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Riff_Raff_Rascal

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Posts posted by Riff_Raff_Rascal

  1. Spoiler

    Allegiance: Skaventide
     - Grand Strategy: Prized Sorcery
     - Triumphs:
    LEADERS
    Verminlord Deceiver (345)*
    - Artefact: Shadow Magnet Trinket
    - Universal Spell Lore: Flaming Weapon
    Arch-Warlock (175)**
    - General
    - Command Trait: Overseer of Destruction
    - Universal Spell Lore: Levitate
    Plague Priest (85)*
    - Universal Prayer Scripture: Curse
    - Universal Prayer Scripture: Heal
    Plague Priest (85)*
    - Universal Prayer Scripture: Curse
    - Universal Prayer Scripture: Guidance
    UNITS
    60 x Clanrats (390)*
    - Rusty Spear
    10 x Stormvermin (110)**
    - Halberd & Shield
    10 x Stormvermin (110)**
    - Halberd & Shield
    10 x Night Runners (85)**
    1 x Ratling Gun (65)
    1 x Ratling Gun (65)
    1 x Ratling Gun (65)
    1 x Warp-Grinder (75)
    1 x Warpfire Thrower (70)*
    ARTILLERY
    Warp Lightning Cannon (185)
    ENDLESS SPELLS & INVOCATIONS
    Geminids of Uhl-Gysh (80)
    CORE BATTALIONS
    *Warlord
    **Vanguard
    ADDITIONAL ENHANCEMENTS
    Prayer

    Hey rat-friends! I had a vision as of late where I wanted to give my opponent some surprise gifts this year. I needed to field a list where I pop out of the ground with nearly my whole army and provide my friends with the gift of warpstone fueled volleys to the face. Minimal table presence to start to throw my opponent off, keep 'em guessing if they should let me go first. Clanrats tunnel up with 3 weapon teams in tow, I skitterleap my arch-warlock up there and let it rip with 2 dmg gunners. Alternatively, I can teleport a plague priest and curse a tough target so those shots do MW's! If they let me go first or don't zone out my Gnawholes, I can send a WLC through and fire that as well (very spicy Unleash Hell! candidate on the crack-back since I'm so close to them now. The geminds are deceivingly good at mitigating the crack-back and most importantly will prevent inspiring presence if I choose to pepper-spray their troops.

    Meanwhile, I plan on having a flying, striking first Rat-ssassin. For added spice, I can bait my opponents charge with my 10 man squads of Stormvermin or Nightrunners and Warpfire them to death. I really wanted to spam some Skaven Assassins and more gutter runners to truly be off the table, alas, they are bad. 

    The awkward part is plague priests make clan eshin really good with the curse prayer but mixing the clans is so taxing on the front end. Shame. 

     

     

    • Like 1
  2. My hopes and dreams for the game at large from the winter update will be bringing hordes back. A simple but eloquent change will be a reinforcement point refund or credit to certain horde armies: Skaven, Beastmen, Gitz. It may be hard to see but our faction has been hurt by the reinforcement rule in other ways outside of the lack of bodies. Some folks may have noticed our lack of hammer units. I still think we have some in the ways of Stormfiends and the new rat ogors but as soon as you spend a reinforcement point on them, you're missing out on 20+ more bodies. The opportunity cost is just too great. 

    I've played this game long enough now to be nostalgic, and I miss the days of sticking it to the shooting armies by being a DPS check like giants are right now. I'm bringing over 200 wounds, shoot all you want.

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  3. On 11/30/2021 at 4:30 PM, SaucyRatBear said:

    What's this I hear of making the Doomwheel truly competitive?! I do believe that the Doomwheel is the pet unit of most Skaven players so I am all ears to hear how to make it truly viable.

    Lets make the Doomwheel amazing: Cast Levitate on it, poke it with the Vial of the Fulminator artifact, Tokyo drift it across the enemy line with 4D6 x 2 movement causing mortal wounds er'where (including heroes because of the ability wording combined with fly). Charge for extra distance, get more MW's. Then shoot. If you're bold, you skitterleaped a hero towards the enemy so they're in range of giving it a warpstone spark for +1 damage and can issue a command to All-Out-Defense and had cast More-More-More Warp-power beforehand, . Had it landed on something weak for combat, they'll wrap it up on the pile in, it might survive and then you can roll on outta there on your next turn for more MWs. 

    Like all things skaven, its unreliable, therefore competitive. I love it.

     

     

  4. 38 minutes ago, Nqshou said:

    Any hope that the new Nurgle battletome could male pestilien skaven army competitive?

    Frankly, I think all the fun stuff they're gonna get is decentralized and not on the warscrolls. At minimum we need updated 3.0 wording to to make nurgle a fun addition, as well as the small but powerful adjustment of unit sizes. Its more likely nurgle will get more benefit outta of us being allies. Like STD armies we have a unique position as allies because of keyword bingo overlap (nurgle) for abilities and what-not. That said, if they at minimum give Glotkin a 5+ ward, he becomes a playable ally/beast. 

  5. I call this one "Pestilens Brings Bowling Ball". could refer to my Warp Sun of Skvenblight or the very fast anvil/hammer allies. Theres a lot that can happen with this list but i believe i have a tool for every job. Enjoy.

    Allegiance: Skaventide
    - Grand Strategy: Hold the Line - Triumphs:
    LEADERS
    Chaos Lord on Karkadrak (225)**
    - Mark of Chaos: Nurgle - Allies
    Verminlord Corruptor (285)
    - General
    - Command Trait: Master of Magic - Artefact: Liber Bubonicus
    - Universal Spell Lore: Levitate
    Arch-Warlock (175)*
    - Lore of Warpvolt Galvanism: More-more-more Warp Power!
    Clawlord (105)**
    - Mighty Warlord Command Trait: Skilled Leader
    Plague Priest (85)**
    - Artefact: Blistrevous the Living Cyst - Universal Prayer Scripture: Curse
    UNITS
    5 x Chaos Knights (170)
    - Cursed Lance
    - Mark of Chaos: Nurgle - Allies
    10 x Stormvermin (110)*
    - Halberd
    10 x Stormvermin (110)*
    - Halberd & Shield
    10 x Night Runners (85)*
    10 x Night Runners (85)*
    1 x Warpfire Thrower (70)**
    20 x Clanrats (130)*
    - Rusty Spear
    ARTILLERY
    Warplock Jezzails (290)*
    ENDLESS SPELLS & INVOCATIONS
    Purple Sun of Shyish (70)
    CORE BATTALIONS
    *Battle Regiment
    **Warlord
    ADDITIONAL ENHANCEMENTS Artefact
           TOTAL: 1995/2000
    WOUNDS: 127

    LEADERS: 5/6 BATTLELINES: 3 (3+) BEHEMOTHS: 1/4 ARTILLERY: 1/4 ARTEFACTS: 2/1 ENDLESS SPELLS & INVOCATIONS: 1/3 ALLIES: 395/400 REINFORCED UNITS: 1/4 DROPS: 7

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  6. On 10/16/2021 at 10:08 AM, Chase said:

    I'm trying to decide if it's worth it. Converting and painting all those acolytes is a lot of work.

    Thoughts?

    I made quite a few using Blue Stuff from Green Stuff World. Made a mold of the Acolyte holding a grenade from the skaven mortar team. If you want nearly no converting making your own mold is the way to go, especially in mass. The trick is simply finding a base model that's chunky and solid. It might actually be worth to spend the pretty penny for one GW acolyte (metal), it'll take really well to mold making. Or find a single resin print online from Esty of a knock-off version. I should say I later switched to some silicon molds (picks up detail better) for similar projects but it would be a great thing to add to your hobby repertoire. 

  7. On 9/16/2021 at 5:13 PM, SaucyRatBear said:

    Now like I said nobody should ever spread their damage out to give you max healing but for kicks and giggles I wanted to see what max healing would be.

    In response to that massive rat swarm idea, the next level to tar pit will come down to your generalship. From my own games, Ill run all of my MSU rat swarms side by side. Imagine columns of these suckers rank and file, only each column is a different unit. Essentially you've minimized the chargeable surface area to each one. You force an opponent to split their attacks because they are limited to their weapon range. In most scenarios, youll get a proc to respawn a model out of each msu unit and the master moulders can top off their health. This works best against enemy units of 5 or more.

    If they come at you with a monster, we can now use the re-deploy to shove a 60 point unit in their way instead. 

    I call this the Bruce Lee. Be like water. If your opponent is a chalice be the chalice. If they are pest control, whelp, run away.

    • Like 1
  8. @BeerBoar Your points are valid. Your evidence is founded. Your logic sound. 

    However....

    You're in the skaven chat my friend. We treat rules like pirates treat booty. We break the rules and take as many rules as we can. May the the Great Horned One smite @BeerBoar for his competent words.

    That said, anyone following this silly line of conversation must adhere to the rules of friendly competition. Don't pull tricks like this on an unsuspecting opponent without telling them at the top of the match. This idea has a high chance for BPA (bad play experience). In this humble skaven player's opinion, while it is not a broken strategy and arguably thematic, it most certainly demands careful implementation because of its unintended interactions with rules. 

    • Haha 1
  9. @CoyoteMwaahhahahah. See-look with your eyes, the page in book-rules yes-yes. They can't move-slink! Any flesh-thing without wings to carry-fly them to safety is doomed! 

    Stupid-short Gotrek is trapped-bound to our will! Surely be on council soon, wait-see.

    What if, no, yes-yes, we plant bomb on own troops!? All is safe. No blade-cut happen. 

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  10. @Coyote I don't think anyone is gonna try to change your mind. They're great. And when they're not, they're outta the way and unimportant. 

    Can I blow everyone's minds right now? 

    Impassable rule, pretty neat. Units can't setup on them. Units can't move across them. But have you ever seen a gnawhole land on a unit, a la Wicked Witch of the East style? I thought not. 

    Gnawbomb. Look it up. Let the gears start turning. 

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  11. @DarkhanTheir shields along with similar abilities for other armies weren't FAQ'd. From now on, its serves essentially as a negate -1 rend. Remember you still add up all bonuses and negatives first before capping at +/- 1. Personally, shields are just a way the game makes it a disincentive to stack +1 save bonuses and as a consequence actually saves us a command point to send somewhere more exciting. 

  12. 8 hours ago, Obeisance said:

    I'm looking for pics of converted Soulscream Bridges that have a Skaven theme.

    Here's what ya do. If some punk is dissing on yo fly girl, you just give 'em one of these: 0BCFC3F7-EAFC-4936-A21D-C71A2BC2240E.jpeg.932e002765adfdddcdfdc62d9df1b70e.jpeg

    Cut it in half, one half is burrying down and the front is popping outta the ground on the two bases. Skaven-ize the rest.

    • Like 2
  13. 2 minutes ago, Cosmicsheep said:

    Does this still apply under 3.0

    I dont believe its an oversight. Jezzails changed because their save was affected by the cap. The Deceiver's ability is built-in redundancy. That said, your instinct about it being worse are halfway correct. Everyone has access to all out attack in shooting so its more common and easier to see stacking shooting bonuses. But there is inherent value in creating disincentives, your opponent still has to commit actions//resources and it may not be worth shooting The Lord.

  14. @will pollock Quick thoughts:

    • Anytime you have bells or warpseers, be confident in running MSU battleline. 10 man units of stormvermin are just as effective because of all out attack CA
    • This list screams verminous melee, I say drop the warlock for another clawlord. Or swap HPA for a Warbringer somehow. Theres so much lords bring to the table now. 
    • I sense you will be aggressive and less reactive with your grinder. If so, swap your Inspired triumph for the re-roll charge so that unit can have fun.
    • Swap spells with Bell and Seer on foot. Seer has better chance to cast Frenzy while bell can still play support by putting heroes where they need to go.
    • Every instinct tells me not to make a squishy warlock your general. If its an archwarlock, now we're cookin'. The bell  is a solid 2nd choice with your current list.

     

  15. I got to some scheming. I always go to Eshin first to make them work. Here's a sneaky list...

    Spoiler

    Allegiance: Skaventide
    - Grand Strategy: Hold the Line
    - Triumphs: Indomitable

    Leaders
    Verminlord Deceiver (345) in Warlord
    - General
    - Command Trait: Shadowmaster
    - Artefact: Shadow Magnet Trinket
    - Universal Spell Lore: Flaming Weapon
    Deathmaster (115) in Warlord
    - Artefact: The Cube of Mists
    Deathmaster (115) in Warlord
    - Artefact: Warpweeper Stars
    Clawlord (105) in Warlord
    - Mighty Warlord Command Trait: Brutal Fury
    Warlock Bombardier (125) in Warlord
    - Universal Spell Lore: Levitate
    Plague Priest (85) in Warlord
    - Universal Prayer Scripture: Curse

    Battleline
    40 x Clanrats (260) in Warlord
    - Rusty Spear
    - Reinforced x 1
    10 x Stormvermin (110) in Warlord
    - Halberd & Shield
    40 x Clanrats (260) in Warlord
    - Rusty Spear
    - 1x Standard Bearers
    - 1x Standard Bell Ringers
    - Reinforced x 1

    Units
    1 x Warpfire Thrower (70)
    1 x Warpfire Thrower (70)
    1 x Warp-Grinder (75)
    5 x Gutter Runners (65) in Warlord

    Artillery
    Warp Lightning Cannon (185)

    Core Battalions
    Warlord
    Warlord

    Additional Enhancements
    Artefact
    Artefact

    Total: 1985 / 2000
    Reinforced Units: 2 / 4
    Allies: 0 / 400
    Wounds: 149
     

    So first off, Eshin heroes are the only one's with untapped potential for 3.0, and they need-need artifacts to be interesting. Had to start there. Justified 6 heroes for going double Warlord battalion. Gutter runners I wish I could run in larger packs but no longer work like we want them to in mixed lists. Second, like many lists I make with Eshin, I intend to pilot it in a very cagey fashion. I expect very little of my army to survive, but movement and positioning are king, lots of heroes scurrying out of combat. 

    For this list experiment, I intend to track the following:

    • Warpweeper Stars artifact combined with Curse prayer, for both nat6's to hit and wound doing MW's. Followed up with a total of 10 melee attacks for more potential MW's. Ideally I'm getting the assassin target re-rolls to hit. Note: 3.0 rules make eshin's exploding 6's on hit awkward as you now must choose only 1 trigger effect for a dice roll.
    • Also Warpweeper Stars sneaks in to impact Unleash hell potential. Cool. Outshined of course by Unleash Hell with a WARP LIGHTNING CANNON! boowahhah!
    • For deployment, I'll have half of my army in reserve using my Clanrats gift wrapping trick. Ideally, I'll have that half completely entrenched at another Gnawhole ready for an opponent's charge. 
    • Deceiver will run up the middle, while not super defensive, being hard to catch and juicy bait. Going to see if giving the bombardier the flight spell will help my general get outta of pickles by giving him fly and then scurrying away. 
    • Most importantly, I want to see the Deceiver assassinate stuff. I will be looking to see Flaming Spell do work and check if finally giving eshin a way to increase damage will help compete with our other "assassin"(Warbringer). Tricks and tools +damage.
  16. I just want to point out that clanrats are now the wrapping paper to our gift of destruction. Everyone needs to start pushing the limit of how many units you can stuff into a block-o-rats and sending them over the board.

    •Rat-ssassins can still hide in units (at no limit)

    •1 weapon team into 10 clanrats

    •1 unit-o-clanrats into 1 warpgrinder.
    Surprise!

    You can really weather any charge after deepstriking because warpflame weapon teams take care of hordes and eshin heroes still have potential to slay single entities, or more likely pull some sneaky debuffs with eshin artifacts.

    64177C2F-D443-41F7-8210-9C483893CC7C.jpeg

    • Haha 3
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  17. I call this list the Great Wall of Thanquol

    Spoiler

    Allegiance: Skaventide
    - Grand Strategy: Beast Master
    - Triumphs:
    Arch-Warlock (175) in Battle Regiment
    - General
    - Artefact: Amulet of Destiny (Universal Artefact)
    - Universal Spell Lore: Ghost-mist
    Grey Seer (140) in Battle Regiment
    - Lore of Ruin: Skitterleap
    Thanquol on Boneripper (405) in Warlord
    - 4 Warpfire Projectors
    - Lore of Ruin: Death Frenzy
    Plague Priest (85) in Warlord
    - Universal Prayer Scripture: Heal
    - Universal Prayer Scripture: Curse
    Plague Priest (85) in Warlord
    - Universal Prayer Scripture: Heal
    - Universal Prayer Scripture: Curse
    60 x Clanrats (390) in Battle Regiment
    - Rusty Spear
    - 3x Standard Bearers
    - 3x Standard Bell Ringers
    - Reinforced x 2
    20 x Clanrats (130) in Battle Regiment
    - Rusty Blade
    - 1x Standard Bearers
    - 1x Standard Bell Ringers
    10 x Stormvermin (110) in Warlord
    - Halberd & Shield
    1 x Ratling Gun (60) in Battle Regiment
    1 x Ratling Gun (60) in Battle Regiment
    1 x Ratling Gun (60) in Battle Regiment
    Hell Pit Abomination (240) in Battle Regiment
    - Mutation: Accelerated Regeneration
    Emerald Lifeswarm (60)
    Warlord
    Battle Regiment
    Prayer

    Total: 2000 / 2000
    Reinforced Units: 2 / 4
    Allies: 0 / 400
    Wounds: 145

    I was on the same wavelength as @will pollock for Ratlng Gunners, and yes, both Overseer of Destruction and Hidden Weapon teams trigger at the same time and thus you as the active player can decide the order of operations. Now keep in mind, this is not really a trick for your opponent, you can only use this aggressively in your turn. For Unleash Hell, Thanquol's got that covered.

    The other trick I want to point out for us now is the true power of the Curse Universal Prayer. It causes MWs on Nat6's, for EVERYTHING, including shots from the ratlings. The real surprise is a block of 60 clanrats that can now maintain their full horde bonuses and use spears to fish for 6's like no one's business. I toyed with having a clawlord for some gusto and bump the Grey Seer for more attacks on the clanrats.

    My other spice is a Hellpit Abomination with the potential to heal 4D3 a round between its mutation and the free-roaming Lifeswarm. Who else is excited for Moulder!
     

    • Like 3
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  18. @Cosmicsheep @mmimzie Ah, but I just now had the thought on how Lord Skreech can take a universal spell lore. So he can not directly take an enchancment, but as an army, you are allowed to gain 1 spell lore enchancement. If I'm reading it correctly, it says once taken each wizard can grab a spell available to them, hence the universal ones.

    Consequently, our book already allows us to take 1 spell per wizard, pending restrictions, and so wouldn't the global spell lore enhancement allow our grey seers to take an additional spell also? A grey seer gets 1 freebie for being skaven and another one in addition?

    Just as a refresher:

    27.3.4 SPELL LORES

    Each time you take a spell lore enhancement, you can pick 1 spell for
    each Wizard in your army from any of the spell lores available to that
    Wizard (you can pick different spells from different spell lores for
    different Wizards). Each Wizard knows the spell that you picked for
    them in addition to the other spells they know.

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