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Lord_Skrolk

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Posts posted by Lord_Skrolk

  1. Great news for Verminus/Skaven from the new FAQ! The new max size for Stormvermin is 40, not 30

    Remember how in the GHB the pricing made no sense (a max unit of 30 cost more than 3 units of 10)? That's been clarified, max unit size should be 40

    Enjoy your very cost efficient max units of Stormvermin! 

  2. 20 minutes ago, Deluxe said:

    Will that work in matched play? I was just reading about the Brayherd Shaman and Devolve caught my eye but in the GHB 2018 I don't see Brayherd listed as a potential ally for Skryre in the pitched battles section. :(

    You have to use Chaos Allegiance, but neither Pestilens nor Skyre allegiance is really useful (they're fun but bot very powerful) so worth the tradeoff for some units

  3. 27 minutes ago, WAAAGHdogg15 said:

    My previous list involved two congregations of filth with 4 units of 20 Plague Monks.

    Last night I had my first game with a new list which has 3 units of 40 Plague Monks in one congregation.

    It made me wonder what the view was on unit size vs unit number. I was finding that I missed the extra unit and that 40 models was quite unwieldy. Even with 40 bodies, you very rarely get more than 20 into combat at one time, but the big block is a lot more survivable, especially with the furnace nearby.

    Just wondered about others’ experiences? Given the choice, do you prefer fewer large units or more smaller units?

    Big blocks seem better for Skaven in general because you get more mileage out of inspiring presence that way 

    Only exception for Pestilens imo is if you allied in a lot of shooting, like some Warp Lightning Cannons or a handful of Clan Skyre weapons teams, smaller units give you more flexibility for screening and opening up shooting angles 

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  4. I was trying to figure out some new strategies last night, and came across an idea that might be absolutely brutal. Warpfire Throwers are deadly, but it's hard to get them safely in range against good opponents. What if you could add 2D6" to their range? 

    Cue the Great Bray Shaman... whose spell "Devolve" moves an enemy unit 2D6" towards your nearest unit. Say you have 2 units of Warpfire Throwers safely far away, like 20" . If you hit that unit with Devolve, now your unit of Warpfire Throwers will be usually able to hit that unit that turn. Hey Nagash hiding behind their backlines, how does a faceful of 2D6 mortal wounds sound? 

    I run a mostly Skyre army under Chaos Allegiance, and I think twl Great Bray Shamans will become a mandatory addition to my list from now on. 

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  5. Which artefacts/command traits do people usually take? Either from Pestilens allegiance or one of the realms in Malign Portents

    I'm really intrigued by the Rune Blade from the Realm of Chamon on the Verminlord Corruptor's Plaguereapers. Getting -3 rend on a 10 attack/3+/3+ rerolling wounds weapon turns him into a wrecking ball against heroes or low model count/high armour armies like Stormcast

    Also like the Ragged Cloak from Shyish (makes someone invulnerable to shooting for 1 turn) on the Corruptor to prevent him getting focus fired down on the 1st or 2nd turn like happens too often

     

  6.  

    3 hours ago, 5kaven5lave said:

    I love the pale cloth idea, that’s working well for me on Nurgle Blightkings at the moment. Gold on bases sounds exciting, I’d do a few test bases first to see what you think. Post some pics!!

    Not played any Pestilens before (Skaven got me into the hobby and have a Skryre army) so was looking for some tips for my Nurgle / Pestilens army if anyone has a second. The biggest one so far is how do you move the Furnace effectively? Saw someone post about dragging it up between 2 blocks of 40 Monks, is that a standard strategy? Cheers. 

    Furnace movement can be a bit tricky. The key thing to keep in mind is the Furnace gets its movement boost from being next to Monks at the start of the movement phase, not when it moves

    What I would recommend is deploy like this (X representing Monks from one unit, Y representing Monks from a second unit, F representing a Plague Furnace)

                F

    X X FFF Y Y

    X X FFF Y Y

      X X  F Y Y  

     

    Then when you charge, charge the Monks in first, form a line in front of your furnace, and then move in the furnace so its just within half an inch and only one or two enemy models can touch it

    *enemies of the great horned rat*

    X X X X F Y Y Y Y 

    X X X   FFF  Y Y Y

                   FFF

                      F

  7. 10 hours ago, Dew said:

    All this Pestilens talk, I had wondered about the catapults.

    Are they worth anything? Do anything?

    I like the idea of having some no LoS required artillery shooting stuff long range while the rest of Nurgle does work. Haven't really invested much time or research into them though

    As a Pestilens player, I've found three simple steps for maximizing the effect of Plagueclaw Catapults in matches: 

    1) Put your Plagueclaw Catapults in a box

    2) Leave that box at home when you leave for a match

    3) Just spend those points on more Plague Monks instead 

    Haven't tried running Nurgle allegiance yet, but I assume the general principle holds true. They outperform their point cost in 10% of matches, break in even in another 10%, are disappointing in 30%, and are completely useless the remaining 50% of the time

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  8. 11 minutes ago, Aaron Schmidt said:

    I like this. I've been wanting to explore a Nurgle/Pestilens list. The buffs the dial can provide are nice. Would Pestilens wizards be able to use Foul Regen to move the wheel?

    Yep, the Verminlord Corruptor can use Foul Regen to move the wheel. And can also bring the ability to move the wheel forward or back as a Nurgle Daemon. Lot of flexibility to get it where we want with this model, those Monks can get zipping around the board in a hurry! 

  9. Haven't seen much discussion of blended Nurgle/Pestilens lists in this thread yet. Because the Verminlord Corruptor has the NURGLE and DAEMON keywords, I'm really intrigued by the thought of using him as the general in a mixed Nurgle/Pestilens force with Maggotkin allegiance. Might not be top tier competitive, but there are some nice synergies. I have a lot of experience with Pestilens (username possibly gives that away), but am newer to Nurgle so curious to hear what people with more Nurgle experience think. 

    Plague Monks have by far the most base damage output per point of anything in a Nurgle army, let's find ways to use them more! 

     Potential list: 

    General: Verminlord Corruptor (220) 

    Plague Priest: 80

    Plague Priest: 80

    Poxbringer: 120

    Lord of Blights: 140

    30 Plaguebearers: 320

    10 Plaguebearers: 120 (just to serve as a screen for the Monks)

    5 Blightkings: 160

    40 Plague Monks: 240

    40 Plague Monks: 240

    Plague Furnace: 180

    Total Points: 1900, so +2 command points

    Total Wounds: 187

    (Or if we want to be really risky we could bring a Purple Sun and have the Verminlord drop it into the enemy line while he is protected by a sea of Plaguebearers...) 

    Lord of Blights using his command ability to debuff enemy to hit on a Monks unit because Pestilens biggest weakness is Monks getting cut down before arriving at the enemy. Plaguebearers and Blightkings to hold enemies in place and hold objectives. And the Monks carrying the furnace in between as an absolute nuke to smash into the enemy wherever we need. We get a nice mix of tankiness and killing power here, curious what people think. 

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  10. Normally I would say the Arachnarok counts as a mount, but on the Warscroll there exists the option for the Arachnarok by itself which doesnt exist on other mount+rider combos, so I'm inclined to think things like Hammerblade or the Brew can apply. Definitely need some clarification from gee dubs here. 

  11. 15 hours ago, TeddyMadeMeDoIt said:

    I was thinking of running something like this, Spiderfang has all its usual synergies with the addition of some very cool spells but then I though to combine the movement from Fungoid Cave Shaman with some heavy hitters like the GG's and Ard boy combo

     

    A.Spider Shaman

    A.Spider Shaman

    Grot Big Boss on Spider

    Fungoid Cave Shaman (Ally)

     

    20 Spider Riders

    10 Spider Riders

    10 Spider Riders

    10 Ard Boyz (Ally)

    3 Gore Gruntas (Ally)

     

    Chronomatic Cogs

    Aethervoid Pendulum 

    Ravenaks Gnashing Jawsa

    2000pts

     

    This is a great way to go! Only question I have is what the Gore Gruntas add to the list. You already have mobility with all of the Spiders, they don't synergise with any other units, and if you want some beef to hold areas/deal damage there are better ways to get it for the point cost

    I would probably take those out and replace them with something like Moonclan Grots or some more Ironjawz infantry

  12. Fellow grots... I'm super excited for the Spiderfang Grots in this edition. Just started an army last week, first time playing Destruction and I'm falling in love with the potential of our spider bros. The two most important things in the current meta are mortal wounds and magic and we have plenty of both. 

    The Arachnoks with Shamans are just ridiculous in 2.0. With all of the cool new spells, these guys will just drop mortal wounds all over the field. Just played a match vs Nighthaunt today where one of my Arachnaroks dropped 20 mortal wounds in one turn (10 from the Pendulum spell, 3 from the Quicksilver Swords spell, 7 from their fangs attacks). 

    Because of the limited range of some of these spells, being able to deliver them from a 14 wound/4+ save model in the thick of combat (plus with a huge base for several extra centimeters of range!) creates possibilities that a lot of other factions just don't have. And just as importantly, having several sources of dispelling that can move confidently everywhere is a huge boost. 

    And the Hammerblade artefact from the Destruction allegiance will be amazing with the Arachnok's huge base size. A mortal wound for each enemy model within 3" on a 5+ roll means just stick the spider into an enemy horde and slice them down. And in the new core rule book Hammerblade got updated to not affect friendly units, so you don't have to worry about friendly fire. Being able to have 2 or 3 models in every army with a larger base than the freakin' Glottkin that can take this artefact is dirty. 

    tl;dr Mortal Wounds and magic are the most important things in the new meta and Spiderfang Grots sneakily excel in both 

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