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Riff_Raff_Rascal

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Blog Comments posted by Riff_Raff_Rascal

  1. @Eevika This is also true. But I wasn't about to tell my friend. I personally love BOC and think they're good for their list building potential and so I offered to use my buddy's BOC against him so he can try his other armies. I hope I might be able to learn/teach tactics with him when playing with weak armor units/armies. Its a learning experience for sure. 

  2. I just played a Virulent Procession list yesterday (I know, crazy right) that included 2 units of 10 plague monks with the stave and blades. Those two units  (with NO command models) and Plague Furnace support obliterated the entirety of my buds BOC battleline units (50% of his army). Of course their was some tactics involved and a double turn on round 2, but just getting them to 7 attacks each on every charge was a FEEL BAD EXPERIENCE. I went out of my way not to field any of the 2 dmg effects for quality of life reasons, even with my two other units of 40 plague monks waiting  behind my plague furnaces. Out of my friends mouth was "I don't think I want to play BOC anymore" and made me feel like ******. I thought I had stripped down my army and having ~300 points of battalions was going to put me at a disadvantage. But it was so devastating, I made him feel like his army was not worth playing. 

  3. I think this comes down to a quality of life issue. Yes your opponents can fear plague monks and say they're overpowered. As the skaven player, I know they're good glass cannons and can serve their role effectively, but I absolutely hate running them. Fully buffed, I've got 4 dice pools to worry about in mass? No thank you. I'm still a practical wargamer after all. I'm not afraid of fielding them, only using them (slowing the game down). Its for this reason I believe that points increases are missing the mark, its a lazy tactic used by GW. Its not out of the question to re-write a warscroll and I'm so confused why it would be difficult to do so, especially done alongside a major rules update like the players handbook releases. 

    Perhaps my gripes are all to justify running my 80 stormvermin anyway? They're soo cool!

  4. General chaos, you can use a Tzeentch Kairos Fateweaver. How 'boot letting a Warpgnaw Verminlord jump behind enemy lines, cast its model killing spell and use the Fateweaver to guarantee  a 6 on the spells ability (pending the dispell). Perhaps kill off Morathi, High Oracle of Khaine turn 1? Its  like 660 points but cool. Oh, and you can bring a block of Clanrats. Oh, and you can hide assassins in the Clanrats. Neat. 

    • Like 1
  5. Doomwheel. Haven't found a great use for it. But my recent idea was to use it to engage battleline along the edges of the field.  If you tag the weaker unit on the edge, you limit the number of models that can pile in.  I suppose you're using it the same way clanrats should be used.  I can't see much else to use them for considering their unreliable shots, low rend profile. Its just speed that makes the unit a lot of fun to play. 

    I'm grasping here but its a damn fine model. I just need reasons to play it. 

     

    • Like 1
  6. I'm still curious about how to use the assassin, even after the early pile-in got trashed. Its WHEN to deploy him and exactly WHERE along a line of rats that I haven't yet cracked the code for. 

    My initial thoughts concerned waiting for a hero to charge my rats. Lets say its an ork megaboss. The hero made it within 1/2 in and cant really pile in horizontally along the line of rats. At top of combat reveal two assassins on either side 2.5'' away. The point being is that in no way can the megaboss choose to attack my assassins first. I can then freely pile in on either side.

    Now that I think about it this updated ability actually safeguards the assassins for that first combat by not being forced to pile-in and attack immediately. Before, on the off chance you can't kill that hero, there's gonna be some harsh kickback. Now with going last, I have positioning advantage. 

    • Like 2
  7. I can only hope experienced players have been using these tactics but everyone should check out this 6 min video on HOW TO USE CLANRATS. 

    https://www.youtube.com/watch?v=I8adz_Iyiew

    Turning clanrats into a great harassment unit using their retreat and charge ability is spicy. I've begun the process of never worrying about their attack profile while also running them in max unit size for more wounds. Brilliant stuff from Doom and Darkness channel. 

     

    • Like 4
  8. 59 minutes ago, Mattbringssoda said:

     

    The Crown of Conquest should still be a viable tactic though, I would think.   It's benefit is passive.  It is not "used" or otherwise specifically activated by the Deathrunner.  A question was brought up in the Verminus thread - if each Deathrunner has a unit within range of its crown - do they both disappear?  Of course not. 

    I believe this clarifies things like each Deathrunner doesn't get to roll for something like cunning deceiver, which I don't think was ever intended to be allowed, but passive effects aren't "used" - they just exist.

    I'm hopeful. What was that verminous thread you saw?

    Also, I dont think this clarifies what a "used" ability is versus a "passive". For the example of cunning deceiver, its not a "may" ability and thus is forced upon you to "use" it but at the same time it can be read as a passive that  triggers both times at the beginning of the hero phase. I would put it forward to the game designers to clarify if at any point getting the benefit of the artifact/command trait would cause the other to disappear as opposed to ruling what abilities are "used" versus "passive". 

  9. Sad news everyone, Deathrunner shenanigans are dead as described in the updated erratta for the Silver Tower warscrolls

    Skaven Deathrunner, Illusory Twin Change to: ‘When this Skaven Deathrunner is set up, place both of its Skaven Deathrunner models on the battlefield. They do not need to be within 1" of each other. When one of these Skaven Deathrunner models attacks or uses an ability, command trait or artefact of power, then the other model is removed from play. If one of these Skaven Deathrunner models is slain, roll a dice. On a 1-3, the other model is removed from play. On a 4+, the other model is not removed from play.’

     

  10. I am absolutely tired of clanrats as my battleline for mixed Skaven. I generally use the Chaos Allegience for the new crown of conquest. I recently played a fully Pestilens army and wanted to take advantage of Plague Monks being battleline. Forgoing the Pestilens allegience, is there a way to have a Pestilens army, maintaining the monks as battleline and choose the Chaos Allegience? This is really a generic battleline question. I was wondering what other discussion thread might have tackled this issue. 

  11. 7 hours ago, Vaeron said:

    Just want to point out that 2 grinder teams cost 480 points less than 2 warpgnaws, who dont even have a command ability and whose spell is now either kills one model with up to 6 wounds (which an engineer can do for 100 points) or does nothing.

    yeah but that 5 damage though. And pick a cheap model, kill conga line, spell. oh and that sweet sweet 5+ fell no pain. Mmmhh, spicy. 

  12. Just a thought, but has anyone noticed how amazing Skaven shooting is in the new rules? We've got direct mortal wound output in the form of lightning cannons and warpfire throwers. Do we care about Look Out Sir? Nope. Not too mention almost all of our magic just does mortal wounds. So hero sniping is still great. In 2K mix lists I'll still use the Skryre battalion with Arkspark Voltik x2 against certain armies. Its still 920 points but, hey, thats 4 lightning shots per turn, along with two more mortal wound spells you have in your army. 

    • Like 1
  13. 11 hours ago, Johnny Pestilens said:

    Does that mean both models, the copy and original count as having the artifact? Naughty!

    From the Chaos FAQ 1.4 Age of Sigmar. 

    Q: If a Skaven Deathrunner is your general, or has an artefact
    of power or a command trait, do these things apply to its
    illusionary twin?
    A: Yes.

    Cunning Deceiver and Crown of Conquest is what I've played the last 5 games for an almost completely verminous army, just letting me spam the warlord's ability along with the Verminlord Warbringer. The Deathrunner also gets a net -2 to shoot it because of the new "look out sir" so keep em' as close as you want to those clan rats. I struggled so much with low bravery in the recent past. It hurts like hell. I say the new Crown of Conquest is the single greatest thing Mixed Skaven can get right now. This just might carry me all the way to the much needed Skaven battletome release down the road (rumored).

  14. I'm curious about such interest in the Screaming Bell. I haven't quite cracked the code with it. With the new rules I would argue that objectively its greatest contribution is simply its command ability with which you can stack  extra bravery, not too mention you can add the Cogs endless spell for even more movement. 

    If the new summoning rules tickle your fancy, I would say why not run 2 or 3 screaming bells for fun. 

    If the mortal wounds is what draws you to this unit, which is the most common result on the bell, its still really tough to get that to impact the game the first two turns. I found much more value this way by Skitterleaping it into action with the Verminlord Deceiver.  And even then, the 4+ you need for units in range is unreliable. That isn't to say that I absolutely need reliability as this is skaven we're talking about. 

    The spicy contribution of the screaming bell would have to be its unique spell: Cracks Call. It is absolutely a beast against heroes on foot, nurgle and stormcast. 

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