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Skreech Verminking

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Everything posted by Skreech Verminking

  1. Already working on it mate. And soon there’ll be nothing but rats.
  2. I only own 1Verminlord right now, do you think 3hell pit abominations do the trick to😁😈
  3. Gold usually means that Dwarfs and Ogers aren’t too far away, so should this Rumour be related in anyway with aos, I would bet my money on either dispossesseds or Gutbusters. (although disspossesseds were hinted a lot in the last few battletomes)
  4. Wait the drill guy is made out of metal. Damm it thought he was made out of finecast. Well back to converting clanrats
  5. Thanks for the battlereport @AliKing. I really enjoyed reading it.
  6. Warpgrinder team and left over parts from a Stormfiends. cut of the chunk of warpstone and attack the head of one of the flamer from the stormfiends sets. also works very good with bits of 40k like a rotary cannon or the new mini gun the csm havoc is holding
  7. The skaven articles well is somewhat interesting to read although nothing really worth knowing. Instead the article of the arrival Fromm Abaddon just seems way more interesting especially those new guns the havocs are carrying. I can firmly taste that new conversion project for a rattling gun😛
  8. I sadly only own 50nightrunners/gutterunners. pure Eshin is definitely fun, I have tried some combinations out in 1000poin games, although for bigger scales I’m not really amused buying another 40-60 very bad and goofy looking monkey rats. converting things is probably the next best option but 40-60rats just seems to be too much of a hassle to convert for me. as for my 1000p list, I’ve played a Verminlord deceiver an assasin, 2x20gutterrunners and a unit of jezzails as allies (yes allies it has been a while since I last used them) still I had some great time playing them and since you’re now able to take Thanqoul it’ll be probably much much better.
  9. It’s an ability the standard bearer of the clanrats and Stormvermins get when taken
  10. Hi there, thought of a list again. might just try it out anytime sooner: since most of you guys where well babbling how not so great the stormfiends are I well started including them just to figure the best positioning for them out. so my list consist of: 1Screaming bell:200p (General, deathfrenzy, Master of magic (or verminous valour not sure yet but probably verminous valour just to keep him a bit longer alive) 1Clawlord:100p(brutal fury) Warlock bombardier:100p(vigour dust injectors, more-more warppower something spell) 2x40Clanrats:400p 1x40Stormvermin:500p 1x3Stromfiends:260p (grinder fists, warpfire projector and rattling gun) 2x1warpfamer weapon team:140p 1warplightningcannon:180p 2x5gutter runners:120p Total:2000p So the idea is to just bug up my cannon and Stormfiends with the warlock bombardier, which will make those two units relatively good in the shooting phase when in range. the stormvermin and clanrats are more of a support option for my grey seer who is leading this horde on a fearsome Screaming bell. should any of my foes think charging them is a great idea they’ll get slaughtered by my stormvermin, who’ll be buffed by the warlords command abllitiy and deathfrenzy from the grey seer. my clanrats will be supported by my 2warpflamers, killing of any other battleline like hateful witchaelve or supporting my Stormvermins in dire times. My Stormfiends will keep themselves near my clanrats trying to get a few good shots in with both the flamer and rattling guns, and if necessary will try to slaughter inhuman elite units like the snakeladys or chaos warriors. the warlock bombardier is well mostly going to stay behind although trying to stay in range for the cannon and Stormfiends. the gutter runner don’t really serve any great purpose. They’ll be just my 1st turn objective grabbing unit, while keeping my armie save from any unecessary danger. Should my cunning plan fail, I’ll just send in my clawlord buffed by deathfrenzy and hoping for his death and with it maybe the live of the enemy general/monster.
  11. Well I haven’t really tried the stormfiends out yet, but with the pointsreduction I might consider taking them, with a bombardier. a Stormfiends cost 6points more than the actual rattling gun. since the rattling gun lost its buff and has its range cut, the stormfiends just seem to be doing better. 1the rattling carrying stormfiend, can be equipped with a rattling gun that has more possible shoots than the weapon team, can’t die through over hitting itself, and wounds on 3s instead of 4s. next to that it has 3more wounds and a much better save, making it hard to snipe one of these guys out. if we have a look at the warpflamer, well, I guess you could say that the weapon team just is better than the actual Stormfiends. The more more warpflamer makes the weapon team such a beasts against hordes, but is still rather weak and can die hard through a bit of shooting, which makes the stormfiends and the weapon team with the warpfire throwers equipped somewhat equal. the Stormfiends with the doomflayer gauntlet, is just a must take, and can not really be compared to its much weaker counterpart the weapon team. all in all Stormfiends are just rat ogres carrying weapons on their own replacing the rather weakness of no Armour and no wounds from the weapon teams, but in the same time loosing a bit of power. also I wouldn’t look at the stormfiends as a unit but instead as a optional weapon teams with much better Armour save and woundcount while being stuck together as a unit. send them to the frontlines while beeing shielded by a mssive hordes of clanrats and very expensive Stormvermins, while they get buffed by a nearby warlock engineer/bombardier etc. Shooting anything that comes near or stays away while keeping that possibility of dealing some high damage to any hero units that thought charging your clanrats with those big brutish orgor thingies was a good idea.
  12. Nah the freeguild will probably get an update sooner or later. think of all the Army reviews Gw did for aos 2.0. If we have a look at the Grot one you’ll notice that Moonclan, Trog goths and spiderfang where all mentioned, have a look at our more bestial miniatures and you’ll notice that this was probably one of the first things, which used the name beasts of chaos and actually a few months later we got a book containing all the factions named. its similar with the skaven race. and Free guilds were one of the armies that where mentioned with all of the other human factions like arsenal etc. if Gw wanted to throw them away they probably would have done it so with the greenskinz (which is very sad, just wanted to start an armie of these guys) and gitmob grots.
  13. Why would they the empire aesthetics is still fantastic.
  14. Well, I guess there even might be chances that our plague monks won’t be greatly changed(with the exception of maybe a few point increases). look at the witch aelves from daughter of khaine, they are hilariously powerful can kill most elites units first turn, brake hordes like they wer made out of sticks and even cost less then anything that could possibly come near their damage output.
  15. Thanks for the battlereport @Kramer. Anyways I’ve been experimenting with the Stormvermins a lot. they great thing about them is really that allegiance buff every horde Skaventide unit can use, which makes them fantastic when attacking as long as they don’t die before that, still 500p seem a lot and sometimes just feels overpriced. The Problem we get with Stormvermins though is that they loose in worth rather quick especially when taken in 30s or 20s. just by loosing your bonus because 1 whole model who literally only has 1wound dies, will mean that they go from great to bad. If somebody wants to use Stormvermins in teams of 20, I would suggest him/her to just run 4ratogres and a Master Moulder which does cost 20p more, but in smaller games or better said will always outdamage them. wanting to take Stormvermins in tens is just a no go since they can’t benefit from any buffs not even their shields when loosing 1guy, meaning that the blind-fish-things will just laugh at them. In total, the Stormvermins really deserve a pointdecrease even if it’s just 20points. still they can dish out some great damage, although sadly you would have to pay the full 500p to really benefit from them.
  16. The problem we have just is that Skaventide isn’t listed as allies in the allie chart for the Skaventide faction.
  17. Why go even so far and only play skyre then? I mean isn’t 60clanrats everything you need to just play an ordinary Skaventide armie or even just plain old chaos, which I wouldn’t recommend to anybody. Edit: As for if you could allie in other Skaventide units, dunno.
  18. Well there is some difficulty with the allies system in total. think about it, nurgle for instance can’t allie with tzeentch arcs it’s or slave to darkness units that have the tzeentch keyword. Which would usually mean that somebody wanting to take tzaangors from a tzeentch arcanite army wouldn’t be able to. but when taken from a brayherd armie (since they now have the appropriate keyword) it would technically be possible. Afterall im taking my allies from a brayherd armie and not from a tzeentch arcanite one. you could technically say the same for skaven. Altrough then again we would need an answer for can we take units from the same army as allies, and I well don’t know a faq that states you can or can’t so I guess it doesn’t matter anyways.
  19. Well if you’re going for raw, you could easily just say that they only mentioned that skaven cannot be allied with Skaventide armies (Remember that there are still the skavenslaves and the chieftain with that keyword around), not that Skaventide unit’s can’t be taken in a Skaventide army as allies. so technically in a tournament you should be able to use them. edit: until they faq it again
  20. Nop sorry meant 600points. my minions just forgot to calculate it correctly. well he won’t be doing it again.
  21. So after having seen so many people hard at work, looking for the perfect list or just something with which they could have a fun time using it, I thought why not join them and well dust of an old list I haven’t used to long ago. it contains: 3Screaming Bells:600p 1Clawlord:100p 3x40clanrats:800p 1x40Stormvermin:500p 3x1Warpfire thrower weapon teams:210p total:2010points. no I know 3screamong bells could be too much, or at least it was when we skavenplayers where left handload of dust of hopes for a battletome, but since the whole warscrolls was reworked of the screaming bell, we got some great debuffs/buffs damage outputs etc. just think what terrors 3of these screaming bells could unleash when they all roll a 8-9. All those hero’s in range which now have to fear the 3d3 mortal wounds which could possibly be done everyturn. or all of those witch Aelve in combat with you now, only learning later that they are hitting you on 5 or even 6s. and if somebody gets very lucky (very unlikely but still possible) 3new gigantic Verminlords called by the crack-calls of the doom-bringing warpstone-bells. even Skarbrand would learn to skitter-run from such mightiness. now if enybody has an idea what 3screaming bells could do, I would try and take Thanqoul with you, and play him against Nagash. just to show that old-dead-thing, how it feels to not beeing able to unbind a wizard who gets plus 5-6 to its casting rolls, just for that one moment when you actually roll a 7 for all your screaming bells, and he unable to unbind it. This Moment could be seen as a victory in the name of our god the great horned rat. even if we loose the game, the momenent when your foe makes that face and just noticed that the greatest wizard who can cast 9useless spells and has a infinite number of buffs, just can’t keep up with that warpstone sniffing crazed ****** of a rat.
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