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cxiv

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Posts posted by cxiv

  1. 42 minutes ago, Nevar said:

    Hello verminous foes.  An agent of Nagash has a lore question for the twitching hordes over here.

    What do we know about Gnaw-holes in the lore other than the large one that was burrowed into the sea and drowned all the skittering fools who dug it?  Can small groups/bands of Skaven dig their own small Gnaw-holes or are these done with specific ingenious warpstone fueled tech?

    Would the Eschin creepers who threw off the Lord Nagash's fancy black triangle have had to infiltrate Shyish through realmgates, or could a handful of the rat men weasel their way into locations via small Gnaw-holes?

    I always figured they were some sort of warpstone/magic thing.

  2. Need help building an effective 1500 pt list.. how is this?

    Allegiance: Chaos

    Leaders
    Skaven Warlord (General) (100)
    - Warpforged Blade
    Warlock Engineer (100)
    Verminlord Warpseer (260)

    Battleline
    40 x Clanrats (200)
    - Rusty Blade
    20 x Clanrats (120)
    - Rusty Blade
    20 x Clanrats (120)
    - Rusty Spear

    Units
    20 x Stormvermin (280)
    - Halberd
    3 x Poisoned Wind Mortar Weapon Team (180)
    2 x Warpfire Thrower Weapon Team (140)

    Total: 1500 / 2000
    Extra Command Points: 10
    Allies: 0 / 400
    Wounds: 137
     

  3. Played my first game in a siege against my very own free people's army... Was close but I got smashed by the OP griffons and handgunners. My poor stormvermin, a unit of 20, were out of the crown of command range, lost 10 rats in one turn of combat against the griffon, then finally we're completely wiped off the table when the BS test took place.

     

    Both teams are doing pretty well this edition from my experience though (have just played my free people's, mostly). I just wish it we're easier to get CP.

    • Like 4
  4. 13 hours ago, MrCharisma said:

    I don't mind the militia, however; I find that they play a very unique role that I probably don't need. A bit of a jack of all trades really.

    They aren't as strong in combat as your Guard (swords, halberds or spears) and they aren't as strong in shooting as your Gunners or Crossbow and the Archers get the free move before combat.

    Would love to hear how you're effectively using them.

    I keep a unit of 30 as sort of a back line anvil. The enemy is too busy focusing on the griffons and handgunners that they don't suspect the blob of militiamen that I can move up the center if I get pushed back. They make an obscene amount of attacks when you combine their decent shooting and melee attacks after their buffs.

     

    I just really REALLY wish we could get CP easier.

     

     

     

  5. I've been having good luck with my free peoples' army. Pretty much the same list that most people run with the griffons and the handgunners but I threw in my old militiamen in like I always have. People hate them as options for guard but I still love them.

     

    I don't necessarily feel like things have changed much for us 'cept for the command ability thing, but that is overcomable (is that even a word?).

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