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About Verminlord

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  1. Verminlord

    AoS 2 - Darkling Covens Discussion

    I would consider allying in a dreadlord on black dragon instead of the hydra. Hes worth every point.
  2. 1. Correct 2. Correct 3. We can pick no more than one artifact from a realm 4. Correct The battleline-if options create some confusion in the app and the builder, but if you have the requirements of the allegiance it is legal to use them as battle line. Anvilguard simply enhances the Order allegiance and since OS doesnt have its own allegiance abilities it can take Order allegiance.
  3. Verminlord

    AoS 2 - Clan Verminus / Skaven Discussion

    So assuming an eventual skaven book, have you guys thought about possible terrain and endless spells for them? Anyone care to baselessly speculate with me? As for the terrain, AoS lore seems to emphasize skaven "gnawholes" that tear through the realms allowing them to pop up anywhere. I'm going to guess a LoN style release will come with a two piece gnawhole terrain piece that let's a unit(s) pass through an initially placed one in your territory to one placed in the enemy territory; perhaps with the warpgrinders roll to see if they make it out mechanic, or a chance of collapse when used? Or maybe a single hole that can summon more rats from reserve along with a summoning mechanic? As for endless spells, I can only assume most if not all will have hilarious backfire mechanics. I'm hoping for at least one to mitigate bravery issues. ???
  4. Verminlord

    The Rumour Thread

    My hot take: firebellies Volcanic obsidian blade would work well with Pacific islander/ tribal volcano worshipping ogors
  5. Anvilguard is one of the free cities allegiances found in the back of book that comes with the stand alone firestorm box set. More info in this thread:
  6. Verminlord

    AoS 2 - Mixed Destruction Discussion

    I thought I would post my mounted Greenskinz/Gutstompaz list here. I ran them yesterday against a plague cyst nurgle list and while I lost, they did surpringly well. The wolf riders especially surprised me. If they have sneaky stabbin they're pretty good and lasted for several rounds of melee combat against rending blightkings. Allegiance: GreenskinzMortal Realm: GhurLeadersOrruk Warboss On Wyvern (240)- Artefact: Gryph-feather Charm Orruk Warboss (140)- General- Great Waaagh BannerGitmob Grot Shaman (80)- Mount: Giant Wolf- AlliesBattleline10 x Orruk Boarboys (200)10 x Orruk Boarboys (200)10 x Orruk Boarboys (200)5 x Orruk Boarboys (100)5 x Orruk Boarboys (100)Units15 x Grot Wolf Riders (270)- Shields & Slittas & Wolf Bows- AlliesBehemothsRogue Idol (400)Endless SpellsMalevolent Maelstrom (20)Total: 1950 / 2000Extra Command Points: 1Allies: 350 / 400Wounds: 146
  7. After play testing, mostly against nurgle, I have changed my list as follows: Allegiance: AnvilgardMortal Realm: UlguLeadersDreadlord On Black Dragon (320)- General- Lance of Spite & Tyrant Shield- Trait: Legendary Fighter- Artefact: HoarfrostDreadlord On Black Dragon (320)- Exile Blade & Tyrant Shield- Artefact: Sword of Judgement Sorceress (100)BattlelineUnits10 x Drakespawn Knights (280)10 x Drakespawn Knights (280)10 x Darkshards (100) Drakespawn Chariots (80)BehemothsWar Hydra (180)War Hydra (180)Warscroll BattalionEbondrake Warhost (150)Total: 1990 / 2000Extra Command Points: 1Allies: 200 / 400 I was mostly surprised by how quickly my knights went down. They need to be 10 strong to have any staying power and even then, if you're up against mortal wounds you're in trouble. My single sorceress in my last list would either get dispelled or fail her casts and with only one wizard being my only access to MW, it hurt having her be useless. MVPs of this army so far are the dragons and Hydra. My Hydra lasted until phase 4 one on one againt glotkin. The dragons hit like trucks and shrug hits reliably. Loving the army so far, but still finding their sweet spot. Free cities book when???
  8. Verminlord

    AoS 2 - Clan Verminus / Skaven Discussion

    What's your reason for splitting up the 40 into 2 groups? If you're going to go below max I'd just do one group of 20 and add a warp grinder to hide your stormvermin. Looks decent otherwise. A lot of people don't like screaming bell because of the randomness, but it's unique spell can absolutely shred low movement heros or units. I've started to move away from crown of command because it's difficult to fit 40 rats wholly with 6''. Might be worth it to look at some other artifacts.
  9. Verminlord

    AoS 2 - Clan Verminus / Skaven Discussion

    What do you guys think about the viability of Clan Moulder? I've been trying to come up with a list that works, but they really need a battalion or something. I would love being able to run a bunch of Ogors as battle line instead of hauling around 120 clan rats. Allegiance: MoulderMortal Realm: HyshLeadersPackmaster (60)- General- Herding Whip & Blade - Trait: Cunning Deceiver Packmaster (60)- Herding Whip & BladePackmaster (60)- Herding Whip & BladeArch Warlock (140)- AlliesVerminlord Warpseer (260)- Allies-Artefact: Spell Mirror Battleline4 x Rat Ogors (200)4 x Rat Ogors (200)4 x Rat Ogors (200)Units10 x Wolf Rats (200)BehemothsBrood Horror (160)Brood Horror (160)Endless SpellsBalewind Vortex (40)Aethervoid Pendulum (40)Chronomantic Cogs (60)Total: 1840 / 2000Extra Command Points: 3Allies: 400 / 400Wounds: 111 Basically I threw a bunch of punchy moulder monsters together and left over a lot of points so that Warpseer can spam his command ability for objective control/screening. I wanted to fit Warpseer and two plague priests but it doesn't work out. I could do Warpseer and one plague priest, but I think the MW and better save of the Arch Warlock would be more helpful. I could also take out Wolf Rats, Pendulum and Balewind for a unit of Stormfiends. ?
  10. Verminlord

    AoS 2 - Clan Verminus / Skaven Discussion

    I honestly think plague preists are undercosted. I'd happily pay 100 points for one. Hopefully they stay at 80 though. ?
  11. Verminlord

    AoS 2 - Clan Verminus / Skaven Discussion

    I'd have to disagree about clanrats. 2inch range means just as many attacks and with 30+ bodies they get +1 to hit and wound. That combined with plague preist and corruptor buffs they are sending out a LOT of wounds and more reliably. Their ability to flee and charge in the same turn has won me several games as well. They also have a save and it's +1 against 1damage attacks like shooting. I've tried running them below max but they just get swiped aside too easily and they lose their horde buff upon getting a single wound. Running minimum for battleline tax is also a problem because 360 points is lot for units that will not really help you in any way other than sitting on a backline objective or holding something up for a turn. I agree with most of the other things. Love me some arch warlock on a balewind, but I'm not sure it's needed for this list. His unique spell is good but already has good range and cogs doesn't need to get thrown out far. I usually run him with pendulum to get it deep into enemy turf. You'd probably be better served by an extra command point for inspiring presence or a charge reroll.
  12. Verminlord

    AoS 2 - Clan Verminus / Skaven Discussion

    ah good catch, thanks
  13. Verminlord

    AoS 2 - Clan Verminus / Skaven Discussion

    ive actually been play testing with the Warp Grinder/Stormvermin combo to pretty great effect. they are little murder machines and being underground keeps them safe from magic and shooting. If you really want your opponent to cry, run them with cogs so they get a solid chance at charging right out of their tunnel. Heres the list Ive been tweaking: Grey Seer - Aetherquartz Brooch (100) Plague Priest - Plague Censer (80) Plague Priest - Plague Censer (80) Verminlord Corruptor - General - Cunning Deceiver (220) Clanrats x40 - Spears (200) Clanrats x40 - Spears (200) Clanrats x40 -Spears (200) Stormvermin x20 (280) Warp-Grinder (80) Warp-Grinder (80) Warp-Lightning Cannon (180) Warp-Lightning Cannon (180) Total: 1880 ExtraCP: 2 Starting your first turn with 3 CP, with cunning deceiver giving extra CP on 5^ and Aetherquartz brooch giving back CP used on 5^ there is potential to always have grey seers aura up and Corruptors buff on multiple units with possible overflow for inspiring presence if needed. The list also has access to two wither debuffs and once per game reroll all missed wounds. Clanrats start to look pretty scary with all these effects. Throw cogs in and the total comes to 1940 points +1CP, or replace a warpgrinder for cogs and another 40 point spell for 1900 +2 CP. I like to tunnel one block of clanrats for area/objective control on the fly and have the stormvermin kill-kill whatever i think will cause the most problems, though I think 20 gutter runners are probably way more cost effective for that. I just dont want to convert 10 more of them when I already have 20 vermin painted. ?
  14. What do you guys think about allying in a trio of evocators on dracolines? They're expensive at 300 points, but fit in the allies slot with a sorcerer and seem extremely fast and killy, not to mention they have a dispel/cast.
  15. My list is nearly the same as yours Syp0n, but I opted for more bodies and a balewind for my caster instead of the extra hyrda. I'm still not sure how I want to build my Covens troops. Exploding 6s and best hit chance for swords, extra reach and hit bonus for not moving with spears, or ranged damage with shards. All get rerolling 1s and 2s, but shards get free potshots before getting charged and again if anvilgard activates. Also not sure about balewind; I've never actually used one before. Would it be better to just hide her behind terrain for fear of sniping, or is a 32 inch range word of pain and +1 to cast/unbind worth it? The new 1 ally per 4 allegiance units is so restrictive. ? Allegiance: Anvilgard/Order Serpentis Mortal Realm: Ulgu Dreadlord On Black Dragon (320) - General - Lance & Shield - Trait: Legendary Fighter - Artefact: Dimensional Blade Dreadlord On Black Dragon (320) - Sword & Shield - Artefact: Sword of Judgement Sorceress (100) - Allies 20 x Dreadspears (200) - Allies 5 x Drakespawn Knights (140) 5 x Drakespawn Knights (140) 5 x Drakespawn Knights (140) 1 x Drakespawn Chariots (80) 1 x Drakespawn Chariots (80) War Hydra (180) Ebondrake Warhost (150) Chronomantic Cogs (60) Balewind Vortex (40) Total: 1950 / 2000 Extra Command Points: 1 Allies: 300 / 400