lightning cannons or Thanquol, we don't have much in the way of cracking tough nuts// or resilient blocks of dudes. All of our tricks are cute but I'm now starting to feel our books age. I ran a what I thought was a balanced list, you can check it out below.
  25. hello. Friend of a friend who plays tzeentch needs some help with keeping his magic in order while playing. I assume somewhere buried in this thread a solution exists, but I'm looking for suggestions for game aides for keeping track of what magic you have available. My buddy loves this army but is constantly overwhelmed with choice mainly because its not all in front of him at once. Ideally looking for something physical on the board to use, perhaps cool cards or RDF tokens anyone has seen?
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