Jump to content

Riff_Raff_Rascal

Members
  • Posts

    514
  • Joined

  • Last visited

Posts posted by Riff_Raff_Rascal

  1. 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. 

    • Like 3
    • Thanks 1
  2. @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. 

    • Like 2
  3. 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.  

    • Like 1
  4. @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. 

    • Like 3
  5. @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. 

  6. @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. 

    • Like 3
  7. @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.

  8. @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. 

    • Like 1
  9. 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?

  10. @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. 

    • Like 1
  11. 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.

     

    • Like 1
  12. On 12/17/2018 at 2:13 PM, Pyro5torm said:

    Just picked up an arch warlock and 40 clan rats to start a 1000pt army what should I be looking at picking up next? I'm currently thinking a warp lightning cannon, some more battleline and maybe a warlord any other suggestions?

    Also endless spells which would complement skaven well?

     

    Thanks for the help

    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.

    • Thanks 2
  13. @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. 

     

  14. @sorokyl I would second @Skreech Verminking painting advice. I painted 160 clanrats by hand. Including the base coat. Nobody ask why. I apparently had nothing else going on. Dont do that for the base coat. Use any brown spray of matte finish. 

    In addition, you may want to quick base them. If doing the quick route, spray your base coat with the model on base, then clear drying glue, then your sand/dirt. The dark brown base coat will act as your shade without spending time actually putting a shade on each clanrat. 

    Also in line with Skreech, use agrax earthshade if at all. My friends often push me to use nuln oil, to make 'em "dirtier rats". Nuln oil is the bane of color and contrast, especially if you wont add more layers afterward. 

    Less important but a matter of opinion,  recommend spending the time to paint ears, nose and tail with bugman's glow instead of cadian fleshtone. They are the most unique feature of ye' rats as opposed to other humanoid battlelines out there. Bugman's glow is more pink as well, as opposed to the lighter flesh tones of  the other humanoid miniatures. You can always add cadian later if you dont like it. 

    Most importantly, do other fun projects in between. Do 20 clanrats, then a hero for example. This is a marathon, no need to get em all done at once. 

    • Like 2
  15. @Gwendar Yeah, the straight MW output makes it tough to feel like you're playing the actually game of AOS (no attack sequence and the like). Lots of new players would assume Skryre works on a whole 'nother level. I'm curious though if you felt like you were having fun playing Skryre. It sounds more like you guilt tripped yourself out of playing gautfyre at least. Personally, the moments I don't play gautfyre are when I think that it wont be fun, not because of what my opponent might think but rather the army being somewhat one-dimensional. 

  16. On ‎11‎/‎15‎/‎2018 at 8:17 AM, Gwendar said:

    I'm still holding out hope that we see something in 2019. Regardless, we can do well if played correctly, which has been a major reason I am moving towards more bodies\mixed lists than pure Skryre. Everyone understands how Gautfyre works, and even if they don't, completely decimating an opponent in 1 turn isn't fun for anyone unless you like being "that guy".

    I run Gautfyre every so often in casual matches and I have been surprised at how limiting it still is. The first turn crunch can be devastating against low model count high armor armies like stormcast but any army that has any amount of chaff with or without deploying them correctly quickly eats up all the MW output the enginecoven has. I have yet to win turn one with it, despite it being a devastating turn to say the least, and my opponents know to hang in there. I would argue that the feeling of being "that guy" is usually elevated by the match-up of armies, especially against most Order lists.

    • Like 1
  17. @walheimOoh, ooh, I almost forgot I did this last week with a pair of Skaven Assassins. It wont really help your list but you have your offensive conga line right? Well lets say there's a pesky hero/monster/wizard thing attacking your conga line. You're like "filthy no-fur won't leave-leave", and you're opponent is like "what are you talking about?" Anyways, the first rats die but leaving one 2.5'' away locking down hero. At the beginning of the next combat, pop out so many assassins at the end of the line 5'' away from the hero. If he piles in, he can only attack the clanrats, then guess who's in combat? All of your assassins. If he doesn't pile in, he's still stuck in combat hopefully outside their melee range.  If he does, then well have fun. 

    Its filthy. Especially if one of the rat boys has a realm artifact. 

    • Haha 1
    • LOVE IT! 1
  18. @walheim I haven't tried it yet but frankly this is where a lot of the weapon teams really shine. Your opponent is taking so long to kill clanrats you can park any short range weapon  team in the vicinity. Rattling gunners are my favorite if your locking down horde units, because they get +1 to hit if they are within 9''. Alternatively, clanrats can't really lock down single models right? Because the monster/hero's power isn't diminished after they pile in. To compensate, park warpfire throwers nearby. Ideally, you've locked everything down with swarms so they can get real close. The addition of weapons teams in this manner are great if you anticipate losing rats way too fast. 

    Personally I've considered the "rat-drafting" with any unit in this way for full effect. It was because I found some match-ups don't favor the clanrat shenanigans. I found myself against Slaneesh and DOK. Any army that can pile-in more than 3'' is the real problem, not the overall shredding power of their units.  Also stuff like Megabosses just don't stop swinging which inspired the warpfire throwers.

     

  19. @walheim The next level of verminous shenanigans is stormvermin charge and retreat. Keep doing what you are doing with clanrats but keep a squad of stormvermin about 3-4  inches from the clanrat at the head of the conga line (the one engaged with an opponents unit) . Opponents who get greedy want to pile in on that one clanrat to maximize damage, angry that you pull such cheap tactics. Guess who's now in combat? the stormvermin.  You may not get the best pile-in but its always activating 2nd after the nearest enemy unit so they're safe. On your turn, you can retreat and charge with everything to best optimize your battle round. Enjoy. 

    • Like 1
    • Haha 1
    • LOVE IT! 2
  20. Plague priests have been the talk of the town. I'm not a fan. Not at all. My dissenting opinion concerns the practical use of them in a game. Whats the range of the prayer? 13 in. When is it used? Hero phase. Here's the scenarios where you can make it work: A) opponent charged you on their turn, doing a full round of combat and you not yet having a debuff on the enemy in retaliation, then its your turn, now an enemy is in range or B) you skitterleaped a priest into range ahead of charging clanrats/stormvermin, then press B to pray.

    Generally, opponents that are in your face turn 1 are where pestilen units really shine since so many cool abilities proc at the beginning of your turn and in short range. While skaven in general are fast, we are not yet built to be in an opponents face turn 2 even. If you wanna run a priest, just know its a hero that I would say doesn't get used effectively until turn 3. Whereas a Warlock engineer can spit out mortal wounds every turn and give spell support. 

    Using the priest to Max/Min your vermintide's damage output is enticing, but its also a great exercise in understanding threat ranges, timing and positioning. I recommend leaning on warlords since their FAQ'd command ability already provides enough of these concepts to practice in pick-up games. 

×
×
  • Create New...