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Twh30

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Posts posted by Twh30

  1. On 6/12/2020 at 3:57 PM, Gwendar said:

    Thrice-fold will be a ton of fun for you I'm sure.. I've played against it at least 4 times with FeC, Skaven and OBR and always struggled a bit no matter my composition; killing those guys can be difficult but all in all that's generally the biggest threats in the list. Depending what the Orruk player brings could make things different as well but regardless you better hope he doesn't get a double turn as he'll likely eat through the Clanrats in 1 turn.

    Either way I think you should be able to do reasonably okay; the GUO's will be harder to take down with the healing combined with their inherent defensiveness. Jezzails can dent it, but won't 1 shot them unless you have god-tier rolls and they fail all their saves. It'll likely need whittling down first but you shouldn've have much of an issue with buffed Vermin\Monks murdering them.

    I've always been big on shooting>melee but I also tend to play quite retroactively which can be good against Orruks by taking a charge, hoping they don't get a double and then blasting them off the board next turn. Against Nurgle it generally works out better to be more aggressive, which you have with this. Would love to hear how it goes for you, planning to get back into games in the next couple of weeks or so.

     

    Would definitely drop 1 and would be more inclined with 2 or 3. I'm fine combining Fiends and Acolytes despite the fact they both want MMMWP. If just one of them gets MMMWP while the other gets Deranged Inventor then it isn't too bad overall (note the following has the Acolytes at 20 models and Fiends with just the shooting attacks from Ratlings + Windlaunchers) and could be used:

    image.png.ffbea4fed165d701acf1df1c39672a75.png

    Of course... if you fail MMMWP and only get 1 of these Deranged Inventor then the other really suffers; in that scenario I would probably give Fiends Deranged as the Acolytes can do better without buffs, especially when shooting at something with 10+ models.. but obviously this will come down to each units positioning and who can make better use of it.

    For list 3, I'm not huge on running a Furnace for just 40 Monks; they generally do well enough on their own and those points could be put elsewhere like another WLC and Clanrats. I will add that throwing in another 5-10 Acolytes isn't a terrible idea either just to have a buffer against them hurting themselves. For every 5 Acolytes, you tend to lose ~5-7 damage on average.

    Thanks for the reply. I am preferring list 1 myself the reasoning for the furnace in list 3 is cheaper than bell , so can make 1 clanrats unit a 40 . But could add in 10 night runners for a pre game move .

    • Like 1
  2. 2 hours ago, Gwendar said:

    I would be okay with that, I'm just saying many wouldn't. I'm just in this for competitive play; I don't particularly care whether or not we get a bunch of brand new models a-la Gloomspite Gitz.. but it would be nice 😉

    The "big FAQ's" twice a year are meant to address at least the points changes and some minor changes.. well, typically at least. These are same FAQ's that gave us 6 Stormfiends and re-wrote (which was much-needed) the Monks.
     

    Yeah... I stopped running the magic-based list altogether now. Last time I used it was against Sylvaneth who it worked fine with, but far too many armies can shut us down. It's nice that we have an abundance of 2-spell casters, but without anything other than being near a Gnawhole for a +1 (which you will likely only be in range of T1, maybe T2) and RR's with the Skryre Wizards or the Grey Seer\Thanquol 3d6 rolls... yeah, it isn't great compared to what other armies do; especially in terms of raw damage spells like Tzeentch or CoS. 

    I don't know.. I want to say we're A-tier, but I think that has slipped down to a B to C if I'm honest.. based on last known win-rates at least. Of course, there are many factors in that like people taking more narrative\less competitive armies to large events and doing poorly.

    Yea mayb we have dropped a little, I do think there The army has lot random and fun bits which lot people play which being random isn’t as competitive. Mayb we just fall in the bracket of having too many tools? Hard to decide which route to go down . I think looking at other units or tricks in the book could help to get better lists tho 

  3. 1 hour ago, Nikobot said:

    I dont think its that grave. You get a rules update and new bells n whistles, its keeping the game current which can only help. 
    As i said, we are at a precipice as to what's next for tome rollouts. maybe we see something like, 1 hero + 1 unit with a minor tome updates to keep things rolling. maybe multikits at that.

    just generally speaking, I dont know if Skaven are really that good at magic now, they have some good spells, but a lot of the spells never see the light of day which is a shame. i think the game has moved on and i would be reluctant to invest much into a heavy magic build. We dont have access to enough boosts to inspire confidence i feel. gnaw holes are too out of the way to get +1 with largely short range spells, they tried to be too narrative with all the 13" ranges i feel.

    I agree it was a cleanup tome, and am very thankful for it. the number of viable/competitive builds is dwindling for the higher tier play, you really only see the same armies mixing it over and over again utilising stormfiends/jezzails/monks with 3x20 clanrats. You never see mono-clan doing anything, its solely skaventide, and the rest of the units range between OK to meh. Thats being harsh and a competitive play point-of-view only, and you can play lots of units at a middle power level.

     

    Yes I agree with trying not to make a magic heavy list , it’s just risky now with big hitting magic armies out there ie cities and tzeentch. Mayb some simple point adjustments could be all we need? I think in the current meta we are probably still A- to b+ army

  4. 11 hours ago, Nikobot said:

    We are at the precipice of "what does GW do next?" in terms of battletomes... now everyone has an updated tome, though some are showing age, its a big Q if they continue to update tomes at the rate they have or do they slow down and if so, how much...

    I hope they continue dropping tomes, even if they arent updating models, they are improving the rules and moving things forward and i see it as a "relatively easy" option to create interest and keep everyone excited without the large overhead that new model lines create (I assume this,  as this seems to be what the general discussion suggests)

    it wouldnt suprise me to see skaven 2.0 at the end of the year. when you compare skaven to the latest books like seraphon, you can see it was relatively vanilla as a ruleset and largely warscroll-driven, and whilst im very thankful for it, they didnt add in all the development bells'n'whistles that tomes have now. there were plenty of opportunities still unexplored to add depth to the tome without introducing new model ranges like :

    • adding more units without new models e.g. doomwheel warlock hero variant (steam tank got 1), plague lord vs plague priest(bell plastic / metal skrolk), giant stormfiend (boneripper minus thanquol), assassin lord vs deathmaster (they had old metal assassin sculpts they shelved), variant clawlords (they had other sculpts they shelved e.g. spinetail, tretch), HPA variant possibly skryre (they have diff bits in the kit, like warpstone spike, metal claw arm), another grey seer variant (bell guy could go on foot / foot guy), im sure there are others...
    • adding CAs to heroes, skaven really has minimal CA mechanic variation outside verminlords e.g. all clawlords have the same one (clawlord/brrod horror/skritch), grey seers (seriously? they lead skaven most of the time), arch-warlock, deathmaster, warlocks, plague priests etc. and this is really the way a lot of new armies are structured with heavy CA interactions
    • clan sub-factions. an obvious exclusion and at a time where sub-factions were probably only starting to emerge. i can understand why it was left out at the time as skaven was one of the 1st big factions to appear and harder to manage/understand the variety it presented, and as sub-factions were just newish rulesets. I'm seeing a template for all the clans is needed. I can see it being different to the normal sub-factions too, more like the CoS one, but with greater restrictions. Narratively, the point of a clan sub-faction would be to focus on the clan, and not be as mixed as skaventide, so a focused approach to what warscrolls were allowed, and probably a more powerful set of sub-faction abilities to compensate for the limited range of army options e.g. skryre taking only skryre keyword units with perhaps 1 in 4 units being able to be from 1 allied clan in the greater skaventide range, kepping it relatively focused, getting some bebenfit of variety but not allowing you to simply cherry-pick the best units and at the same time getting a pretty good set of sub-faction abilities makes sense to me. It doesnt need to have the "set artefacts and traits" lie CoS does, and this continues to work very well with the separate trait/artefact lists available to skaventide.
    • Verminlord spell lore (3), Verminlord traits (3), Pestilens prayers lore (3)
    • Summoning in the form of Giant Rats and Rat Swarms makes sense like the old Warpseer CA. Using CPs for summoning seems in theme with skaven, possibly an effect of the screaming bell table as well, i wouldnt expect summon for any other units, but those 2 seem appropriate.

    Anyway, some ideas that seem to fit for me and allow for opportunites of development without the need for extra model ranges.

    In saying that, there are other tomes showing their age and could do with updates too like LoN, Nurgle, deepkin, Beasts, DoK even.. so who knows :) 

    I don’t see a new battletome, if you look at a battletome realeased similar time gloom spite ( I also play this army)  their book is bit mish mash and basically skaven do what they do better ie magic and hordes. Also unlike lot of other tomes which have say 1/2 builds ours have lots viable options. I think the current battletome will be around a while and was brought out to help clean up skaven, but at least we have a lot of tricks in there to use . 

  5. 2 hours ago, Firefrog said:

    I definitely agree, and while it's a definite shooting meta right now I do feel we have one of the worst shooting compared to other shooting armies. Not that it's bad, but just overshadowed right now. Playing against the new Seraphon makes me think what the hell were they thinking.

    I do like how we're able to adapt to any meta, with so many units. I still think the nerfs were unwarranted, as we got nothing in return and tournament ratings show it (only a measly 40-45%, before december we were barely 50% winchance)

    The 1 benefit we have over most shooting armies( not seraphon ;)) is the fact can drop load models in front of our shooting if need be 

  6. 1 hour ago, Gwendar said:

    @Nikobot Right, and it's fine to compare them in that regard. All in all we just don't have an ultra strong CC unit that can just delete something even if it only has 10-20 models left in the unit.. but are we supposed to? By design I feel that should be Moulder/Eshin but until they get a rework (updated models that GW can sell which will mean better rules) then our strength will continue to stay in shooting/magic.. and even in those regards we're beaten by a lot. Skaven have always kind of been jack-of-all-master-of-none in AoS.

    Having less buffs isn't bad when the units are good on paper. CoS suffers from a lot of things going wrong to make a unit be able to do what you need it to do (like the scenario I gave with Hammerers and a Bridge) but those units are also a lot better on their own. The 4+ to hit hurts them a lot and for their cost they need to be inherently hitting on 3's in my opinion. Bestigors suffer from the same ordeal but.. again you have to look at tools and buffs that can be given to them. All we really have is "hey I hope you can stay above 20 models!" Which can only be managed by how much your opponent focuses into them. So many things will 1-shot that unit and you've just lost nearly a quarter of your army.. 15 SoS or Hammerers can still get a job done, 15 Stormvermin cannot.

    As for Saurus, me and my local Seraphon player did a lot of these calculations once the time came out. If I recall, 20 Saurus Warriors with Spears and all buffs possible do about the same damage as 40 Stormvermin.. and again, a lot of those buffing units you'll take regardless.. and a lot of their buffs are CP based and they generate a lot of CP. It's easy for them to throw in another 2-3 threats on top of that due to how cheap their units are but.. on paper they're all generally pretty bad which is why they suffer from hero deaths so hard.

    I'd be more worried about 40 Skinks; fully buffed that shooting isn't actually terrible and rivals our own with the added ability of being able to shoot twice and/or teleport.

    I agree with the jack of all trades. This can also be a bonus collecting this army the fact you can adjust the list your using to fit meta .

    • Like 1
  7. 1 hour ago, gronnelg said:

    @Skreech VerminkingSo... You're saying such a list is actually good? Because I haven't seen any pros use such a list. 
    Omg.... Can you imagine showing up at a tourney "Excuse sir, for a half an hour or two, while I deploy my 400 rats. Myes! Myesss Indeed!"
    I guess you kinda dependent, or rather totally dependent on going first though, because once you opponent takes the objectives, your clanrats hitting with their paper towels won't do anything. 
    In such a situation it surely would be great if we had a retreat and charge ability, to just swarm the objectives, and take them without killing the opponent.
    Oh.... Wait....
    But seriously though, the opponent could just screen you off the objectives. Right? ... Right?
    Someone stop me from buying more rats than I could ever hope to paint!

    If your worried about the first turn choice, you could put in couple units of night runners to make your opponent have a decision to make after tour pre game move? 

  8. 9 minutes ago, Skreech Verminking said:

    Let’s see here:

    threads that most people wouldn’t even conaider being one:

    -double deathfrenzied buffed with slavenbrew and gnash gnaw to their bomes ability clanrats.

    -double deathfrenzied giant rats

    Just plain threads: 

    -plague monks

    -Stormfiends

    -jezzails

    -acolytes

    — Verminlord corruptor with SOJ

    -Hell pit abomination

    conveniently threads but not often used:—Stormvermins

    -plague censer bearers buffed by skavenbrew and near a unit of plague monks

    -warplightning cannons

    —Doom wheel

    -warpflamer weapon team

    -rattling gun weapon teams

    -Verminlord warbringer with the Rune blade and brutal fury command trait

    -Rat ogres, buffed by packmasters or master moulder’s

    -Clawlord on brood horror

    -wolf rats

    hilarious and unreliable threads:

    -Deathmaster with the three Fangs artefact

    -warlock bombardier on his own

    -warlock bombardier/engineer with the doom-sphere

     

     

     

     

     

    I also thought although rubbish stats gutter runners can be a threat not for damage but backfield objective threats . Only 60 points and if your opponent using units to screen them out it’s only 60 points and they have done there job 

  9. 40 minutes ago, Skreech Verminking said:

    Cool lists,

    lets see.

    we have the doom brigade:

    Allegiance: Skaventide
    LEADERS
    Skallog the Mad (120)
    Warlock Bombardier
    - Artefact : Vial of the Fulminator
    - Lore of Warpvolt Galvanism : More-more-more Warp Power!
    Grey Seer Sniketrikk (240)
    Grey Seer on Screaming Bell
    - General
    - Command Trait : Master of Magic - Lore of Ruin : Death Frenzy
    Skaa bloodtail, right claw of clan Mors (100)
    Clawlord
    - Mighty Warlord Command Trait : Savage Overlord
    UNITS
    The black furred Gnawers of the deepwarrens (200)
      40 x Clanrats - Rusty Blade
    The red death (280)
    40 x Plague Monks - Foetid Blades
    The Messenger of Doom (160)
    1 x Doomwheel
    The Doomseeker (160)
    1 x Doomwheel
    1 x Doomwheel (160)
    Skalks backstabbering Backstabbers (120)
    20 x Clanrats - Rusty Blade
    The red Guard (450)
    40 x Stormvermin - Halberd & Shield
     TOTAL: 1990/2000
    EXTRA COMMAND POINTS: 0
    WOUNDS: 187
    LEADERS: 3/6 BATTLELINES: 3 (3+) BEHEMOTHS: 4/4 ARTILLERY: 0/4 ARTEFACTS: 1/1 ALLIES: 0/400

    the Screaming doom:

    Allegiance: Skaventide
    - Mortal Realm: Chamon
    LEADERS
    Grey Seer on Screaming Bell (240) Grey Seer on Screaming Bell (240) Grey Seer on Screaming Bell (240) Grey Seer on Screaming Bell (240) UNITS
    40 x Clanrats (200)
    - Rusty Blade
    20 x Clanrats (120)
    - Rusty Blade
    40 x Clanrats (200)
    - Rusty Blade
    40 x Plague Monks (280)
    - Foetid Blades
    30 x Plague Monks (240)
      - Foetid Blades
     TOTAL: 2000/2000
    EXTRA COMMAND POINTS: 0
    WOUNDS: 222
    LEADERS: 4/6 BATTLELINES: 3 (3+) BEHEMOTHS: 4/4 ARTILLERY: 0/4 ARTEFACTS: 0/1 ALLIES: 0/400
     

    the laughter of doooom!:

    Allegiance: Skaventide
    Mortal Realm: Chamon

    Leaders
    Warlock Bombardier (120)
    Warlock Bombardier (120)
    Warlock Bombardier (120)
    Warlock Bombardier (120)
    Warlock Bombardier (120)
    Warlock Bombardier (120)

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

    Artillery
    Warplock Jezzails (420)
    Warplock Jezzails (420)

    Total: 2000 / 2000
    Extra Command Points: 0
    Allies: 0 / 400
    Wounds: 146

    Queeks red Guard:

    Allegiance: Skaventide
    Mortal Realm: Chamon

    Leaders
    Clawlord (100)
    Clawlord (100)

    Battleline
    40 x Stormvermin (450)
    - Halberd & Shield
    40 x Stormvermin (450)
    - Halberd & Shield
    40 x Stormvermin (450)
    - Halberd & Shield
    40 x Stormvermin (450)
    - Halberd & Shield

    Total: 2000 / 2000
    Extra Command Points: 0
    Allies: 0 / 400
    Wounds: 170
     

    The truly a  Vermintide list:

    Allegiance: Skaventide
    Mortal Realm: Chamon

    Leaders
    Plague Priest (80)

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

    Total: 2000 / 2000
    Extra Command Points: 0
    Allies: 0 / 400
    Wounds: 385

    The first act of surprise:

    Allegiance: Skaventide
    Mortal Realm: Chamon

    Leaders
    Deathmaster (100)
    Warlock Engineer (100)

    Battleline
    20 x Clanrats (120)
    - Rusty Spear
    20 x Clanrats (120)
    - Rusty Spear
    20 x Clanrats (120)
    - Rusty Spear

    Units
    20 x Gutter Runners (200)
    20 x Gutter Runners (200)
    20 x Gutter Runners (200)
    1 x Warp-Grinder (80)
    1 x Warp-Grinder (80)
    1 x Warp-Grinder (80)
    6 x Stormfiends (520)
    - 01x Grinderfists
    1 x Warp-Grinder (80)

    Total: 2000 / 2000
    Extra Command Points: 0
    Allies: 0 / 400
    Wounds: 178
     
    The rat a mole act:

    Allegiance: Skaventide
    Mortal Realm: Chamon

    Leaders
    Verminlord Deceiver (320)
    - Artefact: Gnawbomb  
    Verminlord Warbringer (280)
    Verminlord Warbringer (280)
    Grey Seer (140) (with skitterleap)

    Battleline
    40 x Clanrats (200)
    - Rusty Blade
    40 x Clanrats (200)
    - Rusty Blade
    40 x Clanrats (200)
    - Rusty Blade

    Units
    40 x Plague Monks (280)
    - Foetid Blades
    2 x Rat Ogors (100)

    Total: 2000 / 2000
    Extra Command Points: 0
    Allies: 0 / 400
    Wounds: 209
     And last but not least we have,

    “Sheer Madness!!”:

    Warlock Bombardier (120)
    Warlock Bombardier (120)
    Warlock Bombardier (120)
    Warlock Bombardier (120)
    Warlock Bombardier (120)
    Warlock Bombardier (120)

    Battleline
    20 x Clanrats (120)
    - Rusty Spear
    20 x Clanrats (120)
    - Rusty Spear
    20 x Clanrats (120)
    - Rusty Spear

    Units
    1 x Ratling Gun (60)
    1 x Ratling Gun (60)
    1 x Ratling Gun (60)
    1 x Ratling Gun (60)
    1 x Ratling Gun (60)
    1 x Warpfire Thrower (70)
    1 x Warpfire Thrower (70)
    1 x Warpfire Thrower (70)
    1 x Warpfire Thrower (70)
    1 x Warpfire Thrower (70)
    1 x Warpfire Thrower (70)
    1 x Warpfire Thrower (70)
    1 x Warpfire Thrower (70)
    1 x Ratling Gun (60)

    Total: 2000 / 2000
    Extra Command Points: 0
    Allies: 0 / 400
    Wounds: 132

    edit: I hope these lists are to your liking, sadly I wasn’t able to give you the full review of every single  idea i had for a list. there are just too many.

     

    Haha quality like the 1 plague priest list 

  10. 6 hours ago, Gwendar said:

    I definitely think they need to drop to 340-380 to be considered by anyone. They can be blenders, especially now that Monks aren't nearly as good as they were. I don't particularly like comparing units between armies though, at least in terms of points; stuff is generally supposed to be balanced around the army and what buffs are available to it. You could stack Stormvermin with some extra attacks and that block of 40 can easily get 30+ models in range and be going into combat with 3\2\-1\1

    I would easily make them fit into lists if they were closer to that 350 price point.. but until that happens or they get better stats to balance their cost, I don't see that ever happening which is a shame since they're nice models.

    Yea is hard to compare units as have different roles to fulfill . I think the monk change was needed tho just to clean warscroll up. Now they are a good unit but not insane . Have thought bout pairing with warp grinder tho.

  11. 3 hours ago, Nikobot said:

    too expensive yes, but stormvermin are a legit threat. they are not clanrats that are only good at dying.
    with their 25mm bases, 2" reach they are an absolute blender and 95% of units need to be very careful around them.

    another unit thats been left behind on efficiency due to the advancement of new armies but can absolutely delete a lot of things.

    Yea they look decent was just point cost that threw me off a little . The good really come back with point drop tho 

  12. 58 minutes ago, The Red King said:

    My personal gut feeling is that the priest can be dropped, lower the arch warlock (as much as I love him) to a regular warlock if you want to keep 2 for redundancy and mobility and that gives you exactly enough points to bring the jezzails up to 9 models which is the recommended size by someone on here with a lot more first hand experience than I.

     

    I also feel like the 40 monks could be a hellpit abomination which would leave you 40 points for an endless spell. Or combined with the above change you could get a 2nd WLC for consistency. Or you could drop the priest and trade monks for an HPA leaving you 120 points to fiddle around with endless spells or the like (possibly 2 rattling guns but I'm sure there are better options) I absolutely love how viable it is to build skaven with so many different puzzle pieces.

    This is true we just have loads of options which is good thing to be able to move with the meta 

  13. 29 minutes ago, Nikobot said:

    looks good. possibly consider swapping the priest for something else, endless spells? they dont do too much i've found. i suppose you may drop their prayer and scoop some mws sometimes, even snag a great plague potentially

    He was there just cuz had 80 points but spells could be good choice otherwise to. 

  14. 2 hours ago, Gwendar said:

    I can honestly see people taking 9 Jezzails and 1-2 WLC's. That can still leave you room for 6 Fiends\30 Acolytes\40 Monks\HPA, etc.

    I thought this list could have potential . Churning out fair few mortal wounds , also having several threats . What do you think? 

    A7985640-88E4-45DF-8A0B-7DE5507F42CE.png

    D54A5B8C-557D-40BD-8629-F06CBE4C0D2D.png

  15. 4 minutes ago, Skreech Verminking said:

    That’s true, but what the skaven are lacking most of the time is support for your units.

    and when you have the change of taking deathfrenzy as a spell you’d rather go for that.

    mortal wounds are great but that, really isn’t much of a problem for us considering we have a ton of stuff that can deal high rend damage or just plainly throw out mortal wounds as if it were candy at a street parade.

    if your going with the plague priest theme, I think you best bet would be the preist on furnace, since his buffs are actually pretty good.

    now I’m not saying that the priest on foot is bad or anything like wise.

    he is actually a great model, and although he has lost some of his greatest buff, he is literally our cheapest hero option, which makes him an incredible pick for an army that has around 80points remaining.

    an I think spamming him might actually be kinda good.

    but that’s something I would have to try out first before I can be certain

    This is all very true was just looking at a list that has at least 3 threats him being the cheap 4th that will probably b ignored . But if I can get fldwath frenzy in also would be great tbh. 

  16. 6 minutes ago, Skreech Verminking said:

    Only that you’d usually rather be more interested in a Grey seer or Warlock engineer, to buff up your units of plague monks, or skryre weapon teams/ war-maschines.

    bit I think fir a cheap option, and if you just have 80points left, he can actually be a good choice.

    sometimes any hero that can keep your units from running away with a cp, will become a winning factor for your army 

    So the thinking with priest and lot magic about can’t b unbound which is quite a draw 

  17. I’m pretty new skaven player , so it may have been done or thought of before but putting a plague priest on foot in unit of monks or sending through gnawhole to Adidas our mortal wounds could be pretty tasty. And only 80 points . Any thoughts on this? 

  18. 4 hours ago, The Red King said:

    Hey guys quick question. Does this read enough to be a Skryre acolyte?

     

    I know they usually have backpacks but I feel like it makes the model a little too busy (had a tester laying around) and plus I dont wanna buy 60 more skitarri backpacks. So what do you think? Simple and sweet but does it look like an acolyte?

    20200323_204929.jpg

    Looks good to me. Think more important is the base size tbh as long as right should be ok, here are mine .

    59F14CC2-DE9B-448A-BCE4-5B410F2E06D2.jpeg

    16D282B9-1099-4064-AB62-616FAEA02D11.jpeg

  19. 3 minutes ago, Gwendar said:

    I make a point nowadays to include 3-4.

    Jezzails are the best thing to throw through Gnawholes so they can usually get an angle on something hiding if needed. Fiends are more or less considered short range; with Lo,S giving them -1 to hit it makes those 6 Windlauncher shots sorta of 'meh' at killing heroes but combined with Jezzails means you can somewhat reliably kill 2 per turn at a minimum. Acolytes have a 20" threat range, but with their base sizes you may only get 20 or less of them in unless it's already quite close to you. HPA is there as it's a horde-clearer when it isn't bracketed too hard and it's good to have something that can fight in combat.

    Assuming we actually have our little local tournament this weekend (doubtful) then I may try an older list of Fiends+HPA+Jezzails again since I don't have Ratlings built yet... but we'll see.

    Cool keep us posted. Currently converting up 30 acolytes . Like the hpa for the anti horde instead of monks . The idea of the list I posted was to make ur opponent question whether to take 1st turn or not. If they do will have to hit screens (if deployed right) leaving open to counter attack from the shooting. Also the warpseer giving bs security means will have to completely kill screens to get rid of them. 

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