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mmimzie

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Everything posted by mmimzie

  1. still doesn't work this is all in the FAQ of malign sorcerys.
  2. there is no way to change the range of endless spells out side of i think one stormcast eternal character that has a command ability for it.
  3. yeah tzneetch grows quickly under such chip damage. That's thier kind of game. tzneetch you need to kill the characters to win, and most of them chill in the back
  4. i agree. I love my tzeentch army. that said warp gale is pretty big on a lord of change who wants to be mobile, and locking down an LoC and taking most the board with 160 clan rats, things start to get pretty bad for the summoning dependent tzeentch. I mean it's the meta right?? big units of witch Aelves, big units of evocators, 12-9man morrsarr guard in a single units, tzeentch with a unit of 9 enlightend, It's the meta, even 2 plague monk squads in an army are vulnerable to this sort of tactic. i don't rate shackles so much, it is great they need to waste a spell to to try and stop it, and the extra chip damage is nice. That said i prefer vermintide that basicly does the same thing in many cases.
  5. I mean it works well against a lot of the meta, where ALOT of list bring one or maaybe two really big threat units and then a bunch of supports. Being able to lock down 100% or 50% of thier power is pretty big, and could be meta shifting.
  6. The warpseer warp gale and the grey seer spell lore gale are two different spells because one is "dreaded warpgale" and the other is just Warpgale.
  7. So double wrap gale is gross. Warp snuff sickness levels of gross. If you are halfing charges twice that means you have to have a charge roll of 12" to.make a 3" charge. As it doesnt say round up. Now getting both gales off on the same target is tough, but still ouch.
  8. I wonder if multiple units of clan rats could hold an army up mostly on there own?? With a clawlord, double death frenzy, and warbringer buff you can have clan rats packing a real punch, and it lets you be rather flexible with where you apply your damage, even more so with access to retreat and charge. Like a clan rat unit that attack and double death frenzies ever model will put out more damage than plague monks (not a likely thing to happen), but what you lose in punch is flexibility of where your damage comes from.
  9. This seems quite incorrect?? Its a 9.72% chance you explode?? Unless I'm completely missing what you are talking about.
  10. There are no duel clan verminlord any more the keywords were all changed. The warpseer is the only master clan vermin lord. Master clan is very much a clan. So i'd say you'd need another skyre specific vermin lord.
  11. Honestly comparing anythong across armies is abit silly as different force have a lot more parts than just one unit. Bestigors are prrtty chief among the none comparables because that army doesn't really want to play like most other armies. I definitly think storm vermin should be cheaper or let them stack the +1 attack buff from the claw lord, or if the claw pack battaltion effected the whole table. Storm vermin have the same issue plague monks have where they are very straight forward and thier threat range is obvious. However unlike plague monks, the storm vermin don't pack enough punch. Stack +1 attack (without using an artifact slot) would change that in a hurry when combined with death frenzy and other buffs. While claw pack effecting the table would make storm vermin and clan rats more effective killers.
  12. I have used them. They are quite good, but i've also used all the others i listed, and the others i listed also just straight up kill anything they touch. Edit: to elaborate looking at all the listed units against my tzneetch army. They can all be road blocked against 1 ten man kairic acolyte unit. As the plague monks are rather straight forward in what they do (saving bring the slug for a gnarl maw) it's not hard to screen the plague monks out a turn and deal with them when you get a go. Where enlightend, evocators, enlightend, and witch aelves all have more movement tricks innate to them or thier army that lets them ignore screens or move more freely. Plague monks when compared to morrsarr/evocators/enlightend are however very vulnerable to the anti horde spells that are growing ever more present with most each book release, and out side of death every GA and most armies can ally such a spell. Damage wise all of the units of note here can kill just about anything they tough in a single turn. With plague monks being the most limited by terrain and screens reducing thier potential damage output. I think as you say big numbers of plague monks is where things start to get spicy as you can bring so many for low pts that you are bound to hit some where. Though the other units i listed again have some other form of allowing them to hit your army with out counter (teleporting, super speed, etc). So to say OP or greatest killy unit of the game premature, and kind of ignore the above powerful units who i think are just as strong and in some situations stronger or weaker than our plague monks.
  13. as @Gwendar said plague monks are killy monsters and definitly out class storm vermin in durability and damage. that said looking at it the rats aren't the most OP thing as other units like evocators/enlightend on disc/witch aelves can do similar numbers or higher. That said plague monks are quite good as a hammer unit.
  14. Double doom wheel also interest me. I feel like it might work better with my list, as my list slowly meaty grinds with warp lightning vortex and other endless spells. So having the wheel doing similar could work out well, as they run over enemies and clan rats a like.
  15. hmmm so i think for the spears vs sword arguement. I think if you are going to take advantage of death frenzy you'd be a bit better off with spears. As each pile in and attack happens 1 at a time, meaning your range for such an attack is quite short, and the extra inch of the spears can be pretty big for getting more mileage out of the spell.
  16. Hmm well what do you folks think of my current list idea going kind of master clan/magic damage heavy: Warspeer General master of magic/suspicious stone Warbringer Greyseer: Plague Greyseer: Warp gale Screaming bell: Death Frenzy 40x Clan Rats 40x Clan Rats 40x Clan Rats 40x Plague Monks Warp Lightning Vortex Pendulum Vermintide Soul Snares I could drop snares and vermintide for a CP, but vermintide was far and away my MVP in my last game not for damage, but just as a wall (it also did more damage than my warp lightning vortex did). Basicly plan is to slow down the enemy and win on objectives, Killing key targets with the monks as need be.
  17. Retreat + charge is amazing. Getting that not entirely insignifigant damage where you want is great, but more importantly you are always where you need to be as skaven.
  18. I think i'd make the general a warbringer, as otherwise you'd lose to battle shock pretty badly.
  19. One thing about tzneetch is I'd say it is one of the most difficult armies to play. You have to know when and where it is worth your effort to attack and really be on point with positioning. For learning how to play well i recommend that you ask your friends to do kind of a double solitary game or to really communicate every move with one another. For example of you see your opponent doing something dumb that looks game losing you guys talk about that move before you go on. During you spell phase you can ask your opponent what unit he thinks is most important at the moment, before you start flinging spells, etc.
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