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Riff_Raff_Rascal

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Everything posted by Riff_Raff_Rascal

  1. @Skreech Verminking Wowsers. I wish I could be there at the beginning of each of your games when they ask you how many drops you are. Keep your Ratlings. They're great. You need one more screen though. Another thing about squishy skryre units is that they too are susceptible to shooting. Too solve both problems, I recommend night runners. Their pre-game move helps zone out those deepstrike armies wanting to get into your backlines, even if your opponent goes first which is your biggest weakness not controlling the turns. I've had many games protecting my artillery against stormcast and sylvaneth shooting with these bozos. As a consequence, i recommend switching some heroes to deathmasters to unlock the batteline. Not to mention, they have more potential to survive hiding amongst troops while being faster, and you can only use warpsparks from one hero at a time so the uber redundancy can be pulled back a bit. Who knows? The eshin command traits// artifacts could add more utility. You actually increase your shooting, especially if you just get rid of the clanrats for more eshin, and can double down on being a glass cannon.
  2. @Tom youdale Also if you're ever self conscience text dumping your lists, a handy tip is to use the spoiler icon to make a collapsible text box for readers to use. Its the little eye symbol in the text editing options.
  3. @Tom youdale I'm happy you have Thanquol, he's still a beast, especially with people running more reinforced units. Personally I would go with the 1st one. This is more of a meta pick admittedly but it comes down to your inclusion of the lightning cannons. On average people are concentrating their forces to go low drops, more reinforced hammers and what not, while at the same time. The average number of objectives in this seasons scenarios has dropped to an average of 3. This implies way more action in the center of the board. The cannons are the type of power projection that could be useful when enemies are more likely to funnel into a particular area. Not to mention using a double Unleash Hell with Thanquol with the cannons is just hilarious.
  4. @KarrWolves Ah yes an excellent start. I see 6 kurnoth hunters in a unit, i immediately like it. The second list is certainly packing it all in, looks a little stand offish to me unless Allarielle is used aggresively. Thank you for the ideas.
  5. Speaking of gaming the system, have we discussed the 'Quivering Bulk' mutation for the HPA? This would put it on a 1+ for each model in range, thus auto-proc'ing MWs. That sounds busted//unintended against anything with 1 wound. I scoured the FAQ's and Core Rules and the only time a 1 auto fails is on an attack/wound/save roll, which this does not qualify. Whats weird, in a similar fashion, the WLC proc's its ability roll on a 1+ too (assuming that you rolled the power setting that low) for MW's, so our book already sets a precedent for it. Its not the best mutation but its a thing.
  6. @Skreech Verminking You know I'm just gonna play my next game with no season rules and no battle tactics. I'd like a palette cleanser.
  7. @Skreech Verminking Well said. Kudos for the long post. I feel that. This is reminding me I had a brain mishap my last game and didn't even shoot my ratlings right, reverting to the 2.0 book rules. Thats what I get for going off of memory. I still forget that Acolytes are on +3/+3s now. All of our damage is like flat 2 instead of D3. It still gets me every so often. Been playing rats for too long its all blurring together.
  8. hey all, Im planning on starting my second army and want to lean into a very thematic list. I have no idea where to start and need to pick your brains. Here's the picture: Deep-Sea Sylvaneth, Drycha has coral armor instead of the beehives, Allarielle is riding the Idoneth turtle, Kurnoth Hunters have heads swapped with Sea-Anemones (hot pink of course), lots of fishes, and allying in 2 Arkehlian Sharks. Ideally, I need a 2K list that is very ambush-centric, not wanting a castle army, don't need all of it in a list (will still kitbash the above), but am very much in love with Drycha and want to make her work. I don't need it to be competitive but functual/fun. I'm all ears for list ideas.
  9. Why do stormfiends have the same save as rat ogres? same wounds to boot? They are literally wearing power armor. Ugh. Make them cheaper, if they're afraid of MMMWP making them OP, just make them unable to be reinforced. I need independent operators that don't need no man.
  10. @Lord Krungharr Isn't it such fun to see all of that fancy rend BOC has go to waste?
  11. @Skreech Verminking Thats a wild shooting idea for the doomwheel. We'd have to make an exception about being allowed to shoot friendlies. Would certainly justify running them up the board as fast as possible. Perhaps just give them a light version of the lightning cannon ability? What you're really asking for is our Steam Tank Commander equivalent like what Cities got. This discussion has popped up many a time. We really shouldn't lock it behind the leader keyword otherwise we'd run into the same problem as behemoth. Don't want to make it a totem either. Hmmmm. I still say we give it elite. Perhaps this hero-lite unit can be a wizard without being a hero? Seems fine to me. You also mentioned stormfiends, whew, thats a whole 'nother discussion.
  12. @Lord Krungharr Lets fix the Doomwheel. Firstly, we eject the behemoth keyword into the sun. The design philosophy should be: I don't care if it dies quickly, but I want speed and I want damage. Its role in the army should be a skirmish missile, deploy it and let it do its own thing. We'll never justify it being tough, so we can't expect it to last long in combat and much less trying to pin a unit. Retreat+Charge+Shooting, always on, all the time. Its a war machine, it cares not about the vermin beneath its wheels. Explodes on death. Each unit within 3" takes d6 MWs Movement Gamble: 4D6 movement with option to declare before rolling that movement is doubled. Any 1's are D3 MW's. I certainly could use some help with this one. Either we add impact hits on the charge or we facelift the abysmal melee. I don't see it as a melee centric unit anyways Maybe something fun with redeploy, rule exception to use it within 3" of enemies for more damage? Then again it can't issue commands to itself. Lame. Maybe add elite? These are just spit ball ideas. Ideally I do want it priced like a squishy chariot unit it, so it doesn't need all the bells and whistles. What do we do?
  13. I don't mind the hellpit being more expensive, lets just make it amazing. If moulder needs a "master-piece" model, then lets make the rules rise to the points, not the other way around. Add monstrous actions, and just give it every mutation under the sun ('cept the lumbering, bleh). Heal every combat phase, +4 save, more wounds, 3+ spell ignore. And then, if they want us to have mutations to give it a side-grade, I'm all ears.
  14. @Lord Krungharr ...or a mecha version of a Mega Gargant. How 'bout them apples? Give the ol' mercenary a try.
  15. With the advent of bounty hunters leaving. This will be my first chaff spam list. I'm playing against some new players and thought I could have fun being the punching bag. Never really pushed he limit on clanrats coming back too, and rat swarms...and giant rats. Oof. Also thought to dust off the bell of doom so they can get a sense of endless spells on the table.
  16. @Cosmicsheep That would suffice I think. Almost all of these new Galletian Champion related abilities are going to be real finicky anyways. Theres a lot of 'if' statements scattered around the season's rules. New players will have a struggle, experienced players will be rewarded for smart play but one thing's for sure, acute positioning will slow the game down a bit. If I'm being honest, this season just reminded me we're still missing a generic set of scenarios, not dealing with any season. I miss just rolling up to the table. Don't get me wrong. I love the concept of seasons and feel mentally spry enough to enjoy them, just wish there was a basic option too.
  17. @Cosmicsheep You made my day. I have a reason to field a block of stormvermin again! The best part is that they can just pop up wherever and be independent operators with this strat. I will say though, Strikes first units will need an FAQ because, the bodyguard doesn't have it and 12.5 of the core rules are open ended saying that "units with strike first effects attack" and then "units without..." can attack. Nothing says you can't do your idea, but I can clearly envision some debates at the table, especially if they watch 30 stormvermin counter-slap with 90 attacks off-turn.
  18. I took a look a the new season rules and I'm trying to see the cheese. - Deathmasters popping up a turn earlier can set up favorable hero phase combat using the Strike at the Opening. Then you can normal move away out of danger without worrying about the strike-last. -No retreat, No surrender command ability prevents pile-ins but gives +1 attack. Pile-ins are not that big of a problem since we get extra reach. A classic clanrat screen to take a charge with stormvermin behind them seems great. This ironically would make a nearby clawlord redundant. -Our sniper teams cannot be sharpshooters (Artillery), booooo -A skryre hero with 'Leadership of the Alpha' unique enchancement to triple All-out attack 3 Rattling Gun Teams seems like mayhem. With a "Nightflyer cloak" aspect of a champion on top of that, you get the guaranteed teleport to the spot where your Russian doll clanrat -weapons team combo will pop up. Nice. -The Masterclan battle trait gives you essentially 3 bites at the apple to make the Tuskhelm Relic get maximum potential (Charge with something else, re-roll if necessary, if all else fails, roll the actual Galletion Champion's charge). Ironically might make a Deathmaster punch above his weight finally. -Doomflayers. They be infantry yo. With some fancy maneuvering could help them foot heroes out with No retreat No surrender. With our normal death frenzy shenanigans, that strike last don't matter. Just sayin'. -Sending a 90 pt. Master Moulder counting as 10 models with 'Stubborn as s Rhinox' onto an objective with Skitterleap is a cheeky way to steal an objective. Potentially a point surge depending on the scenario. -Tunnel master Aspect can let you send a Deathmaster with our 'Gnawbomb' artifact with skitterleap, drop it, then teleport to safety in the following movement phase. Meanwhile you can triple teleport cool stuff to the new gnawhole with clever set-up.
  19. @Lord Krungharr I don't think you'll ever get value out of those priests. Without access to a skitterleap, I've always had problems getting mileage out of offensive prayers in general. At best, you can use your bonuses for the Guidance or Bless prayer. I would just go ham and spam Engineers/Bombardiers instead, go for double warlord battalion for more toys. I forget that they have -2 rend shooting. Running them in mass would be fun. That or just add another lightning cannon to truly deter anything big from rushing you.
  20. So "Cracks Call". What is this supposed to invoke? Obviously the ground is splitting open. What should that mean on the table top? Harder to charge maybe? Cutting movement in half? I really want this to be a anti-pile-in effect but doesn't seem right for the imagery. Also that ability is toxic as all get out. One thing is for sure, if its a debuff spell, it needs at least 18" range. If its a damage spell, I could see it being close range. The tertiary angle to consider is what Skaven need from this utility centerpeice model. Most cases you don't want it fighting and is behind a huge wall of chaff. We could either try to protect the chaff or volley damage over the top of them. Depends on what skaven are lacking right now. Or we could just improve the bad design, add a d6 to the dice roll? Thats too much. Ah! I have it. I'm brilliant. Ok hear me out. What if we cut down on dice rolling while at the same time up the average of the damage and more importantly increase the likely hood that it actually does any damage? Cracks Call (new and improved): Cracks Call is a spell that has a casting value of 6 and a range of 13". If successfully cast, pick 1 enemy unit within range and visible to the caster. If the (modified) casting roll is greater than that unit’s Move characteristic, that unit suffers a number of mortal wounds equal to the difference between its Move characteristic and the roll (rounding up). This spell has no effect on units that can fly. Minimal change to intent and mechanics while increasing probability of doing something AND adding more control over the dice being rolled by tying it to the cast. That +2 Avalanche of Energy, Arcane scenery, Master of Magic all now add to the value of the spell. Boom. Done and dusted.
  21. Alright. Lets just fix the Screaming Bell. Put on your wishing hat. First of all, lets eject the "pushed into battle" rule out into space. Second, here's my fever dream version of Peal of Doom Trying to make sure nothing is a wiff result turn 1 (which is a problem for MW damage results). Considering you don't know what you'll get and you only get 5 rings, I leaned into guaranteed effects and made the more unique results on the outermost results. If any of you want to help fix the "Cracks Call" spell, that would be great. I'm so done with that spell. It might as well be flavor text. Let me know what ya think. Again, this is for fun-sies, not too serious now.
  22. @Skreech Verminking Gonna have to disagree on the screaming bell, although the points your brought up about it would be my evidence as to why. When has GW dropped a model that many points you think? I just have to lay back and remind myself I want the bell to be worth a lot of points. The +2 to cast is great, a much needed bonus for an expensive, tanky wizard. Its an iconic model, a centerpiece and heralds the arrival of verminlords. Its okay for it to be somewhat expensive, because I want the price to reflect how cool it is. It just currently has too many un-cool rules. Thats closer to my original point. Oh and the bell and vermitide definitley are 20 pt endless spells. Just low enough that you can toss them in if you're list happens to need a gap filler. These spoilers are really only reminding me that bounty hunters are leaving. Gonna be spamming reinforced units at last.
  23. @Skreech Verminking I'm mostly looking at the big peices. Screaming Bell, can't be fixed with points. HPA, is looking super fine, running 3 of them in a fun list doesn't hurt as much. Price reduction on a a Plague Furnace?! Ooh yeah baby lets go. Warbringer looks fine. Thanquol still rockin'. If theres ANY downward movement on weapon teams or base troops, its value town. I feel every single list idea out there is chomping at the bit to add more of the same unit and so each decrease is multiplicative (ie you're love of weapon teams). I do hope they price our endless spells as a whole more aggressively, I would hope Vermitide can make it passively in lists since its thematic.
  24. @Skreech Verminking Perhaps. I'm curious how it will interact with our heroic action to get those free command traits. I'm really hoping we can be persuaded to play more thematic lists more often with stormvermin and clawlords running around. We'll have to wait and see.
  25. I am very sorry to say, and barbitually bummed out, that the fine print in the article says "fun detected"... Boooooo
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