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Johnny Pestilens

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  1. Skaven - Monks: Shoot them, Spellcast them off, drop a heavy book on them...keep them at range and that's half the battle. Whittle the unit size down enough and they become much less killy. Furnace/Bell: Ignore it, it's a trap, the Furnace in particular is more deadly than you realize and both are annoyingly survivable. Focus on the models around them and get them below 10 models within 6' and then they can't move, problem solved. Unless they are sat on an objective, then go and swarm them with bodies. Grey Seer: Kill him asap, he's squishy but is the best caster! Gnawholes: Mostly a distraction, unless the Skaven player us real good at packing bodies round them, you only have to worry about 1 model popping up, 9' away. You'll be fine!
  2. Skaven points Plague claw 160 Cannon 180 Jezzails 3-12 140 Clan rats 20-40 120/200 Doomwheel 160 Hellpit 220 Arch warlock 160 Clawlord 100 Deathmaster 100 Grey seer 120 Master moulder 100 Plague priest 80 Shadespire 140 Bombadier 100 Engineer 100 Screaming bell 200 Skreedh Verminkin 300 Furnace 180 Thanquol 400 Corrupter 260 Deceiver 300 Warbeinger 260 Warpseer 260 Doomflayer 60 Giant rats 10-40 60/200 moulder battleline must have full keyword moulder army Gutter runner 5-20 60/200 eshin battleline must have full keyword eshin army Nightrummer 10-40 80/280 battleline must have full keyword eshin army Packmaster 3 60 Plaguecensor 5-20 60 Monks 10-40 70/240 Ogres 2-8 100 Swarm 2-8 60 Ratling gun 80 Acolytes 5-30 60/320 Fiends 3-9 260 skyre battleline Stormvermin 10-40 140/500 battleline in skaventide!!!! Fire thrower 70 Grinder 80 160 congeration of filth 160 flesh managery 110 foulrain 180 plagueclaw horde 120 Plague smoke 160 Slinktown 100 precesion Engin coven 60 warpcog 110 ark spark 120 gas 140 fire 130 rattle Bell of doom 40 Vermintide 40 Vortex 100 Nurgle ally if general is pestilence
  3. Skyre wizzards More more warp power 7+ Pick one friendly skyre wholly within 12 you can reroll hit and wound till end of your next hero phase however at the end of your next hero phase thet unit suffers D3 mortal woudns Chainwarp lightning 6+ D6 diffrent units within 18inch each unit suffers 1 mortal wound Warplightning shield 6+ unitl your next hero phase first 3 wounds allocated to the caster in each phase are negated if the 4th wound is allocated the caster suffers D6 mortal wounds and the spell is unbound
  4. Also looks like Rabid Fever isn't gone, but is now a spell - Death Frenzy Lore of ruin. Grey seers Scorch 5+ pick one enemy unit within 13 roll dice equel to casting 6 is a mortal Splinter 6+ pick one enemy unit within 6 roll a dice if its greater than wound characteristic it is slain Skitterleap 6+ pick a skaventide hero with wounds 12 or less within 13 of caster remove and set up more than 9 from enemy may not move again in movement phase Plague 7+ pick one enemy unit within 13 roll a dice for each model 5+ mortal wound Death frenzy 7+ pick a skaventide unit that is not a hero wholly within 13 until next hero phase when a model from that unit is slain can pile in and attack Warpgale 8+ pick an enmy within 26, D3 mortals any run and charge rolls are halved they cannot fly till your next hero phase
  5. Gotta say, apart from losing Rabid Fever (sob) it's all pretty damn good! The Verminlord is a straight up badass! Plus the Furnace is genuinely good now on its own!!! Having a save on the Monks now is just weird haha, gonna take some getting used to.
  6. Skaven deserve their own op 'broken' unit! Make Monks great again
  7. Is it too much to hope they'll leave the Plague Monk scroll exactly as it is......and give them the benefit of Overwhelming Mass!?
  8. Yeah, as they are I just can't see a place for the Censer Bearers, points wise you're always better off just taking more monks. Perhaps even leaning on the fact they are all high on poisonous fumes, if GW game them some sort of save, 5+ or something, they'd instantly become more useful, tie that in to the auto pass on bravery as you mentioned and they'd suddenly have some sort of role to play! I've got 20 of them just sat in a drawer at home and they'll stay there until something changes.
  9. For me I found the 2 Plague Furnaces essential in order to be able to split my forces and still buff the monks. Kinda keep them between the 5 packs of 20 monks so any unit could be buffed in order to keep my opponent guessing. They held their own in combat, rolling in after the initial monk wave, (when the Censer works, it really works) plus as Hero's they were able to claim objectives. Not to mention that each Furnace is another shot at the Echo of the Great Plagues coming off with each prayer. I think for the points they are super useful!
  10. Hey guys, So, fresh from Blood and Glory at the weekend, wanted to share the list I used. Had moderate success, 3 wins (Skryre, Sormcast, KO) and 2 losses (Sylvaneth and Stormcast) so all in all Pestilens did me proud! Allegiance: PestilensMortal Realm: AqshyLeadersVerminlord Corruptor (220)- General- Trait: Master of Rot and Ruin - Artefact: Thermalrider Cloak Plague Furnace (180)Plague Furnace (180)Plague Priest with Plague Censer(80)Packmaster (60)- Herding Whip & Blade- AlliesArch Warlock (140)- AlliesBattleline20 x Plague Monks (140)- Foetid Blades20 x Plague Monks (140)- Foetid Blades20 x Plague Monks (140)- Foetid Blades20 x Plague Monks (140)- Foetid Blades20 x Plague Monks (140)- Foetid BladesUnits4 x Rat Ogors (200)- AlliesWar MachinesPlagueclaw (160)Endless SpellsBalewind Vortex (40)Aethervoid Pendulum (40)Total: 2000 / 2000Extra Command Points: 0Allies: 400 / 400Wounds: 172 Winners - Monks: Killed lots and died lots. Rabid Fever was the MVP blessing of the weekend, no one came off unscathed from battle. Rat Ogors: All the damage, also gave my opponents something to think about. Verminlord: Having the extra movement and the fly keyword from the cloak, he bounced around the board causing trouble. Other notable mentions go out to the Arch Warlock (on a balewind he weathered some nasty offense) and the Plagueclaw Catapult (got 12 wounds off in one turn against KO, the look on the guys face...) Losers - Plague Priest: Just didn't get much out of him, felt a bystander in most matches Aethervoid Pendulum: Didn't do much at all considering dropping the spells and the priest for another Catapult to offer additional threat until the Monks can make it into combat.... Or dropping the Priest and Pendulum, upgrade a block of 20 monks to a block of 40 and adding shackles.... Gonna be fun to try either way
  11. Cheers, will look into it. I've actually got a couple laying around but found they hit less reliably, could have just been unlucky though! Though am already using my full Allies allowance so can't take them unless i drop something.
  12. Cheers! I tried the Sword of Judgement a few times, but never really got a chance to use it as the Corruptor was just focused down each time. Thinking with the Thermalrider Cloak to just stay out of range and cast /buff from distance. Will see how it goes though!
  13. Hi fellow sickly rat enthusiasts, I've got a tournament coming up next month and br good to know what people think of my list. After a few practice games against KO, BoC and Ironjawz, think I've finally settled on my list (attached). Highlights is the Thermalrider Cloak on the Corruptor plus Master of Rot and Ruin. This means he's moving 16', can fly, can cast 2 spells and a cheeky prayer! Basically gonna try and bounce him round the table causing mischief but keeping out of harms way. Otherwise the Rat Ogres have done really well for me, as long as they keep near the packmaster they are nasty! Arch Warlock on a Balewind is pretty standard but seems to be worth the points! Other than that 5 blocks of 20 monks backed up by a Priest and 2 Furnaces.... let's spread the good word of the Horned Rat! BloodandGloryList.pdf
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