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Riff_Raff_Rascal

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Posts posted by Riff_Raff_Rascal

  1. @walheim Looking good on those guys. And I say clan Verminous in spirit. Dont feel like you should pigeon hole yourself with playing the allegience unless you want to have more units of stormvermin and less clanrats (which would be intimidating for an opponent). But no, I recommend mixed skaven (chaos) allegience so you can play with all the toys. Based on synergies and what you have its still clan verminous in spirti. 

    Another hobby tip: I wouldn't wait to base you 25 mm bases, in fact I'd do 'em first before the model. On such a small space, you'll be spending so much time avoiding glue or bits on your finely painting stormvermin. Its much better to accidentally brush the base with that red or black afterward. I remember having a tough time getting full coverage on my bases because I couldn't effectively avoid hitting parts of the model between the legs. That said, they are a horde unit, and for tabletop play no one should care too much about the bases on 25 mm so just choose your battles on so many models. 

    @Skreech Verminking Yeah if possible all the warpfire. Unfortunately you'll recall, those kits don't have enough to make more than 1 of each loadout. So clever GW, now we need to buy this person 2 more sets of stormfiends. 

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  2. @walheim Your heart wants to play clan Verminous. I'd go with Warbringer. Recommend you play packmaster with stormfiends, you'll thank us later. A great distraction for your opponent is the hellpit abomination. It has been lots of fun for myself as a one-off choice. And if you play the packmaster, its a little extra sumpin-sumpin for your shenanigans. And your insticts I like: play all the stormvermin. Have fun.

    As for building and painting I'm curious how experienced you are with starting an army. I would only recommend starting on your clanrats or stormvermin. They'll be good practice for color schemes for your larger models. The great thing about horde armies is that theres lots of small models to practice techniques on. Specifically for the stormfiends, those guys are so cool and have so much detail, I urge you to paint parts separately and not assemble everything right away. I loved how mine turned out but all those wires, tubes and armor made it frustrating when I made this mistake. 

     

  3. @Skreech Verminking that -2 to hit is true skaven debauchery especially on a small hero weilding an artifact. At this point I don't care what the artifact is, I just don't want them to blow up. I just want to showcase what the deathrunner can do to my friends. I just want to have fun with the unit gosh dang it. 

    The simple case is both overlap a clanrat unit that got smashed. Suddenly both trigger the battleshock immune ability. Firstly, the conservative case is that this passive ability "triggers" and thus is considered being used. Secondly, technically, stacked triggers must be chosen by the active player. If read word for word, both triggers remove the other model even though the first model is removed. 

    If both triggers happen simultaneously, then they just blow up as well. I'm at a standstill. Theres no way I'd bother doing it in a fun game as well, because friends of mine wont let me and call me a dirty skaven cheater (I take that as a compliment of course).

    @Kramer For the love of the Great Horned One please find that source. I need something to quell my restlessness of this ruling for better or worse. 

     

    • Like 1
  4. Random shot in the dark, but has anyone witnessed a Deathrunner with an artifact played in a list. I'm aware of the FAQ about the illusion disappearing after the "use" of an artifact but I still can't get over passive abilities possibly triggering this effect. I still can't find a way to ask GW this question directly but wanted to hear everyone's experiences. For reference:

    ‘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.’

  5. @Gwendar You are essentially running a verminous/eshin list, which by that I mean synergies in both. Don't forget you squeezed in the verminlord deceiver, he's got a sweet little command ability you can use if nothing else is going on. Teleport him to the back line turn one (as a options), movement phase the gutter runners come in front of him, the command ability is a static aura till next hero phase, and get re-rolls on wounds on eshin shooting and melee. After that, turn two you can proceed with the verminous shenanigans. Or both. One thing to keep in mind, verminous LOVES command points. If you ever want to cut stuff, hold off on units to start the game with extra command points for Inspiring Presence, the deceivers ability, and warlords ability, all within a two turn span. Just a suggestion. 

    • Thanks 1
  6. @Skreech Verminking I dunno, pretty sure stormvermin would get the buff. I'm trying to think against what armies I would choose to engage a bigger chunks of dudes. They're role in my mind is to hit first against elite units and not chaff. I suggested to gwendar to split 'em up to protect against early range attacks. They're so expensive to lose, I'd hate to get a whole block wiped out by a Curse of Years and prefer to only lose 10. 

    • Like 2
  7. @Gwendar To Brood Horror or Not to Brood Horror that is the question. Ask yourself exactly what you're trying to buff, where you're buffing and when you're in the buffing mood. The hardest part about the "combat phase" command ability is being in position after the verminous unit has charged. The Brood Horror version gives the bigger bubble, is faster to run ahead of the verminous unit before the charge, and indeed gives off a bigger bubble for the crown. All of this makes me lean towards keeping him on your main line while if you feelin' frisky, teleport the cheaper warlords behind your deepstriking unit since they're more disposable. 

    As for the Warpgnaw, hell yeah. +5 feel no pain, starting at 5 dmg per swing, reliable teleport ability and a spell that is unique enough to provide just the possibility to remove an untransformed Morathi off the board turn one. Its role however is not to teleport a big blob  because of its "wholly within" restrictions, assuming you wanna try to charge the turn they drop. I instead propose you take objectives with a blob, or even more spicy, a unit of Jezzails in perfect LOS of a juicy target AND out of range for a counter charge. Alternatively, even though I said not to, get the warlord on brood horror in the warp, drop behind the blob of dudes from the warpgrinder team and have fun. 

    • Like 1
  8. @Gwendar I very much love that list. Frankly you don't have to have to tunnel the stormvermin either. You're flexible during deployment to drop in 40 clanrats on a back line objective for a solid threat. Also, the gutter runners essentially serve the same role as your deep striking stormvermin so you don't necessarily need to deploy them the way you describe. But my point is the flexibility of deployment you have depending on your opponents shooting. Without changing too much I would only recommend  splitting up your stormvermin into units of 10. Decentralizing your heavy hitting blobs is a good tactic against magic and shooting especially when the start on the field and they cost the same. 

    By the by, as a longtime verminous player myself, use your clanrats (or any chaff unit) this way... 

     

    • Like 3
  9. @Num I beg to differ about the stormvermin. In a vacuum, the monks are better on their own, yes. But if you give them an extra attack with a command ability whether its the warlord or verminlord corruptor, they're guaranteed to hit harder. Its the built in rend that really makes it worth their price when they pop up. That said I'm open to feedback on my list. 

    Allegiance: Chaos
    LEADERS
    Verminlord Warbringer (280)
    Skaven Warlord (100)
    - General
    - Command Trait : Lord of War
    - Shield & Warpforged Blade
    Grey Seer (100)
    Grey Seer (100)
    Verminlord Deceiver (300)
    UNITS
    20 x Clanrats (120)
    -Rusty Spear
    20 x Clanrats (120)
    -Rusty Spear
    20 x Clanrats (120)
    -Rusty Spear
    30 x Stormvermin (420)
    -Halberd & Shield
    1 x Warp Grinder Weapon Team (80)
    ENDLESS SPELLS
    Umbral Spellportal (60)
    Chronomantic Cogs (60)
    The Burning Head (40)

    I'm curious if the rat generals 'round these parts know what I'm going for here. And yes, its clearly an unbalanced list but turn 1 shenanigans is where its at. 

  10. Has there been any eratta to Skritch spiteclaw? 'Cause I'm looking to abuse the fact that his warscroll's command ability is actually very different than the generic warlord's. I was thinking of doing something sneaky-sneak similar to @Gwendar above and tunnel up, wrap stormvermin completely around and skitterleap skritch into position.  I have to ask due to the eratta on the generic Warlord command ability and if that would include Skritch despite being a named character and considering that the command ability name (Gnash-gnaw on their bones!) are the same. Does the FAQ affect all abilities named as such? Or just for stuff on the generic warlord. 

    For reference, here's spiteclaw' warscroll (released 02/07/2018) and the Chaos FAQ (23/07/2018)

    https://www.games-workshop.com/resources/PDF/Downloads//aos-warscroll-spiteclaws-swarm-en.pdf

    https://whc-cdn.games-workshop.com/wp-content/uploads/2018/06/age_of_sigmar_grand_alliance_chaos_errata_en.pdf

  11. @TheWilddog while doomwheels die quickly, they are indeed attention grabbers. For instance, I ran them up on either side of an orcs opponent and appropriately they split out two units to fight them. One of which was an elite unit (Brutes) and rightfully killed the doomwheel in one stroke. But an interesting thing happened: those units were marooned for a whole turn which let me deal quite well with the rest of the army. I would propose that they are flashy enough to entice such elite units out to the sides by using their speed to position themselves in range to shoot such elite units but also providing the only decent charge  for that target unit. It forces a choice on an opponent to either give chase with an expendable unit for a later attack and leave the elites to get into the thick of it. Or, just kill the damn doomwheel but, at the very least, putting them well out of position. Certainly other armies have units that do this better, and the mobility of some armies ignore this completely, but its a start. 

  12. On a seperate note, the topic of doomwheels; I'm using them, its happening, you cant stop me. But I've had real trouble determing what their actual battlefield role is. Quite frankly, I'd rather be shooting with them than charging in. They flank well enough, they engage fast enough. But as a harassing unit, they're not exactly something that I want to expect to die so quickly. I thought about running a crew of 'em up the side, skitterleap in a disposable General to proc the Deranged inventor command trait (which by the way is the only skryre war machines that even needs it). 

    • Like 1
  13. @Gwendar true true. moderation is key. Generally if Im heavy skryre anyways I'll have an archwarlock and engineer. Thats enough magic in most cases. The gutter runners I've used before but not combined with skryre heavy lists. didn't think to use them in that role (keeping the pressure off) but I'll try it next time.

     

    • Like 1
  14. Despite my schemes amongst skryre and mixed magic skaven lists, I've gotten much feedback on the nature of magic's usefulness for skaven. On one hand, its all long range mortal wounds and devastating against already terrible magic armies, but on the other its not at all as effecient with magic armies that also have a battletome spell list. I have decided to push further into shooting. A mob of mortar teams or trio of lightning cannons will do the trick. Jezzails, while I love them, have become difficult to boost their to-hit roll for their headshot proc. Alternatively pestilens have the foulrain congregation that absolutely destroys a mob, not to mention snipes large heroes at that. Of course all of this shooting is in response to everyone around me casting way better magic. 

  15. 28 minutes ago, Marc Wilson said:

    This is a legitimate move. I played a tournament last weekend and I though having a Balewind I infrequently managed to get it off, even when I wanted to, and when I did I myself had to dispel it to involve the General in the objective game. Also, out of 18 attempts at casting Lightning Storm I got it off twice.  There is so much anti magic around, and so many armies with powerful dispels that I now consider our magic as incidental rather than anything to strategise with. I really think those 90 points of Endless spells can be better spent on something you have full control over.

    Sadly that is accurate. I suffer from a heavy death meta at the moment and +1 dispels abound. Its either that or I'm playing against stormcast which dont run heavy magic anyways and I already whip them good. Its not a huge deal anyways as I just play narrative or fun pick-up games. 

  16. 2 hours ago, Gwendar said:

    Yep, I did this recently against DoK in my last batrep and it was arcane terrain on top of that. It was nice seeing Morathi have such a hard time getting to and attempting to wound him.

    People tend to glance over just how good the Arch-Warlock is I've noticed, especially when you set him up properly as described.

    Have you ever skitterleaped the rat while on top a vortex? I'm curious how that plays out. Especially if you can teleport right next to arcane terrain to begin with. 

  17. Balewind + Archwarlock + Terrain Cover + Mystic Sheild spell? So long as the balewind is fully within a terrain feature to grant cover, and the balewind and rat are treated as one model, does this give me a 2+ save reroll 1 skaven? Thats one hell of a skryre general.

  18. Quick question, how does the skaven generals around here interpret the legality of having an archwarlock on a balewind being skitterleaped away? Best case scenario he reappears with a balewind under him? As far as I read on the endless spell's scroll, both are treated as one model with all of the text of each and thus is a targetable skaven hero. Thoughts?

  19. 30 minutes ago, Skreech Verminking said:

    Hi, isn’t it still possible to increase the damage from an attack, that those d6 or 6 additional hits, which all wound, each by 1?

    (like stormfiends with shock gauntlets)

    Unfortunately not as per the updated GH 2018 FAQ.

    Page 130 – Warpstone Sparks Change the third bullet point to: ‘Add 1 to the damage inflicted by 1 successful attack made by a friendly Skryre model with a missile weapon or melee weapon.’

    Previously thats what we all thought and the rattling gun weapons seemed spicy at the time. 

  20. 4 hours ago, hughwyeth said:

    So i have a verminlord kit. I thought about doing a deceiver to mix in with my verminus/mixed skaven, but skitterleap only works on heroes, and I'm not persuaded by Warhammer Community's constant mention of deceiver+thanquol. If you teleport thanquol somewhere useful and do 2d6 MW, next combat round he's a gonner, and you could waste him on a really low roll, so it's not worth it.  Any ideas of what would be the best? I have two separate (sort of) skaven forces- Pestilens with 80 monks and a verminus with 40 clanrats, 20 stormvermin and all the flavours of warlord (on brood horror, on foot, and skritch) along with a mix of moulder, skryre and eshin stuff. 

    ideal case: magnetize/pin the ****** out of the parts so you can have any verminlord you want (different heads will require making molds). Flavor case: looks like your skaven heart wishes to wanna run verminous, go Warbringer. Utility case: In a box, the deceiver is a straight up destroyer. He is a hero killer with the ability to move himself into the most effective combats and get a free retreat all with skitterleap. The rest I would argue are still fun. I recently discovered that the Corrupter synergizes still with clan verminous as its Command ability ability gives ANY skaven unit an extra attack (stacks with warlords ability). Good luck. 

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