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States

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Posts posted by States

  1. 30 minutes ago, Gwendar said:

    If I have 2 Skryre units I'll generally go with the AW so I can get Deranged Inventor and you can still do this if you want a "backup" to MMMWP not going off. Otherwise, my Warpseer is General with Master of Magic because I like it when Warpgale goes off.  Aside from Thanquol, the AW maths out to be the best option I believe since the Grey Seers can't use modifiers when they triple roll. Plus, if you get him stuck somewhere he's reasonably tanky enough to handle small units being thrown at him.

    As for switching anything out; not sure really. Shackles are very short range and since a single wizard can only cast 1 endless spell per phase, you likely won't be putting WLV and Shackles within range of each other T1. Same could be said for Vermintide; great spell, but it's strength is in it's wide base blocking movement and the threat of it doing more damage if you finish too close to it. I would experiment and see if it works for you, otherwise maybe consider dropping both of those and using those 80 points to bulk up a Clanrat unit to 40 (80 is my minimum, but I like to bring 100 for more competitive lists if I'm able).

    Ok so since I only have stormfiends I guess warpseer will be the general :)

    Good advice. Don't have more clanrats (got tired after doing those 100 well painted). Maybe 80 could be for a ratling or warpflamer instead? Keep the spells or go for a team?

  2. On 8/6/2019 at 3:16 PM, Gwendar said:

    @States 2, personally. You have the Fiends (assuming you built them Launchers\Ratlings) for killing anything, the WLC for hero sniping and the minimum 80 bodies for objectives\screening. Not that the first list is bad, but I think if you're running Ratlings you may as well throw in 3 (or 2 if you're also running Fiends like this).

    That 3 hero setup is my go-to in every list I use and won't disappoint. In one of my Stormfiend setups I have 9 and run a Grey Seer on foot instead.. so long as I have something with Skitterleap. I know we all talk about using Skitterleap almost exclusively in conjunction with the WLV, but remember to use it throughout as it's a great way to cap an empty objective (or lightly guarded for the Waprseer to take on a good charge). Since it only teleports hero's and isn't used as much as other armies teleports, people sometimes forget about it and leave objectives open from time to time.

    Who do you think should be the general? And I assume the best one to skitterleap and WLV would be the archwarlock with +1 (gnawholes) and reroll?

    Would you switch anything I have out? I have everything except stormvermin, jezzails. and plague monks

  3. What do you guys think between these two?:

     

    Allegiance: Skaventide

    Leaders
    Arch-Warlock (160)
    Grey Seer on Screaming Bell (220)
    Warlock Bombardier (100)

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

    Units
    6 x Stormfiends (520)
    1 x Ratling Gun (60)

    War Machines
    Warp Lightning Cannon (180)
    Warp Lightning Cannon (180)

    Endless Spells / Terrain
    Warp Lightning Vortex (100)
    Soulsnare Shackles (40)

    Total: 2000 / 2000
    Extra Command Points: 0
    Allies: 0 / 400
    Wounds: 159
     

    or

     

    Allegiance: Skaventide

    Leaders
    Arch-Warlock (160)
    Grey Seer on Screaming Bell (220)
    Verminlord Warpseer (300)

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

    Units
    6 x Stormfiends (520)

    War Machines
    Warp Lightning Cannon (180)

    Endless Spells / Terrain
    Warp Lightning Vortex (100)
    Soulsnare Shackles (40)
    Vermintide (40)

    Total: 2000 / 2000
    Extra Command Points: 0
    Allies: 0 / 400
    Wounds: 155
     

  4. Hey guys! Tomorrow I got 2 games vs Nurgle/Tzeentch/LoN (will be random). I am taking this list

    Allegiance: Skaventide
    Verminlord Warpseer (260)
    - General
    - Trait: Master of Magic
    - Artefact: Suspicious Stone
    Grey Seer (120)
    - Lore of Ruin: Skitterleap
    Warlock Bombardier (100)
    - Lore of Warpvolt Galvanism: Warp Lightning Shield
    Thanquol on Boneripper (400)
    - Lore of Ruin: Warpgale
    40 x Clanrats (200)
    - Rusty Spear
    20 x Clanrats (120)
    - Rusty Spear
    20 x Clanrats (120)
    - Rusty Spear
    1 x Warpfire Thrower (70)
    1 x Warpfire Thrower (70)
    Warp Lightning Cannon (180)
    Doomwheel (160)
    Aethervoid Pendulum (40)
    Vermintide (40)
    Warp Lightning Vortex (100)
    Soulsnare Shackles (20)
    Total: 2000 / 2000
    Extra Command Points: 0
    Allies: 0 / 400
    Wounds: 137


    I am unsure of how to kit out thanquol. 50/50 or full melee.
    What about pendulum vs geminids?
     
    What do you guys think?
  5. 10 hours ago, Gwendar said:

    Typically you go with Spears due to the extra range with unit size buffs... But as soon as you drop to less than 20 they get far worse and Clanrats tend to die in droves. Nowadays I tend to give them all swords for the 3+/3+ and at worse go to 4+/4+. Being on 25's gets you attacking in 2 ranks with 1" weapons anyway and retreat + charge let's you reposition to get more in. 

    No one at all should ever buy those models. Acolytes are some of the easiest things to convert with some Plague Monks, skitarii backpacks and throwing arm bits, of which there's an abundance of. People have posted a ton of ones they've done so just a matter of looking around for inspiration. I'm currently building mine from Stormvermin and Drake fire guns for some "grenade launcher acolytes".. But no matter what you do you could spend ~$50 and make 20 of them from monks and various bits you get from eBay. 

    Hell, I'll even sell you the 30 or so I made a couple years ago that I don't plan to use anymore if you're interested. 

    What arms do you use?

  6. 54 minutes ago, Skreech Verminking said:

    Yes you are correct on this one.

    the verminous valour allows you to give off wounds or mortal wounds before the model suffers them but after the save roll.

    the ward save and artefact allow you o ignore suffered wounds or mortal wounds so the command trait verminous valour is used before the ability protection of the horned rat or the suspicious stone artefact activates.

    but after he made his normal reroll able save.

    So I guess in a way @Drofnum got the bad end if they applied the ward saves first. If valour kicked in effect first, they would most likely start killing off clanrats earlier

  7. 14 hours ago, Skreech Verminking said:

    Nop that’s literally a combo that works.

    welcome to the domains of the under empire!!

    From what I understood from the wording, the 5+ pass off (verminous valor?) Happens before the rest no?

  8. 14 hours ago, Donut Assassin said:

    Back from adepticon with my rats. Think I did well with my rats. It became a 5 way tie in overall score for 1st place Best Overall. Ended up taking Best General Chaos and another Skaven player took 2nd place Best Overall. Fun times!

    BE46156A-512D-4854-AC74-1B3551B80488.jpeg

    Grats! What list did you take?

    • Like 1
  9. 38 minutes ago, Skavelynn said:

    I'd say the hellpit abomination or the SC box, you have a lot of shooting already but no close combat hammer units. Plague monks are very good at the moment so nothing in the SC box will go to waste, and having 2 WLC will make your opponents' heroes cower-scurry in fear. But the HPA is a great choice as well.  😄

    I don't like the plague monks look. Don't think I will ever make them! I guess hell pit it is :D

  10. I have no clue what to pick up next! Currently I have:

    80 Clanrats

    arch warlock, 3 engineer/bombardier

    warpseer

    WLC, doomwheel

    grey seer, warlords, packmaster

    10 acolytes, 40 giant rats

    thanquol and boneripper, 6 stormfiends

    2 ratling, 2 warpfire, warpgrinder

     

    Don't know if I should now get : A hellpit abomination, 6 jezzails, or screaming bell + WLC (SC box).

     

    What do you guys think?

  11. Ok gonna try out the 50/50!

    Tried a 6x stormfiend build, but would have to give up alot of my fave guys (thanquol, warpseer, greyseer, wlc, wlv, min bl)

    So I guess I'm convinced of removing the maelstrom.. would put me at 1930/2000.  70 points of endless spells? (vermintide/pendulum?)

    Maybe switch out the ratling for a warpfire, and that way I have 80 left over and get vermintide + pendulum and keep at 2000/2000? What would you suggest?

  12. 1 hour ago, Gwendar said:

    @States I'm not a fan of ratling gun teams (I know how much they can do but I dislike the short range required) or Doomwheels. The ratlings may be somewhat safe against LoN since it's less likely to be sniped. If I planned to use Ratling gun teams, I would most certainly bring at least 2-3 as they're made of paper and you will always want to overcharge them which comes at the risk of death anyway.

     When I play again death armies, I ensure I have 2 things:
    1. Ranged output which is either in the form of 6-12 Jezzails or 2 WLC's.

    2. A way to deal with hordes, which is typically 1-2 Warpfire throwers or 1 + Thanquol who really needs to be behind a screen. Worth noting that Scorch and Plague are great anti-horde spells as well if you want to save some points.

    Death relies quite a lot on their heroes being alive so you really need something that can easily take them out and it's why I almost always run 2 WLC's or 9 Jezzails.

    You already have 7 casts\unbinds so maelstrom will probably hurt you more than it will help you. I would definitely drop Death Frenzy in favor of Warpgale as casting 2 Warpgales on a single unit (or spread the love against 2 units) will stack and they'll do nothing when combined with shackles. This lets your Vortex do even more damage to them as they struggle to get out of it. Arkhan will be a bit of a struggle considering he has + to cast\unbind so I would cast Vortex last to bait out some unbind attempts. Another good choice is Scorch or Plague for anti-horde spells if you feel you're lacking in that department.

    Outside of all that, it really just depends on the matchups and scenarios. I always try to make all-comers lists but my local meta is probably different than yours. People around here like running LoN, DoK, Tzeentch, Nurgle, Khorne, Seraphon... etc. So I always try to have enough anti-hero and anti-horde in each list unless I know that I need more threats via deepstrike or something more specialized like that.

    Anyway, sorry for being longwinded.. Not much going on at work so I may have put in too much detail due to boredom.

    Thanks for the response! Unfortunately, I still don't have a second WLC (or any jezzails), thats why I put in a doomwheel to "try" to get some more ranged with rend. The maelstrom was to try to annoy all his casters (prince vhordai, arkhan, 2 necros) as I assume they will be at the back and it has a 18+8 casted move range, with a 12" affect area. I didn't think it would hurt me much since it would have to be relitavely close to hit me, and I'd probably try to be a little back. I assume his casters will be far away to be safe.

    Maybe get rid of the maelstorm + cp and get a second warpfire, and make thanquol pure melee to challenge the vlozd? Or should I add stormfiends in exhange of?..

    also bored at work :D

     

  13. 12 hours ago, Gwendar said:

    I always equip Thanquol 50\50 as 4 Warpfire is typically overkill and this helps him do some damage in combat.

    What do you think of this list?

     

    Allegiance: Skaventide
    Grey Seer (120)
    - Lore of Ruin: Skitterleap
    Thanquol on Boneripper (400)
    Verminlord Warpseer (260)
    - General
    - Trait: Master of Magic 
    - Artefact: Suspicious Stone 
    Warlock Bombardier (100)
    - Lore of Warpvolt Galvanism: Warp Lightning Shield
    40 x Clanrats (200)
    - Rusty Spear
    20 x Clanrats (120)
    - Rusty Spear
    20 x Clanrats (120)
    - Rusty Spear
    1 x Warpfire Thrower (70)
    1 x Ratling Gun (80)
    Doomwheel (160)
    Warp Lightning Cannon (180)
    Warp Lightning Vortex (100)
    Soulsnare Shackles (20)
    Malevolent Maelstrom (20)

    Total: 1950 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 137

    I can always swap out the maelstrom and get another warpfire (and reach 2k). Don't have more clanrats. (Still have stormfiendsx6, 40giant rats, all spells)

     

    I have some games this weekend, but most worried about one vs our new LoN player (a little try harder who wasn't winning enough with stormcast so he switched again). I know he runs Sacrament Arkhan + Prince Vhordai + 2 Morghasts and 40 skelies, 2 necros, dire wolves etc. I've never went against LoN.

    Also don't know if I should take frenzy on thanquol (with only 1 stack of 40 rats is it worth it?) Maybe scorch for more focused damage on the dragon, or warpgale for more engagement control?

     

    What are your opinions?

  14. 9 hours ago, Gwendar said:

    Well, I have been doing quite well recently (4-0 locally) with a particular list but the upcoming Khorne has me somewhat worried for how magic focused it is. I've been throwing around some other ideas in my head and thought I would share. All of this is of course in need of testing.. I try to create all-comers lists and I feel my current one best represents this. I have individual notes at the bottom of each for my thoughts. I'll be giving each of these a shot over the coming months, the first of which will probably be the Skryre-based army once all my bits come in for Acolytes.

    Anyway, feedback on any of these is appreciated. Depending how 6 Stormfiends or 30 Acolytes do, I may include them elsewhere.

    Current 4-0 List. Magic Heavy:

      Reveal hidden contents

    Allegiance: Skaventide

    Leaders
    Verminlord Warpseer (260)
    - General
    - Trait: Master of Magic 
    - Artefact: Suspicious Stone 
    Thanquol on Boneripper (400)
    - Lore of Ruin: Death Frenzy
    Grey Seer (120)
    - Lore of Ruin: Skitterleap
    Warlock Bombardier (100)
    - Lore of Warpvolt Galvanism: Warp Lightning Shield

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

    Units
    1 x Warpfire Thrower (70)

    War Machines
    Warp Lightning Cannon (180)
    Warp Lightning Cannon (180)

    Endless Spells
    Warp Lightning Vortex (100)
    Soulsnare Shackles (20)

    Total: 1950 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 154


    Plenty of bodies for Objectives and 7 casts\unbinds is wonderful, especially with Thanquol almost guaranteeing WLV to go off. 2 cannons for hero\elite-sniping and cheeky Gnawhole teleports + Skitterleaping the Bombardier to overcharge a cannon magnify this. Considering dropping the Warpfire thrower + Grey Seer in favor of an HPA but be left without a CP or drop Shackles as well for 20 Gutter Runners and start with a CP.


    Acolytes\HPA. Shooting\Magic Focused:

      Reveal hidden contents

    Allegiance: Skaventide

    Leaders
    Verminlord Warpseer (260)
    - General
    - Trait: Master of Magic 
    Thanquol on Boneripper (400)
    - Lore of Ruin: Skitterleap
    Warlock Bombardier (100)
    - Artefact: Vigordust Injector 
    - Lore of Warpvolt Galvanism: More-more-more Warp Power!

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

    Units
    30 x Skryre Acolytes (320)

    Behemoths
    Hell Pit Abomination (220)

    War Machines
    Warp Lightning Cannon (180)

    Endless Spells
    Warp Lightning Vortex (100)

    Total: 1940 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 140

    Essentially the same as the above but with less bodies in favor of a distraction carnifex and unit annihilation via 30 Acolytes. 20 Clanrats will have very low survivability so I consider this a bit of a glass cannon build and banking on the Acolytes not getting shot\MW'd to death before they can kill a few units.


    Triple Verminlord. Combat Focused:

      Reveal hidden contents

    Allegiance: Skaventide
    Mortal Realm: Ulgu

    Leaders
    Verminlord Warpseer (260)
    - General
    - Trait: Master of Magic 
    Verminlord Corruptor (260)
    - Artefact: Sword of Judgement 
    Verminlord Deceiver (300)

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

    Units
    40 x Plague Monks (240)
    - Woe-stave
    20 x Gutter Runners (200)

    Behemoths
    Hell Pit Abomination (220)

    Endless Spells
    Warp Lightning Vortex (100)

    Total: 1940 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 168

    This started as a bit of a fun build, but I can see some potential here. Clanrats of 20 still not going to be doing much, but the Monks and Gutter Runners can potentially do quite a lot for me in combat. The Corrupter will be Skitterleaped into range of something that needs to die, potentially replacing the lack of Cannons. Deceiver can come in via Gnawhole with the 20 Gutter Runners T1 to pop his CA for some deepstrike shenanigans against squishier units.

    The Monks not getting re-rolls from the Skitterleaped Corrupter (probably putting him out of range) would be my only issue, but I feel they would do well enough without it due to sheer volume of attacks with staves.


    Acolytes\WLC's\Stormfiends. Pure Shooting:

      Reveal hidden contents

    Allegiance: Skaventide

    Leaders
    Verminlord Warpseer (260)
    - General
    - Trait: Master of Magic 
    Arch-Warlock (160)
    - Artefact: Vigordust Injector 
    - Lore of Warpvolt Galvanism: More-more-more Warp Power!
    Warlock Bombardier (100)
    - Lore of Warpvolt Galvanism: More-more-more Warp Power!

    Battleline
    6 x Stormfiends (520)
    - 2x Ratling Guns, 2x Windlaunchers, 2x Shock Gauntlets
    20 x Skryre Acolytes (240)
    20 x Skryre Acolytes (240)

    War Machines
    Warp Lightning Cannon (180)
    Warp Lightning Cannon (180)

    Endless Spells
    Warp Lightning Vortex (100)

    Total: 1980 / 2000
    Extra Command Points: 0
    Allies: 0 / 400
    Wounds: 120

    And here we have our black sheep. I continue to hear good things about the destructibility of 6 fully buffed Stormfiends so I feel it's time to finally test it. Now, obviously with this list I'm sacrificing my ability to hold objectives with the potential to do some grievous shooting which, if it goes well enough, should be able to kill things off of objectives.

    I really can't leave the house without the WLV considering it's won me so many games so I will include it here to be used with the Warpseer on a +2 Cast with Master of Magic, although an Arch-Warlock with re-rolls works just as well, if not better when next to a Gnawhole. The other option is to remove it in favor of another Engineer, but I don't believe it's worth the tradeoff. Double MMWP is for redundancy as I feel the army relies on it. 

     

    What setup do you take on thanquol?

  15. On 3/3/2019 at 2:42 PM, Gwendar said:

    So, the game against Tzeentch went much better than I had anticipated it to. He did seem to forget a few of his rules, one of which is his Lord of Change matching his highest casting\unbinding dice...although I'm not sure it would've helped him much.

    We played Duality of Death at 2k

    My List

      Reveal hidden contents

    Allegiance: Skaventide

    Leaders
    Verminlord Warpseer (260)
    - General
    - Trait: Verminous Valour 
    - Artefact: Suspicious Stone 
    Thanquol on Boneripper (400)
    - Lore of Ruin: Death Frenzy
    Grey Seer (120)
    - Lore of Ruin: Skitterleap
    Warlock Bombardier (100)
    - Lore of Warpvolt Galvanism: Warp Lightning Shield

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

    Units
    1 x Warpfire Thrower (70)
    1 x Warpfire Thrower (70)

    War Machines
    Warp Lightning Cannon (180)
    Warp Lightning Cannon (180)

    Endless Spells
    Warp Lightning Vortex (100)
    Soulsnare Shackles (20)

    Total: 1940 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 137
     


    His List

      Reveal hidden contents

    Unsure of his spells\CT used

    Allegiance: Tzeentch

    Mortal Realm: Shyish

    Leaders
    Lord of Change (380)
    - General
    Gaunt Summoner and Chaos Familiars (180)
    - Artefact: Wraithbow 
    Magister (140)
    The Blue Scribes (140)
    Herald of Tzeentch (140)
    - Staff of Change

    Battleline
    10 x Pink Horrors of Tzeentch (200)
    10 x Pink Horrors of Tzeentch (200)
    30 x Kairic Acolytes (240)

    Behemoths
    Mutalith Vortex Beast (200)

    Endless Spells
    Umbral Spellportal (60)
    Balewind Vortex (40)
    Chronomantic Cogs (60)

    Total: 1980 / 2000
    Extra Command Points: 0
    Allies: 0 / 400
    Wounds: 96
     

    T1
    He finishes first and decides to take first turn and he stacks all of his army on his left\my right leaving only the Vortex Beast to attempt to capture the other objective. Right out of the gate he gets the spellportal off and kills a 20 unit of Clanrats on my right with a few spells that I fail to\am out of unbind range on but not much else happens... He didn't try to move any of his heroes\Vortex beast onto the objectives and decided to hold back which definitely cost him in the end.

    My turn sees the WLV go off and he fails the unbind by 1 if I recall and it proceeds to start ripping apart his cluster of heroes as it likes to do. I run the Bombardier (disguised as an regular Engineer thanks a painfully slow ebay seller...) to the right objective to capture it but I misplay the left objective and bunch up too many Clanrats prevented Thanquol or the Warpseer to get in the 3" range. End 1-0 VP's.
    Attach35211_20190302_164358.jpg.2252b199d0ca11309615ed8fb20f3e46.jpg

    T2
    I get the double but my Warpseer continues to never get off Warpgale which has only gone off 1-2 times in my last 3 games. WLV furthers shreds in movement and Cannons + Warpseer + Clanrats kill off the Vortex Beast and I start capping the left side. Meanwhile the right side Clanrats charge his Acolytes and I string them out to reduce casualties and create a screen for my Grey Seer and Bombardier.

    On his turn I manage to unbind a few of his spells but he does dispell the WLV. He only kills around 8 Clanrats out of the 40-rat unit on the left with what does go off and manages to summon in a Herald on Disc + Blue Horrors. Lots of shooting targeted at the Warpseer with only 1 going through. The WLV goes off again and gets most of his heroes down to a 1-3 wounds left.  End 4-0 VP's.
    Attach35214_20190302_164358.jpg.cf74a591f80575b14a0176b4bcb24cf8.jpg
    Attach35212_20190302_164358.jpg.2e528ea7741efcb7a5343da5005dc6eb.jpg

    T3
    I take priority and re-cast WLV on a 13 (wonderful way to end) with Thanquol to finish off all but 2 of his Heroes while the WLC's put an end to the Lord of Change as he decides to concede at the end of my turn with me going 9-0 on VP's.
    Attach35213_20190302_164358.jpg.bbe74b61dceb649c6dff43a4e89a93d6.jpg

    Overall Thoughts
    I continue to really like this list and I just don't know that I would want to change it drastically by taking out Thanquol for more Clanrats\Rat Ogres\Acolytes\Gutter Runners. It definitely heavily relies on spell damage, namely with the Vortex... if anyone places heroes even remotely close together there's a good chance I will be dropping it there and Thanquol with a +2\3 isn't an easy unbind.

    I think the only change I will be making for now is to remove 1 Warpfire Thrower and beef up another Clanrat unit to 40 as I was pretty sad about a single 20-rat unit getting completely wiped T1. Next time I may drop both WLC's and test out 9 Jezzails just for the hell of it and somewhere along the line I'll work to include 20 Acolytes. Unfortunately this will probably mean I would have to drop things I care about (like the Warpseer\Grey Seer\Thanquol) and I'm unsure of the payoff in comparison. Ah well, back to testing\theory-crafting. Thanks for reading, would love to hear everyone's thoughts.

    How did you equip thanquoul?

  16. 1 hour ago, Gwendar said:


    Engineer will babysit a WLC and threaten with gnawholes. Thanquol will probably run up with the Clanrats and dare someone to charge him with a horde. My local meta has almost no shooting in it if I recall, but plenty of variation like BoK, DoK, Tzeenth and Seraphon. To be honest, the melee heavy armies scare me a bit, so we'll see what happens. I have also considered removing 1 WLC and bulking the Clanrats up to 3x40 which leaves room for a Balewind instead of shackles. Either way, I'll be pretty horrific in the combat phase since I'm relying on 20 Gutter Runners to do the heavy lifting. Spells are not set in stone but seem good enough and the Warpseers traits have me stuck between Valour, Master of Magic and Cunning.

    I have a few alternate takes on this and I was honestly stuck between the above and another minus the Shackles, 1 WLC and Gutter Runners in place of 6 Rat Ogors + Master Moulder which would seemingly give me a better combat phase over just 20 Gutter Runners. Anyway CC is welcome as usual, we'll see how this goes.

    Just curious, do you use rat ogors from the giant + packmaster kit? The ugly ones 

  17. 1 hour ago, Skavelynn said:

    I was wondering this as well. 90mm honestly seems rather small, especially for Thanquol and all the little rats included for the base. Mine is on a 105mm. I wonder if we'll be getting a new FAQ soon for the Skaven and FEC

    Well I put thanquol on the 90m for now so I can paint. if needed, ill trim the base and put it on a 105m. My doomwheel is still on like a 120m (same base as wlc) as there was no official size for it and at the time, the community had an unofficial guide. Waiting to see if I have to change it

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