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Riff_Raff_Rascal

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Everything posted by Riff_Raff_Rascal

  1. @Causalis In a vacuum, the hardest hitting thing in our book is the warbringer. He has the uber rare reroll wounds ability that sends his damage to the moon. Dont be fooled though, he can be taken off board quite easily if you dont get the hit in first. A 4+ save isnt much against something that is huntin him. weapon teams are in! go ham. Against a super aggro list like orruks, you can even opt to not hide them as cheap speed bumps if you truly think round 1 is gonna be ruff. That or just area denial. This is less fun and more tactical but its an option. Dont sleep on MSU melee stormfiends. They are solid objective grabbers. Drill, flayer and flamer has been my go to for a one off commando squad. They can be battline while avoiding the extra damage from bounty hunters. Shooting is till viable for sure, but your looking at a reinforced unit to make it worth i think. Clawlord: Skreech knows whats up.
  2. @Causalis Everything you said is true. The topic at hand was buffing them, and thats all I've ever done with them. Counter point on the 60 blob: How else are you going to hide 6 weapon teams and an assassin, hidden in a unit, that is itself hidden with a weapon team? Some real Russian Doll shenanigans. Riddle me that. The reality is that yes, bounty hunters exist now, and they will explode. Clanrats are not a hammer and thus not the best targets for buffs. That said, they remain a tarpit against ordinary units and can handle shooting//magic armies like a champ. I would seriously rate the Bless prayer on them as you can actually get some value there and at the same time are the only real benefactors of the Rally command. The current shift this season will see a great many staple battleline staying away from battle altogether and the real kings will be non-battleline chaff (*cough, rat swarms, cough*). If running MSU clanrats, theres real power in keeping them in reserve for late game GV objective control. They dont need to do much else. If running 40 or 60, they can still zone out a huge swath of your back board and benefit from those defensive strats I mentioned before. The real question you have to ask when building your lists is battleshock mitigation. How many units can you afford to baby sit with Inspiring presence or the Savage Overlord command trait. That will determine your unit sizes, and not just for clanrats.
  3. @Causalis Truly clanrats are the best unit in our army. I will attempt to defend that. Firstly, to answer your concern about buffing them, in terms of damage, the most efficient way is to target down a unit that is subject to the Curse prayer combined with Skavenbrew, like you mentioned, or just a good ol' clawlord. A 60 block swinging at such a target with those buffs is 120 attacks available (because of the 3" range) and statistically doing 20 MWs! You can run Grey seer, Plague Priest, 60 clanrats to make it happen by skitterleaping the priest in range and rolling the dice on the prayer, all for the low-low price of 540ish something points. Secondly, clanrats run AND retreat like no one's business. This allows clanrats to have what is called a "high ceiling" of usefulness. Movement shenanigans wins games. Bodies on objectives win games. This combined with Expert conquerors battalion making them count as 3 per model is a thing. It is important to consider running them in movement trays still as playing tricksy with the back-bone of the army can make opponents grumble at how long you take. That said, you can start expanding your horizons on how you can use them. For example: did you know you can still string them all out in a single line? They remain on 25 mm bases and so long as they are all in base to base contact, you can safely declare that they are in unit coherency (as a reminder each model has to be within 1" of 2 other models). Again, don't try this unless you have practice and/or movement trays but I hope this inspires you.
  4. So I've played 4 games now with the new book with various lists to see each unit hit the table. I have some observations. His majesty high lord Thanquol and fellow boneripper are what the kids are calling "fresh". He's not an auto-include but talk about a spell dom and a galletian vet destroyer, whew. Rat swarms: yes, these guys. MVPs of every game. With so much teleporting and mobility in the game, zoning people out and having cheap chaff is more important than ever before. I've played the new Sylvaneth book twice now and shutting down terrain with annoying bodies is almost comical. Hero hammer: get used to paying nearly 1k pts in heroes every list. Skyre doesn't count because you make that up with including stormfiends. That said Verminlords got a solid glow-up, more consistent in damage and up to speed wording despite the 100pt hike. After a few extra enhancements, they are fairly priced. Rat Ogres: no surprise, big winners. More independent and must be respected albeit still squishy enough to reward smart play. Strictly speaking, they are the missing piece to our model range in the form of hammers. We didn't have one in the previous book and that role on the table is easily filled now for that much needed counter punch. Reinforcement points: a glaring omission from the book was enabling larger hordes. The whole push of the new season is the "horde meta" but I don't see that happening unless you're playing pure verminous. How does Daughters of Khaine gain the free reinforcement point option in their newest book and skaven don't. Riddle me that. Playstyle: sky's the limit. I played a monster mash list with a bunch of A-bombs, had a blast. Pure eshin builds are viable and sneaky to reward clever play. Alpha-charging is viable to us (but don't if you want to actually win). Heck, even void deploying is a possibility. Have fun.
  5. Quick update: So skaven's Plague Claw got an interesting rule addition that triggers when an enemy is targeted by this unit's missle weapons. The effect is adding 2 to the units battleshock roll. Its not game breaking, and it effectively hasn't changed much but it is an intriguing lever to pull. Already the skaven community wants to try to combine with the horrorghast endless spell to see if bravery bombing will be mini-combo people can use.
  6. @Cosmicsheep Yup you are right. I didn't even see that you had to roll a dice. That seems very niche against hyper elite units or already half-strength or worse enemies. Hmmm.
  7. Is anyone else pumped about them Doom-Flayers? I already tried 3 of them out in a single unit of clanrats and boy what fun. So heres the strat: Make sure whatever you charge in with is a Galletian Vet, spend a CP for Overwhelming Assault from the Gallet battlepack, impose strike last, then swing with ALL of your Doom-Flayers, Profit. Obviously this will only be good against other chaff but you can make clanrats strike super hard. Here's the try hard strat: Command phase, Skitterleap Plague Priest forward, try to Curse something, ideally a big scary thing. Then a pack of Plague Monks that are being tunneled up by a Warp Grinder pop up in front of the priest.. With their built-in +1 charge, you can more likely get them in. Ideally you can tag multiple units, have the plaguemonks try to head the way of a big scary thing but in range of a chewable unit. Let the doom-flayers all hit the chaff unit after Overwhelming Assulting them and the monks go big on the scary thing.
  8. @vaector You bring up a very technical ruling but I'll attempt organize what we have to work with 1.3.3 UNIT COHERENCY Units must be set up and finish every move as a single coherent group (pile-in counts as a move) 12.2 PILE IN You can move a model making a pile-in move up to 3". When you make a pile-in move with a model, it must finish the move no further from the nearest enemy unit than it was at the start of the move. Death Frenzy 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 So the good news is, RAW unit coherency refers to units NOT individual models and pile-in moves are on a model by model basis. Death frenzy only refers to individual models so you're in the clear. Also good news, RAI works as well as its the only practical way to use it without being a worthless.
  9. @Cosmicsheep Good call. Editing my previous doc with nothing but leak pictures is never perfect. If anyone sees anything off I can re-upload it in the same post.
  10. Hey All, I organized our allegiance rules onto some printable reference sheets. One less book to lug around. *Edited last 6/28/2022 12:50 am Teachings of the Horned Rat.pdf
  11. Also, HUGE stonks on Thanquol and Boneripper. So pumped. I want all of you to take a look at the Boatman endless spell and tell me that don't look fun with him. Also just realized they gave him the totem keyword so that repeat command ability action is on point. Might be our best replacement for the Warpseer's role.
  12. Trying out clanrats with all of my doomflayer models hidden in them. We didn't get the multi-model unit ask for the weapon teams but we can use the new Gallet CA to make targets strike last. Gonna try this experiment tomorrow to get value outta these boyz.
  13. If they go hog wild on Doom-Flayer rules LETTSS GOOO! I didn't kitbash 6 of them for nothin'! Units of weapon teams will be a new era.
  14. @W1tchhunterHobby bravely first off. The rule of cool is king. That said pestilens are often depicted with no fur because disease has stripped it off, so pinks and orange flesh tones. Eshin arent really set, they used to have lots of dark fur, black mostly, but the new aethermaze eshin are more pale because of living in darkness. I suggest picking your cloth color first because it has more volume then pick a fur color that complements it. Ive tried black fur on black robes for ninjas and its just boring. So learn from me.
  15. @Rors That was the stated intention in the article. Im concerned that this a false list idea though because if the Deathmaster is any indication, all of our hero points are going up. This is in line with every 3.0 book so far. I have no doubt they'll get upgraded, but I don't believe we'll have cheap enough heroes to make that style of list playable. We'll see though.
  16. This is true. Classically this is used to pile-around/toward a screen protecting a shooting unit or weak melee hero thats approx. 4 in away from the screen. When you wrap around, your 1 inch base will tag the other unit 3" away. This is true even if your base to base the entire time with the screen. I just think it'll be harder to screen us out altogether. @Skreech Verminking Death frenzy may be the way to go especially with stormvermin at 1" reach now.
  17. The run and charge rules are fun stuff, but I'm fixated on the pile-in rule. What dastardly things will GW allow us to do now? Or at least not FAQ? My thought experiment consists of step1) activate unit, pile in, Step 2) pile in all other engaged models, step 3) activate other units in combat, pile-in again. I read this as a 6" pile-in for swarming around effectively. If you're clever you'll be able to draw units into combat that didn't want to be. Combine this with any strike-first abilities (looking at you eshin), and you might get away with shenanigans. What do ya'll think? Am I crazy? Or so sane I just blew your mind
  18. So what do ya'll think we might get down the road? Those albino skaven are looking mighty different. They're not the demon shadow rats I was hoping for but since they weren't part of the Underworlds warband, I feel like we'll get at least one new unit. Which is frankly not what we want, we just want re-sculpts. That or trimming our model range to make room for new stuff.
  19. That just looks to be like an endless spell with extra steps
  20. Fair point. "There was once a dream that was GW. You could only whisper it. Anything more than a whisper and it would vanish... it was so fragile. And I fear that it will not survive the winter. Players, let us whisper now, together you and I." - Marcus Aurelius
  21. I would like to also remind everyone that GW is in the business of model making, not game design. The low hanging response is to tell GW to get better at rules writing which would alleviate a lot of everyone's concerns and thus make everyone have a more positive take on the "state of the game". We have every right to have higher expectations for the company for rules writing in particular but I would surmise that there is something more to the "state of the game" than just rules. The community at large perhaps? Its the reason we all keep coming back to this hobby and I propose is the reason that folks still praise GW when they get something right.
  22. State of the game: Terrain rules need a big glow-up, GW needs a faster turnover for books (which we shouldn't blame them considering production and distribution issues) but overall the game itself remains streamlined enough for new players. Hot take: Battle Tactics are bad for the game; time played, new players inundated with choice and some armies just naturally better at them. Its a whole 'nother conversation about the rise of faction specific tactics diluting the value of the generic ones. Generally everyone has some interesting ideas about what could change, I only wish to point out that as a player, we are very good at finding things that are wrong at the game, the vast majority of us are not game designers and thus not great at finding solutions.
  23. I like where @mojojojo101 and @Neil Arthur Hotep are heading. The big picture that I'm getting is what if artillery can interact with things on the table that normal shooting units can't i.e. objectives and terrain. That's spicy stuff. We would very quickly see the difference in battlefield roles between artillery and everything else. They wouldn't be competing in the same space. Big brain time: What if artillery could target scenery and/or terrain? Those targets then become an AOE effect/damage. From a thematic standpoint it makes sense to me installations or known targets are easier to hit with war machines, I mean I still don't understand how we could overwatch with some of them currently, but whatever. If, lets say, a terrain piece is targeted, everything inside of it or WW 3" of it gets hit with something, this also thematically makes sense for anti-horde type artillery. Basically, big swathes of the table gets rained down upon. Effectively, we are using templates from the olden days of tabletop, but not. For those of you who have made objective area game aides, you'll know that a 6" radius is a wide area, perfect to represent an objective being bombarded. Alternatively, if that is too wild, there simply could be bonuses against enemy models on objectives or terrain. We kinda saw hints of that design space being explored with the new stormcast book. I think we're finally cooking with gas here.
  24. @Chase I'm sorry to say I will be no help with defeating death. I've played skaven since pre-AOS, and in those years have NEVER beat a death army. It certainly hasn't gotten better with SGL getting a fancy new book. Good luck though.
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