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fishwaffle2232

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Everything posted by fishwaffle2232

  1. I think we are probably around the middle, maybe similar to where we were last edition. It's pretty hard to gauge this early on though. 9 stormfiend lists have been doing pretty well in tournaments but I think these skryre lists are all or nothing so some armies will just handle them. Also I wouldn't be surprised if GW stops us from being able to take 9, as they did last edition. Mixed lists built around skryre, and loads of clanrats is what I will personally be playing around with. As @Skreech Verminkingsaid, 60 clanrats are top ******. 60 battleshock immune rats that get +2 to run and can retreat and charge, is going to be fantastic for screening and locking up objectives. It's also a good target for rally and all out defence. Take a plague priest with curse, and those clanrats become a mortal wound threat, dealing mortals on 6s to hit. I'm stuck in lockdown at the moment, so I haven't had a chance to play with weapons teams yet, but they are certainly a lot better than they were. I'm just not sure they are worth substituting out 6 stormfiends, which I am taking in all of my lists that I'm playing around with. I think stormfiends remain out most powerful unit this edition, despite the increase in points.
  2. So thinking about how this plays out. It really doesn't matter if they are being put into the battalion or not because regardless, they will be dropping when the clanrats do. So it would be a matter of including the grinder team in the one drop battalion and then ratlings don't need to be included in a battalion at all. A few overlapping rules that won't change the outcome. I guess I was over thinking without seeing how it would play out on the table.
  3. Yea I couldn't see anything. The only thing I can see in favour of them not counting towards the slots is the wording in the battalion rules and the working in weapon team rules. Hidden weapon teams are hidden in a unit of your choice when they are selected to be a part of the army. Battalions are picked after you have chosen the units that will be in your army. So reading it as written I'm thinking maaaybe they don't count. I definitely don't think it is a clear cut ruling and I wish they had FAQed it because it will definitely come up.
  4. Yea I'd need to see the rules interactions explained I think. I didn't see anything in the FAQ but I'll have a look now
  5. Yea gnawholes got a buff and should be much easier for us to use. I'm pretty sure weapons team will count towards battalion slots, but I'm not 100% sure on the rules for it. I have actually wondered the same thing. Nice I like it. I've gone 3 doomwheels because I've got a couple of heavily converted Doomwheels that I want to put on the table l. Another list I put together dropped one of the doomwheels and shuffled some other stuff around for a WLC
  6. Sorry yes I was copying and pasting from an old list. I did something similar with the warlord battalion instead of the drop. Should only be one spell with the one drop.
  7. I love this. The list i am planning on tryjng, for fun more than to be competitive, is this: Thanquol (2:2 loadout. Might end up going melee, but want to test this a bit) Skitterleap Warlock bombadier Mmmwp Artefact: vigourdust injector CA: overseer of destruction Plague Priest Heal 40,20,20 Clanrats 3x doomwheels (in alpha beast pack battalion) 3x rattling guns (deployed in 40 clanrats). 1xgrinder team (for 40 clanrats) WLV Pts = 1985 The plan would be to take the one drop battalion and put everything except the doomwheels and grinder team (doesnt fit) into it. This makes the list 4 drop. Im hoping in most games this will give me turn 1. Doomwheels get D6 move before the game starts to close the distance and hopefully get in range to shoot and tag some objectives. Engineer can be skitterleaped and hopefully gets off WLV on enemy ranks. Grinder team deploys the 40 clanrats in front of enemy and rattling guns deployed. Engineer buffs them with overseer of destruction and gives them warpstone sparks. Overcharge them and hope for carnage. Could be a pretty hectic turn one and most of the army can blow itself up which is fun for both players. At least you will win or lose quickly. Some general thoughts about skaven. Warpseer is probably our best monster now and will see a lot of play, even despite FAQ nerfs. Just brings so much to the table and is very tanky. Thanquol is a boss with increased healing due with heroic recovery, his own heal and plague priest. With braziers he can be a real monster hunter, especially with flaming weapon, and he can be a real horde breaker with his warpfires. Im trying to find room for him in my lists. I have always liked doomwheels and i think if MSU is the go, doomwheels should be rolling over more units. The extra D6 move from the battalion is also very nice, I dont really need an excuse to run these though. I like the WLV especially on the smaller tables. The changes to gnawholes also make delivering WLV to where we want it, a bit safer, as explained above. I think stormfiends are still our best unit for shooting, but im pretty happy to see that weapons teams offer an alternative build. I have a lot of lists around stormfiends, but this one seemed more fun and techy. Overall, im super excited for skaven in 3rd. I think we have some great building options, at least within skryre, and i think we will still be able to compete around middle tier, maybe some lists pushing into higher tier success.
  8. This is a good point. I think comparatively a lot of armies come off a lot worse off than us with this change. Having spent the day thinking about things, clanrats are still a top tier screening option. With the smaller boards, I'm expecting games will be a lot bloodier a lot quicker. It should be much easier to get our fire-power in range and our clanrats onto objectives. Plus our clanrats get hidden weapon teams! I've got a feeling skaven is going to be in a pretty good place heading into 3.0. Particularly skryre.
  9. Yes I meant horizontal, was a typo. I think I'll end up just running clanrats base to base. I'll probably pick up some movement trays now too. I think a big factor will be whether or not they go full 40k rules and allow units to attack if they are within base contact of the unit fighting in front. I hope this is the case.
  10. The changes to endless spells are nice too. Vermintide certainly seems like it could be an alright inclusion. The pendulum activating twice per turn for D6 mortals is also quite nice for 50 points. With the smaller boards i'm even looking at the warp lightning vortex again. It might be easier to get this into some juicy targets. The coherency rules are a bit of a blow to clanrat screening. On the bright side, at least deployment and movement will be quicker. I might actually pick up some movement trays now.
  11. Has everyone seen the new rules for hidden weapon teams. What a crazy world we have woken to. Fire up the warpfire throwers boys!
  12. I already do. just not necessarily on the board edges. But in this strategy its definitely needed. Its more for sniping off key units or large models early. I also run doomwheels, so depending on deployment, I should be able to delete my targets first turn. This strategy is really to try and punish the opponent for giving away the first turn and hopefully force them to make adjustments to their plans. I havent posted the list but I can when I get home. But there will still be 20 acolytes and a bunch of clanrats+screaming bell to move out and claim objectives. If the opponent gives me 2nd turn that's fine, it wont really mess up the game plan too much, as there is a chance for double turn and hopefully they are in range of acolytes and/or jezzails. Anyway you make some good points about night runners, I'm just not particularly keen on adding them to my army. I'm playing around with the models I own. I'll have to give it a try but on paper I think it sounds good. Who knows, it might not do well, in which case i'll go crawling back to my stormfiends. My other list with 6 stormfiends and 9 jezzails has been really successful and I went 2-1 at my last tournament with it losing to the winner of the tournament. Just wanted to try something different.
  13. I've been playing around with list building lately to come up with some new list variations to my typical 6 stormfiend/jezzail lists. As anyone who plays stormfiends will know, the hardest thing with them is getting them in range to shoot what they need to. For me quite often the jezzails do the job of shooting until I can get a solid position for the stormfiends, and in some battleplans, it just takes too long. I have been thinking of dropping the stormfiends all together and instead taking 12 jezzails and 20 acolytes to try and replace the missing firepower. The other thing I have been thinking about is using gnawholes to increase the turn 1 threat range of the jezzails so that they can hit almost anything on the board. This will require placing 1 gnawhole in my deployment and 1 on each board edge. The jezzails will then have the option of being thrown through and an engineer can be skitterleaped to provide warpstone. This is obviously a high risk play, as the jezzails are going to be out of position with an engineer. This brings me to my next option, a warpgrinder team with clanrats. After throwing the jezzails forward, the warpgrinder team can pop up with 20-40 clanrats as a screen for the jezzails and the engineer. The enemy will have no choice but to direct attention towards these units or risk being shot apart. also the clanrats are hopefully in a position where they can threaten an objective. The reasoning for the above strategy, is that quite often I am forced to take the first turn and unfortunately with the short range of the ratling cannons on the stormfiends, it is very hard to capitalise on going first, and if the opponent then pulls off the double turn, it can be very hard to turn things around. Wondering if anyone has tried anything similar? Im in the process of getting my acolytes assembled and painted so that I can give it a crack, but it is hard to consider leaving the stormfiends at home, especially with how much work they CAN get done.
  14. Yea playing for the double seems quite risky for obvious reasons. Keeping the stormfiends off the board and being able to bring them on to reach anything with the launchers definitely seems like a better version of the bridge, which I think is just too expensive and risky now in the magic heavy meta. I like that early threat with the launchers and 6 jezzails being able to snipe off a character or two. I guess clanrats move pretty quickly anyway so it shouldn't be too hard to get them into a screening position by running them up the board.
  15. Have you tried running 2 grinders? I'm definitely going to use one to try with my 6 stormfiends, but I'm worried about them getting caught out in the open. Obviously this can be mitigated by bringing them on close to gnawholes, but I suspect this will be too limiting and hard to pull off. Having a unit of clanrats setup with a grinder team in front of the stormfiends does sound very deadly in theory, but I'm not sure it is worth the points. I feel like those stormfiends will want a screen, I'm just not sure what the best way to achieve this is.
  16. I am very interested to hear more about the warpgrinder. I really love the idea of being able to bring the SFs up to melt something. Skitterleap pretty reliable too if you deploy out of unbind range.
  17. Yea I hope when the battletome gets update (3-4 years maybe?) they do a rework of our shooting so that its not so dependent on buffs or at least, like you said, a better way to protect those squishy heroes. The drop off in power is just nuts. I learnt that my first game when I put them through a gnawhole without an engineer to take out what was left of a unit and did like 5 wounds. Maybe that is how they designed them to be though, high risk and reward. Because I mean when they are buffed they are absolutely bullies. I absolutely love the look of them though, so even though they may not be the best choice for us now, I'll probably continue to take them.
  18. Yea pretty much. I'm time poor with two kids under 3, so don't have the time to practise and paint up a whole bunch of new models. Its frustrating, because every list I make with fiends i just know that any decent opponent with solid sniping (magic or shooting) just has to take off 10 wounds to seriously neuter the output. I wish there was a better way to protect heroes but i guess that would just make buff heavy lists too strong.
  19. Na mate. Plenty of viable options without having to transport and push too many models around.
  20. Haha yea I'm with you. 80 clanrats 40 stormvermin 20 acolytes Too much for me!
  21. This is the list dan brewer was posting in one of the Facebook groups and I think it is a really balanced choice for us, making the best use of our point adjustments. I'm personally not a fan of such high body count lists, as i can't play fast enough. I also think getting the acolytes and stormvermin where you want them will be much harder than our standard stormfiend lists. In the hands of an experienced skaven player though, this list will be very good. Looking at the new secondaries, i think it will do a solid job on objective play as well as dishing out some massive damage if given the chance. Edit: I also like that it won't rely on doing well in the magic phase, which seems smart in the current meta.
  22. @Gwendar how do you feel about the WLV with the point drop. It's one I have been thinking about, especially running thanquol. I keep putting it into lists and then taking it back out. Seems there are quite differing views on it. Dan brewer was on honest wargamer this week talking about it. Although Rob was going on about how the spell is still broken...which I think is ****** tbh, Dan thinks the decreased range means it going to block our own stuff and might be more of a hinderance than benefit, even with the point reduction.
  23. Yea I went off the bridge because it felt like it required too much setup and with the amount of magic around at the moment its even easier for it to be interrupted, and its just so many points. I'm wary of dropping the extra CP because without the screaming bell, it leaves my army open to taking some heavy losses from battleshock on the first turn. Awesome advice though, confirms what i had been thinking, that list 1 would do what i want it to more reliably. There is something appealing to just rolling the dice with the DW WLC though. Just got a new PC so I might give TS a try at some point. I'll hit you up if I do.
  24. With SydGT slowly approaching and the leaks of the new points changes I have been fiddling around with lists. It sounds like a lot of people are thinking along the same lines as what I have been. I have been trying to break down my lists to hit some key objectives.: 1. Have 3-4 threats on the table 2. Have enough bodies/wounds to contest objectives 3. Have some form of battleshock immunity 4. Long range threat to snipe off small support heroes 5. Have ways to deal with hordes, both hammers and anvils. 6. Compete in the magic phase but don't rely on it. I'm there are other things I should be thinking about but so far those points are what I have been working with. So far I have been playing around with a couple of variations, but they all have Thanquol. I think he may JUST be worth his points for what he does in the magic phase and for horde removal, but I do realise he is a big chunk of points. I also kinda want him cos he is the best thing in skaven lore (...maybe after Queek). List 2 is definitely fun with the WLC and DW. I'm just not sure how frustrated I will get in a tournament setting if one of the other clans has decided to meddle with our machinery and they don't end up performing. List 1: Im not sure 6 jezzails is enough to do the job of sniping heroes. I used to run 6 Jezzails but found them a bit hit and miss. Much prefer taking 9 but I just can't fit it in with stormfiends and 2 engineers. I can't justify dropping to 1 engineer either, I think with all the ranged magic sniping and shooting in the meta currently, I feel like the redundancy is necessary to justify the investment on stormfiends. What do you guys reckon, is there something i've missed here? Is this list going to be able to handle at least some of the newer armies? I'm not aiming for top tables, but I at least want to be competitive enough to get some wins or close games.
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