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wander

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Posts posted by wander

  1. My only real gripe atm is that falling damage is nice to have in the rules, though I don't see the impact damage as too much a factor in game, at least for myself. Most of my terrain doesn't get much larger than 4" tall, so usually a fall will only do 1 damage, or 3dmg on a lucky roll. Reminds me a lil too much of flesh wounds no-selling hits in Kill Team, I can see now flinging my mate's cultists off ledges and doing zero damage from it.

  2. While the new video on Warhammer Community didn't give too much away on the warbands, does anyone have one they're more or less eager to play hearing what they do now?

    I was fairly surprised that only the Iron Golems seem to have toughness as a thing and the other five warbands sound quite fragile, though each bringing in something with it, Beasts seem to have a more vanilla lots of attacks and buffs, Corvus can leap and get across terrain easier with perhaps some sneak attack abilities, Splintered Fangs have poison (usually that's an always wound on an X roll in Necromunda or 40k, I'd like to see slow draining of HP on an ability or something that feels more like poison), Unmade seem to have the classic fear abilities to stun/break the enemy and Cypher Lords seem able to teleport, heroic intervention and look out sir.

    Honestly in my opinion they made the Cypher Lords seem really fun, my opinion has gone up with them. Unmade are also up there for me. Corvus less so now, their stuff makes perfect sense, though I've never really been a player that works terrain past cover as I get my models to move to charging range (I have the tactical bluntness of Khorne, so of course I play Pestilens and swarm the enemy with glass-cannon ratto monks, lol!), movement tactics go against my natural playstyle, though Iron Golems I think would feel too lumbering for me also.

    What's everyone else think and what kind of play are you going to go for?

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  3. The attack thing, someone posted on 4chan's /tg/ a pic of the attack phase rules that I'm guessing is the same book those preview images of the two new warbands hails from. I didn't save the image to post here, sorry.

    I guess number of attacks rolled is how adept someone is with their weapon, and armour is rolled into Toughness and Hit Points.

    It'll be rare still to take out an enemy in one go, on average you're going to do around 2 damage per attack (2 out of 4 attacks wounding at 1 damage each) on an enemy and they start at around 10 HP and go up, that's not even factoring and mathhammering Toughness vs Strength into it.

    I predict you'll want to consider a high attack number and then min multi-damage over higher Str, as even if those two Ogor attacks at S6 slap a T3 model, it's still 3+ to land damage (same as a S4 attack would do) for each of that pair and as it does 4 damage minimum, just one reduces a 10HP model down to 6hp.

    Oh, this is also just basic attacks, not factoring in the abilities you can use the Initiative dice on.

    • Thanks 1
  4. 5 hours ago, Acid_Nine said:

    Okay, so that answers how the abilities work. now I want to know about the basic attack system. I like this system a lot. it was confusing for me to start, but actually rolling dice and measuring out how it would work is actually fairly intuitive.

    The basic attack system is you roll dice equal to your model's chosen weapon's attacks and compare the strength to the target's toughness.

    It's 4+ to wound if even, 3+ if S is higher, 5+ if T is higher. There is no 'to hit' roll nor is there an armour save. If you roll 6s, you do the second larger amount of damage.

    When a model runs out of HP, it's taken out (removed from play). There is no flesh wound or 'down' mechanic.

    • Like 1
  5. 5 hours ago, CitizenX said:

    I am digging the initiative system. You're basically trading off being able to go first vs using more powerful special abilities. Hopefully some of the warbands have abilities that let them shift dice or give them some choice there. 

    I heard from another source that there will be the option of having a wild-card die that you can use as any face to help power up your dubs, trips or quads abilities, these can get saved up and used in later rounds instead, so they're a little like command points in that way.

  6. 3 hours ago, Double Misfire said:

    Cross posting from the rumour thread, speculate away:

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    This is cool to see, I'm sure my friend who plays Nighthaunt will be glad that he has the choice to run them in the game. Myself as a Skaven Pestilens player, I'm somewhat meh on.

    However I do enjoy list-building and making up warbands, so I could jump to get a box or two of something if the rules fit.

  7. I was thinking if I did keep the Congregation that the Shyish artefact 'Ethereal Amulet' could be a fair choice for the Corruptor, to make him a little tankier, though I'm not really going to miss the 2nd artefact if I drop it for 10 more Monks and the Chronomantic Cogs.

    I'm going specifically Pestilens with this army (it's updating what I already have), so I have no interest in adding Masterclan in and a Screaming Bell into the army. The other option is dropping the 2nd Plague Furnace to get the 4th unit of Monks to x40 and adding in the Cogs, keeping the Plagueclaw and Congregation, though I'm lax to do that as the Plague Furnace is too good for the buffs to drop now.

  8. For me it's:

    1) Corvus Cabal

    2) The Unmade

    3) Splintered Fang (I'd paint these more in gold and red to play up their Roman Gladiator look)

    4) Iron Golems ( if painted like Blight Kings, they'd look super cool)

    5) Cypher Lords (they look too chunky muscle-wise for me, if done more like fitgirl sculpt-wise, I'd rate them my #3)

    6) Untamed Beasts (look too much like generic marauders, though a god specific paintjob could save them)

  9. 4 hours ago, Still-young said:

    £25 for the separate book, £30 for the Warbands, £5 for the other faction decks. 

    £100 is great for the starter. About what I was hoping, but was maybe expecting a bit more. 

    That's fairly reasonable for a GW game, outside of the starter box, which is pretty expensive though I concede the terrain and bits included are nice looking and likely make it worth it for those who would be able to splash on it (also it's worth it for sure if you can half it with a friend and you like the warbands included in it to split them).

    I'm going to wait for some rules info on the warbands, I really hope like Kill Team the rules for each band is in the book, rather than a quartly drawn out Necromunda/Blood Bowl release schedule of supplement books each covering one. Is that confirmed anywhere also? I'm just catching up still.

    I'll likely go halves with my bud on the rulebook and then get a warband I'm most into, which atm is either the Corvus or the Unmade, without seeing rules for either and going off looks alone. I have a decent amount of terrain already and any tokens I can make myself or use the ones I have from Necromunda and Kill Team.

  10. Hi everyone,

    I posted this yesterday in the Pestilens topic, though I think I may get a quicker answer here with what could work in updating my Pestilens Skaventide list now we have the new points. I've needed to drop some things and I'm really lax to drop the Corruptor as it's my lone Wizard to counter enemy spell-casting. I used to have Chronomantic Cogs to get everyone in quickly too and at 80pts with the point increases, I'm struggling to figure how and if to include them. My current list does include a Plagueclaw Catapult, though as I mostly face off against Nighthaunt, I use that to character snipe and it's my lone ranged support so even with it being shakey hitting things, I don't really want to cut it out.

    Current list atm looks something like this:

    Plague Furnace (General) + master of rot and ruin, +liber bubonicus (200)

    Plague Furnace (200)

    Verminlord Corruptor (280) + 2nd relic (undecided atm, sword of judgement perhaps?)

    40x Monks (staves) (280)

    40x Monks (staves) (280)

    40x Monks (staves) (280)

    20x Monks (staves) (160)

    Plagueclaw Catapult (160)

    Congregation of Filth (160)

    --

    I could replace the Congregation with another Plagueclaw though I'm happy with the one as 320pts is a lot for two shaky catapults. The 2nd artifact isn't a huge thing to lose, though more concerned on what to shift around for the Cogs or if I even should (fairly sure my friend's Nighthaunt list will have them, so I can get movement from him casting that).

    Though I could drop the Congregation, bump the last Monk group to x30 and get the Cogs that way. I'm not sure if losing the protective buff from it (also extra command point) is that good a trade.

    Also how does the list look? With contrast paints, doing the Monks is quick enough now.

    Cheers everyone.

  11. It's been a while, though finally got to relook over my Pestilens list with the new points and the price hikes for the Plague Furnace and the 40 Plague Monk blobs. I'm left wondering now in needing to reduce the Plague Monk numbers if I should still add in the Chronomantic Cogs for my Verminlord Corruptor. I'm really lax to drop the Corruptor myself as it's my lone Wizard to counter enemy spell-casting, also my current list does include a Plagueclaw Catapult, though as I mostly face off against Nighthaunt, I use that to character snipe and also it's my lone ranged support too.

    I'm also considering with Cogs at 80pts, that using Lauchon the Soulseeker at 60pts for a possible Endless Spell, though with Gnawholes, it seems a little superfluous.

    Current list atm looks something like this:

    Plague Furnace (General) + master of rot and ruin, +liber bubonicus (200)

    Plague Furnace (200)

    Verminlord Corruptor (280) + 2nd relic (undecided atm)

    40x Monks (staves) (280)

    40x Monks (staves) (280)

    40x Monks (staves) (280)

    20x Monks (staves) (160)

    Plagueclaw Catapult (160)

    Congregation of Filth (160)

    --

    I could replace the Congregation with another Plagueclaw. The 2nd artifact isn't a huge thing to lose, though more concerned on what to shift around for the Cogs. Could drop the Congregation, bump the last Monk group to x30 and get the Cogs that way.

    What do you all think would work?

  12. I feel in playing that the Monks still need their synergies and buffs etc to work their best, I still have a feeling that whilst there are buffs for sure on the Monks now (6+ with the option for 6++ and battleshock immunity along with rabid-rabid, overwhelming mass and rerolls atop of more) I still can't shake with allies now denied and some rewordings there have been some stealth nerfs to Pestilens too.

    Anyway, I went and flicked through what Pestilens has available and whilst we throw out a whole bunch of mortal wounds and have lots of buffs we can put on other friendly units, I was surprised to see outside of the -1 Bravery a Plagueclaw does that we don't have debuffs or ways to mess up the enemy play plan.

    Also with the new wording on warscrolls I want to relook over the Realm Artefacts and see what could plug some holes Pestilens has.

    Open question to everyone: What do you think Pestilens is lacking in right now and what would you do to remedy that (including adding in a Realm Artefact if running a battallion in your list to do so)??

  13. 7 hours ago, DantePQ said:

    There is easy way to fold Wanderers into Sylaventh, maybe even with option to play Wanderers only.

    I see this happening. Souping the pair and like other tomes, allowing additional battleline when taking a General with a specific keyword if you wanted to go pure dryad or pure aelf.

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  14. Sure. Currently I'm leaning partly on a list with one Plagueclaw.

    Something like a Verminlord Corruptor, 2x Plague Furnaces (one as General with the Master of Rot & Ruin w/ Liber Bubonicus combo), 4x 40 Plague Monks, 1x Plague Claw, 1x Congregation of Filth, then 100pts are left for a Vermintide & Chronomantic Cogs.

    The Congregation is there mainly for the drop reduction more than anything, so could be replaced with a 2nd Plague Claw as they cost the same in points.

  15. 10 hours ago, calcysimon said:

    If u don't want to use catapults u need at least to play as 2-3 different blobs of furnaces and Monks since one big blob is easy to counter 

     

    In my point of view 2-3 catapults with +2 / +2 are a huge distraction and your OPPO will always need to give you an opening to kill them

    Fair point, though also a Foulrain Congregation costs 670pts, so it fails at being a Distraction Carnifex as that's a substantial amount to spend for that. Note you have to field 3 Catapults to qualify to purchase the Foulrain bonus. The cost is near a third of the army's points on one gambit.

    Two Catapults at 320pts is more understandable and easier to throw into a 2k list, if still not ideal when ideally a distraction to the enemy should be fairly cheap points-wise. I'm cool with this, though I worry about my dice-rolling and I'd have rather they be 2d6 1dmg attacks than a solo 2d6 dmg attack that needs (an admittedly easy to pull off) hit roll, then a wound roll then the enemy gets a save (though Rend -2 helps there too).

    Basically for me right now it's not an issue of the Catapult's value, as they're decent enough, though they're expensive points-wise which is off-putting when the whole schtick of Pestilens is being a heavy hitting glass cannon horde. 670pts could get near 100 Monks.

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  16. 12 hours ago, Axter said:

    The other option is a Warpgnaw Verminlord with the item for feel no pain at 5+ and the command trait to move the wound to close skaven at 5+ and the magic to teleport an hero skaven everywhere at 9 from the enemy, with him i can play 60 monks (40 + 20+vermintide endless or 30+30) or a verminlord corruptor and 10 monks (10 and 10)

    what do you think would do the job better?

    Verminlords get 5+ FNP as standard, they don't need the Suspicious Stone artefact on them for that. If you wanted a Masterclan artefact, the Gnawshard, Skavenbrew and Staff are the best options. I'd go Gnawshard as that can essentially make sure a support Hero dies and takes out enemy synergy. A Verminlord Warpseer and Verminlord Corruptor cost the same amount of points.

    If you're doing 750pts, it's a bit thin on troops, though you could do a Verminlord (of your choice of Corruptor, Warbringer or Warpseer), a Plague Furnace and two units of 20 Monks, then you got 30pts left to grab an Endless Spell.

  17. 2 hours ago, Requizen said:

    Interesting mix, will be curious to see how they keep them on the same level. Like, there's a big difference between a Stormcast or Deepkin Hero and a Witch Aelf or Freeguild Soldier. I assume it comes in with extra feats/skills/stats or whatever.

    I agree that power level in regards to class and station and general fluff elements shouldn't matter, that a party has place for a beggar and a prince and everyone in between. I am puzzled though upon looking at the other PC choices why they didn't go with 'Freeguild General' and 'Slaughter Queen' for those Order factions.

  18. 3 hours ago, michu said:

    @Carnelian So we need only a rogue freeguilder, ogor that doesn't understand metaphors, talking racoon (Mortal Realms are big, there is definitely one), blue- and greenskined aelves and insectoid psyker (wizard).

    Clearly the racoon would be a Skaven! And clearly from a Clan Skryre! 🐀

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  19. I'd consolidate the 20 and 10 into a group of 30, until they get their first casuality they'll get +1 to wound and they'll last longer in theory as one blob.

    Depends how much you want to be spread out to catch the objective, though at 750pts, I don't see your opponent having lots of options to be spread much out either. I can understand wanting to be spread out a bit more for manouvrability and a better chance to reach the Orb, though the gnawholes should help out there some. Thin the plague monks down too much and they can be easily wiped out by anyone.

  20. 1 hour ago, JPjr said:

    I used to make loads of pin badges to give away with various projects, and I just realised they could be a nice way of making tokens.

    you can buy a kid's badge making machine for something like $30 that would do the job.

    I'm fairly sure someone is doing this online for Kill Team, with the designs themed for each faction to boot. They're for sure a great idea and now I'm grinning thinking of a themed pin-badge from my Pestilens I could wear out... 'Plaguemaster' and 'Lord of Pestilence' is a pretty rockin' thing to have written on a badge!  😁

  21. I knew that got displaced, forgot to relook over the gnawhole warscroll before posting earlier. That stops the potential mortal wound.

    Question is still if a three Plague Furnace list can work. You can run a list with a Verminlord Corruptor, 3x Plague Furnaces, 4x 40 Plague Monks and have points spare to get a Congregation of Filth included (or a solo Plagueclaw Catapult). That leaves 80pts, which leaves room for a few options.

    Or you could forget the Congregation and add a 5th unit of 40 Monks to make 2000pts exactly. Though I question the mad lad who'd run a Corruptor, 3x Furnaces and then just(!) 200 Plague bois.

  22. 49 minutes ago, TheGreatEnchanter said:

    Question: what would a good place to start be?

    I’m not competitive and I like fluffy armies. What’s a good place to start to build a fluffy all rounder army, like something from Total War?

    If you want fluffy, I'd say to maybe either pick a single Great Clan and do something with them (gives you extra Battleline options too for keeping things thematic) or think of the alliances going behind your army to make it what it is between the clans.

    There's a really nice example of the fluff behind this and how it can effect an army composition in the Skaven tome itself on p.23 with the fluff describing the army of Lord Hakkrit of the Clans Verminus' Clan Fang.

    It's a whole Rube Goldberg machine of Skaven allying so they can stab another in the back and then take power to stab their ally in the back too, whilst the others are only forming an alliance to later do a backstab and get power themselves too.

  23. Yeah I can agree on that. Especially as there's the chance now when trying to rabid-rabid a Monk blob, not only is there a 1/3 chance it'll fail, there's also the chance you'd attract a mortal wound on your Furnace too (though thankfully if that did happen, it also has 1/3 chance to ignore the MW thanks to Protection of the Horned Rat).

    Now I'm wondering how it'd look for the Priest on the Furnace to annoy the Great Horned Rat to attract a mortal wound from it's prayer but the warding of the Great Horned Rat protects the Priest from it. 🤔

  24. I understand the pain of needing to remember so many things your models do. I was going to put post-it notes to remind me of everything I needed to remember on the specific warscroll pages in my tome to remember specific rules, mostly the ones that are 'at the start of the combat phase' and such.

    I'm thankful the Skaven tome seems to now have really reduced the need for that level of book-keeping as far as things were for me before. Looking at the Verminlord Corruptor, I just need to remember his Plaguemaster ability at the end of the fight phase that effects models near him (same as the Poisonous Fumes on the Plague Furnace) and I may make some tokens to represent his 'Lord of Pestilence' command ability to go with some 'Rabid-Rabid' tokens so I can visualise which Monks are currently buffed and which ones aren't by the Plague Furnace.

    I feel new battletomes will move to have earlier units pre-2.0 edition to be more easier to use as is, I believe we've got to peak of remembering rules and selling tokens to cover them. Whilst it'd be in Geedubs interest to make more rules like this so they could sell more tokens to show them in effect or not on the table, they seem to be making the units more playable. I can't complain about that.

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