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mmimzie

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  1. Howdy folks wanted a quick opinion. So i saw on warhammer weekly that they said the default verminlord to summon with the bell's 12 roll would be skreech, but i'm not quite so sure?? The appeal of him summoning wise would be that he lets you set up some clan rats to get objectives, and outside of thath e's another sorta generic verminlord. In my listh is command ability is kind of useless as i already run the warbringer. Was wondering what you folks think is the best verminlord to bring onto the table?? My vote is Deciever, while expensive to pay for, free he's pretty great. Dread skitter leap lets you summon him and immediate go aggressive, while he also has a shooting attack. Making his immediate impact on the state of the game pretty aggressive.
  2. I wonder why the vigordust injector??? I'm not 100% sure on this, but i feel like you don't really have any good targets for it??
  3. I don't really rate that too high. Its more a Friday game issue spells, as i feel most competive list i feel like won't bring it?? Because is it worth spending the pts to have that model in your list vs other things. In friendlies it's definitely more of an issue because they could bring it simply because they know they are playing you. The impact of the spell i think on many tzneetch list won't be felt till turn 2 or 3. Turn 1 its easy to deploy out of effective range of that spell, and if you are playing a classic pink horror farm than you likely are already deploying outside of dispel range. So I'd playing against it feels rather than being too concerned to fast. Infact for all we know it could cost 100pts or something *shrug*.
  4. yes it extends the range of models affected as well as per the designer commentary for the core rules under the distance section. No as per the designer commentary for malign sorceries question 2.
  5. Like thralls, tzaangors, and many other units with great numbers. Its all about how many models that are actualy able to get into attack range. Storm vermin can decently reasonably get 30-35 models all in range to attack the same unit. Where as plague monks are trying for like 20-25.
  6. Then you'd also have to use the apps ruling for how the familiars works as the app says your opponent picks who takes the wounds.
  7. Here you are Silver tower faq for all your gaunt summoner needs. Even if it was super powerful no way to really bring a realmgate unless your friends let you being on for fun.
  8. Its really good. Sure most of the time it does d3 mortal wounds, but in each cast off goes off twice, as it strikes on cast, and at the end of each movement phase. The double turn on it is actually ridiculous.
  9. Some one of the last page had it pretty spot on. 40s run spears, 20s run shields. If you ask me the only option is a block of 40 with spear, they are so cheap, why not chase that discount :P.
  10. warbringer is hands down just the best of the vermin lords. ON his own he can give himself reroll 1s to hit/wounds, He can get beastial fury for a once per game +3 attacks, and grab things bane for an extra +1 damage on his doom glaive. All with out any aid. He can suicide rush into 2 big monsters, killing one with his attacks, and then killing the 2nd one as his own spell will let him pile in and attack again upon death. On it's own it's one of our most usefull tools. But there is more. 260 pts that can kill about ~25 wounds worth of storm cast with no extra outside help. A clawlord can give him another set of +1 attacks. A masterclan artifact can give him another set of +1 attacks or a warlock can give him +1 to hit. Bring in range of clanrats or storm vermin unlocks reroll 1's to wound. On aiding, he makes your stormvermin that much more powerful, both with his reroll aura, but also with his death frenzy letting you be abit reckless with a fully buffed up unit of stormvermin or clan rats.
  11. Thanks only going off the youtube videos so wasn't sure. The lore spell allow a mage of thier type to pick one (generally). In the skaven book only the skyre wizards and the grey sers have spells. As i undersand the vermin lords can't learn any of the spells from out lore. Also i think the spell you pick, you must pick at list creation. So for tournament you rock the same spells all tournament. War scrolls trump core rules now. So if the war scrolls says you can do a thing, than you can do it.
  12. If the spells have the same name you can't cast them both in matched play as far as i can remember.
  13. If i replaced him in my list i think it would be with the screaming bell. So i don't need to have CP to use the Warpseer command ability. See like the warpseer is great for CP generation, and the orb throw+ his spell can be a great once per game hero sniper. The dread leap is great, but as you say it's like spending 300pts for just a spell x.x.
  14. So after much consternation and thinking over i think the list i want to run will start as something like: Verminlord Warbringer -General: Beastial Furry (once per game +3 all melee attacks) -Thingsbane (+1 damage to one weapon) Verminlord Deciever Verminlord Warpseer Claw Lord 40x Clan rats 40x Clan rats 40x Storm Vermin Warp Lightning vortex +1 CP As i said before i think the Warbringer is an actual murderer when set up to do so. The Warbringer is also a good force multiplier for the stormvermin, who also make for a great Hammer. +1 CP is important as even going second you can use the warpseer's auto pass battle shock ability, and the warpseer gives the option of reliably using both the claw lord and the Warbringer's command ability multiple times. The Deciever is the one i'm most on the fence about, i mainly just like the option he provides for dread skitter leap (set up more than 6"), making the warbringer more of a threat to more of the board. Guess i just like the option of forcing my opponent to make a more extragent screen, so that i can find more openings for the stormvermin and warbringer. Lastly, the vortex is there as the list has 3 two spell wizards, who can't learn a 2nd spell, between them they can continuously recast the warp lightning for damage, and to slow down the enemy army.
  15. You could also pretty easily just ad magnets on your army and get some 25mm ferrous round disk. Then when you play AoS just have them stand on the magnetizable round disk.
  16. The storm vermin hit the hardest by a mile as they also get +1 to hit and wound at 30+ models. On top of +1 attack for each guy, and The rerolls mentioned they are ferious. verminlord can also let them pile in and attack on death, so even when charged they can bring some hurt. they certainly hit hard, but your hard pressed to take that 40, and that's a pricey unit that is kind of frail for it's pts. They are also a tiny bit slow, when compared to the hammer of other armies, but damage wise they are at the very top of the damage food chain, bringing everything you could hope for in a hammer unit out side of speed. There other issue is they are abit unweidly taking up lots of space, and you'll struggle to really take advantage of all of your attacks. I think the Vermin Lord Warbringer isn't a slouch for a killy hero. General for verminous gives him access to +3 attacks once per game (?), Things bane gives him +1 damage on his glaive attacks, Claw lord can give you another +1 attack per weapon. His own command ability give you reroll 1's to hit, and you can reroll all wound rolls when he's got a host of clan rats or storm vermin backing him up. For a 280pt model he puts out some very serious damage, and a lot of what you are doing with him, he'd already be doing in your army any way. With a deceiver throwing you up field, the warbring could be a threat to anything exposed at any time. So while he can only really go ham once, he can really make it work.
  17. The warpseer needs to bring a command pt to the game, as his ability only activates in your hero phase. As such going against something like deepkin or stormcast who can easily charge you turn one and cause alot of battle shock damage before you even get a CP to use his ability, could make all your planning for not. Not saying warpseer is bad, but if he's your lench pin you need to bring a CP with you into the game. More over the warpseer's ability to bring you more CP doesn't matter if you aren't spending alot of it. So i think he's best paired with a claw lord AND a Vermin lord so you actualy get something out of the CP you are generating. If that's not your plan with your warpseer, i'd think the vermin lord would be better stand alone, and maybe look into getting a screaming bell.
  18. I saw above people wondering about moving large units. The best way to move say 40 clan rats is to have sized magnet movememt trays for about 5 models each. 10 or 20 model.movement trys are to un qeidly to get you around terrain, I used to run a zombie army woth over 200 zombies when the first genrals hand boom dropped. Did aloy of different movement options and settles on the minimal 5 man movement trys. Something like these for instances are wonderful. It basicly turns your 40 man units into 8 man easy to move squads. But don't stop you from getting every inch put of your pile in moves. They can stat on this for almost the whole game.
  19. i mean i don't see much reason to go hard anything. THat said it does look like a cool strategy.
  20. NO it's key word grey seer but the grey seer spells are mostly just worse versions of many of the verminlord specific spells.
  21. It's not worth it to be honest. For one summoning via spells isn't worth it, while shamans and magisters are our worst casters. And dont get many if any bonuses to casting. Appart from that the best spells are the ones printed on war scrolls. I'd drop the tzaangors to 10 man units. Both list look like they need staying power.
  22. Or You lose one to your own endless spell Battle shock brings back 6. Your opponent kills 6. You can now bring back 6 with fold reality. 6 have to have died. You can't bring back more than have been slain.
  23. that's fair though if your friend can target your stuff perhaps he could bring the sorc to help buff your enlightend
  24. 20 evocators with thier personal spell and only 10 of them making it into melee range. 30 witch aelves 9 enlightend with help from a spell casting LoC 15 fanatics 40(#?) Buffed spear skeletons Honorable mentions: 9 morrsarr do 30 wounds, but 6 could easily do it on turn 3. Arkhan could do it, requires luck. But he can out range a none magical supremacy LoC really easy and cast his spell uncontested. Most armies can do it on a double turn. Anyway there are alot of units/armkes that can demolish a unit of 9 enlightend. This. Some time's i dont even take the shaman. If you look at his buff it only buffs 55% of your damage by 33%. Which results in only a 18% buff to the unit. Meaning he's worth less than 2 enlightend models. The great bray i think is quite alright, but only because the list has portal to enhance the spells range. With out the portal i honestly think the enlightend wound be in walking distance to anything he is range to cast on. If you want a better buffer the chaos sorcerer lord has a great spell that is actualy a much bigger buff to your enlightend.
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