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AliKing

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  1. I kinda like weird out there lists and was thinking that the fact that the berserkers don't count towards the max heroes has an opportunity he. So has anyone tried running something like the following yet? Runemaster Runesmiter x8 Grimwrath berserkers x5 Auric hearth guard x5 Auric hearth guard x5 Auric hearth guard x5 Hearth guard beserkers x5 Hearth guard beserkers x10 Vulkite beserkers Runic Fryewall Forge Bretheren would likely go for the gryfrd lodge for lots of artefact for trick and the command ability, although Vorstrag would be tempting for pure speed. Will need to look at what artefacts when I have them to hand.
  2. Has anyone tried a list with all 3 waracoll battalions (totals 1980 I think)? If so any good? And what artifacts and lodge would you go for?
  3. Yeah gonna proxy them for the first couple of games before I take any plunge, but thinking I may be able to make the slings quite easily with just strip of green stuff folded other instead of the shield for a clanrat. If the opponent deploys way back I guess you would just give them 1st turn to be honest, if you cant get to them the really should not be able to get to you. have been trying to work out the stats and likely hood of getting a first turn charge off though. Average space apart is usually 18-24", sneaky infiltrators closes the gap on average to 11-17", normal move drops that to 4-10", Cogs 2-8". Average charge would be 9" with cogs. So should be able to make it on average... with many, many variables obviously 😛 Is there anything we have access to that can enable you to run and charge with the nightrunners? And yeah promise if I get it on the tabletop soon I will report back with the tales of victory (or how my minions undermined my fullproof plan)
  4. yeah I guess it would, hadn't thought about in my head that way. I know 2 drops skaven! I have never played an army with less than 12 before. Never got to choose who get first turn, never used a battalion either, its would be all new and exciting for me Just not sure I want to invest in another 100 monkey rat night runners or spend time finding a way to convert them being the main problem with the list at the moment.
  5. Been thinking about doing an eshin army and came up with one I think I like the look of: Really liking the options with all the tricks that can be played now with Eshin. All the unit that can be are in the battalion, leaving me with 2 drops. Not sure which death master will be part of the yet.
  6. Don't forget you can get the trait to re-roll wounds for pestilence shooting as well
  7. So following on from my heat 1 summary report, I have begun thinking about what I would do and change about my army. One of the things I felt I really lack was stuff to do at range turn 1/2, with most of our spells limited to only 13" and the ralting guns also only 12" range. When my opponents made me go first (I had 12 drops, I never get to choose 😛 ) I found that I often did not have much to do other than position myself round the board. This was an issue I didn't have before our battle tome as I had PWM instead of the ratling guns who could provide me with long range damage effective against most unit, also don't need line of sight (handy vs trees and hiding support heroes). Obviously with the loss of the mortar from the rules I cant put them back in, however the Plague claw catapult is a more buffed up, albeit more expensive, version of the mortar now. So will be giving them a go in the list, almost had them in my GT list in the first place but decided to try the ralting guns instead. On the subject of ratling guns, they were very effective in many of my game. I did find though getting them in position and range to shoot was harder than I would of liked. Main issue being the would shoot and wipe out a target. then have to spend a whole turn getting in range of another target to be effective. Also often 3 was actually overkill but does give you back up for when 1 blows up. The plague monks and the clanrats performed the roles as you may expect. Have 4 40 man block made trying up and slowing down units very easy. The 20 man units was nice to have around and hold objectives with/teleport through the gnawhole. Not sure if I need it though. The Grey seer was great at stopping the guys running away with robes, but magic wise was often to short range to do anything effective (didn't cast plague once). I would probably swap plague out for skitterleap and was a major mistake not having it in my list imo. The Bell did better than I thought it would, the battle shock combined with the seer meant that my army pretty much never took a battle shock test in the whole weekend. the effect of the bell itself were variable. -1 to hit being the most useful and +1 cast/unbind. Most of the other results were a bit meaningless in the end though. Gutter runners were either pointless or incredibly useful. The ability to clear gnaw holes of chaff unit proved to be their most useful role and just to put pressure on opponents objective was useful. But then some games they didn't have much to do and just die and run too easy. Lastly the vermin lord warbringer, was somewhat underwhelming, his combat prowess isn't what it used to be which is a bummer. the command trait is still handy but requires him to be well positioned and getting it on multiple units can be difficult unless he is functioning as a solely support character in your line. Death frenzy is good but difficult to cast without buffs. I would probably prefer the Deciever for a combat role in the future and skitterleap. Although warpseer would be good as it is more survivable if not it loses a bit of combat punch but not much. will post a revised list up later
  8. So I have returned back through the gnaw hole after my own trip to Heat 1 with the list I posted up a few days ago, for those of you who missed it here is it again: Warlock engineer, overseer of destruction Grey Seer, Snoutgrovel robes, Plague Screaming Bell, Howling warpgale Vermin lord warbringer X3 X40 clanrats x20 clanrats x40 plague monks, twin blades x3 rattling guns x10 gutter runners Gonna do a quick summary of my games and then a reflection on my list and what I may change going forward. Game one I was playing Russ Veal with a scream bomb FEC blisterkin army at shifting objectives. Turns out playing a Masters player at a game I hadn't played much since September is not a great preparation for game 1. I deployed most of my army reasnobly far back so as not to get wiped off the board first turn. This meant he took the objectives early but I hadn't taken any harm before my turn. I moved up and did some serious damage with the ratling guns but crucially forgot about running with my units until I it was too late (really not played AoS for a while). I then failed charges with my plague monks and warbringer meaning I could finish of some of the units like I had planned. I managed to get the double turn but due to me forgetting to run in the prior turn couldn't get on the objectives/charge with most of my units. In his go he then screamed about 100 rats of the table in 1 go and after losing the next turn roll of I couldn't reover from their. In summary if I had of played this game at the end of the event it may have gone a lot better for me but learned how brutal the rattlings guns can be. game 2 played a really nice guy called Matthew with a great looking legion of Nagash army with Nefarrata, 2 big scaries of zombie dragons, 40 skellies, x2 units of 5 wolves and a necromancer. We were playing places of arcane power, he took first turn an immediately moved his 2 dragons and necromancer on to the objectives. I take 2 off him by the end of turn 2 with the verminlord and ratling guns wiping out one of the zombie dragon and the screaming bell and clanrats taking the other off the necromancer. meanwhile some plague monks and gutter runner where trying to kill the other zombie dragon who had the 3+ ignore modifiers save. End of turn 3 saw me take out the other zombie dragon once a clanrat unit joined the fray and take that objective, however my screaming bell that was on full wounds at the time got wounded by nefferatta and then rolled a 6 and dies instantly. We ran out of time a turn later with it unlikely anyone was going to shift either off the objectives. I ended uo losing 11-10 although would have most likely won it if we had 1 more turn. Great game, cool army. Got one of my most sporting and best army votes. Game 3 was against josh with trees, with Ariel, drycha, the named treeman, treeman ancient and some dryads and funkier looking dryads. We were playing the startstrike (?). First turn his drycha popped up behind me and killed 36 plague monks with he shooting attack which was horrific, but the ratling guns turned around a blew her off the board in return. I positioned stuff round the board with my superior numbers and quantity of units. Irritatingly all the objective landed in the middle where his units where. The rest of the game was spent trying to keep his army contained while getting enough number on the objectives to deny him points and win me points. Was a close game but saw through with the win in the end. Josh got my other best army and most sporting vote. Later learned him and Matt from my other game had actually came down together. Day 2 opened with a game against storm casts in the better part of valour. His list had the big guy on dragon, a tooty horn guy, another hero or 2 who did some buffs, 20 sequitors, 10evocators, gryph hound. Felt good about the game going into it as I had a good numbers advantage, I managed however to miss the part about burning objectives and so what I though would be a easy turn 2 where I just moved and collected his objectives turned into a game of just defending 2 of my objectives (he managed to burn 1 of mine, not realise that he could). I managed to hold out then inflict massive damage on his sequitors and evocators (don't see all the fuss about these guys with skaven). At the end of the game ended up seeing out the win in relative comfort. Last game was also against trees with a similar list to last time, can remember the scenario but it was 4 objectives, 2 in the middle worth 2, home one worth 1 and enemy one worth 4. I had learnt my lesson from last game and managed to stop ariel and drycha doing much damage. In the end my superior numbers got me through in relative ease despite losing all of the roll offs. Overall once I remembered how to play this game again and got used to the army thought I worked quite well. I felt like I am missing some long range fire power that I used to get from the mortars so will probably jig it around to get a catapult or 2 in their. Ratling guns were more impressive than I thought they would be as well. The warbringer was somewhat underwhelming, may have used him badly but never really got much benefit out of him beyond his stats as a vermin lord. So may just put the warpseer in next just for the survivability. Although didn't really need command points much throughout the whole event. Will probably go into more detail and a revised list later, but in the end finished 37th and qualified for the final if I want to go so have many more month to practice and refine.
  9. So played my first game since the new book against beasts of chaos at shifting objectives (I think that's what it's called) Got a resounding win by the end of turn 3. Nearly everything in the list performed. Darling guns with the buffs are ace. Screaming bell was more useful than I thought it would be. Clanrats do what clanrats do best still. Only things was plague monks never made it to combat so never got to try them out 😂 . The little buff to gutter runner throwing stars makes a nice difference for more reliable damage at range as well. Short range of spells can be a pain as well sometimes but beyond turn 1 think it's fine. Overall army works really well, I think I need some practice using gnawholes but should come with more games easy enough.
  10. so many funny little options you could do, for me its pretty much x40 clanrats and then 300pts of whatever hero/gimmick you like. Could even go for a plague priest and a hellpit or screech vermin king and summon more rats haha. I personally though would probably just go for more clanrats and a warlord (possible broodhorror mounted and 20 clanrats).
  11. its either a screen unit to protect against alpha strike style armies without having to sacrifice a whole unit of 40, or just to go after/hold objectives really. As a skaven I feel kinda insecure without at least 200 rats hanging around 😜
  12. the only reason I haven't is because I like having 13 units 😛 but I completely agree with you on it probably being better
  13. So got an event this weekend and finally decided upon my list (may have something to do with the amount of units ). Not sure on the spells though yet thinking probably 2 out of Skitterleap, Plague and warpgale. Warbringer Grey seer, snoutgrovel robes Screaming bell Warlock engineer, x40 clanrats x40 clanrats x40 clanrats x20 clanrats x10 gutter runners x40 plague monks ratling gun ratling gun ratling gun on a side note all the realm rules with be used at the weekend as well so will have those spells and stuff availble
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