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Steelgrin

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  1. I’m calling giant centipede for the new grots
  2. I think that one is up for debate really - I prefer two cannons just because I prefer the security of rolling for a hero phase shot and if it all goes wrong theres still one left, or similarly firing the equivalent of 3 shots per turn. I have found that the mortars are a bit hit and miss (lol) outside of the hero phase where the gas cloud ability is pretty handy. In the shooting phase I typically find that only one in three of any actually get to wound a unit. swings and roundabouts really though
  3. I do feel like the rule of one limits the Archwarlocks casting potential (though obviously a lot better now we have endless spells and the like). Still hoping for a “spells of ruin” spell list to choose from eventually! how are other people getting on with counterspelling by the way? Finding three enough?
  4. Hmm... suppose the clanrats could be swapped out for the warpseer? Probably need to rethink another unit too in order to purchase some endless spells
  5. Never posted before now but thought it might be useful to throw in some learning points and discussion areas for the average Skryre Tinker-Rat First of all 2000pt list below. It is designed to be semi competitive (though there's no doubt better lists going, so feedback always welcome too): List Skryre Batallion - 80 General: Arch Warlock - 140 Warlock Engineer - 100 Warp Lightning Cannon - 180 Warp Lightning Cannon - 180 Arkhspark Enginecoven - 80 Warlock Engineer - 100 (vigordust) 2 x 5 Acolytes - 120 Mortar - 60 2 x 3 Stormfiends - 580 (shock gauntlets & warpfire OR grinderfist+ratlingx2) Gascloud Enginecoven - 80 Allies: Packmaster - 60 Clanrats x 20 - 120 Clanrats x 20 - 120 20 pts free for an endless spell (dealers choice) Learning Points A list of things which have been picked up so far with AOS 2 - Stormfiends are still pretty damn good: the warpfire unit draws a lot of fire, but usually makes it into range to make its points back. The shock gauntlets, especially with the packmaster and vigordust, WILL delete something from the table (and generally aren't targeted nearly as much as the warpfire squad) - The alternative grinderfist squad is a bit hit and miss currently, but is very handy for popping up somewhere useful and blitzing something squishy in the back line. - In my experience the lightning cannon is underrated. Sure it isn't guaranteed, but with 3 shots per turn they are a great source of mortal wounds. not to mention surprisingly survivable if only because of perceived threats elsewhere in the army. - Clanrats do nothing but die in droves, and that is absolutely fine. I hope for the day when we get a numerous battleline unit that doesn't cost a mortgage to buy, but for now cheap bubblewrap and objective holders works pretty well. In fact there hasn't been a game yet where they have been dropped which i have won convincingly, but more on that later - Acolytes are a bit hit and miss in small numbers. At some point it may be worth considering using larger units, but in honesty they are too expensive right now and the support they can give even with just ten usually provides a return on points invested. - Lots of folks don't seem too enamored of the batallion, however it (along with warp lightning and warpfire) have been invaluable to me in the new 30 inch unbind range environment. Observations Some specific questions it would be useful to have clarified by the community at large! - Without clanrats, where does our chaff come from? I have played a couple of games now in which I dropped them in favour of another stormfiend unit, and I find it very hard to screen, hold points or generally command table positioning. Has anyone found a useful way around this or are the clanrats a must? - Weapon Teams also seem particularly underwhelming at the moment. Now again this could just be me using them poorly, but even the ratling gun with new benefits from the allegiance ability, while good on paper, still doesn't seem to deliver. Thoughts on weapon teams and how they might be leveraged better? - With the changes to AOS2 hero phase and spellcasting, it feels like currently the casters we are forced to use are a little limited in spell scope: especially with the rule of one and the nerf to magic missile, at least one warlock has their effectiveness dampened. This may be correctable with the realm spells or the endless spells, however I am hoping for some spells of ruin in the near future! - Conversely the casters have been exceptionally useful as a counter to enemy casting. It seems that a lot of mortal wounds come from spells and having three casters included by default for the batallion makes for a half decent *nope* to most enemies, with the possible exception of Tzeentch who quite frankly has a lot of magic going on. We on the other hand have a whole host of portal wounds which can be thrown out in addition to our spells, which is quite an advantage. Is everyone else finding this or again is it just my circumstance currently? - Finally just a stupid question: the App now shows the battalion rules, but not the units they must include. Am i right in thinking the requirements for unit composition has not changed? So there you go! What do you think about these points? has anyone found the opposite? Or has anyone found solutions to any of these? AOS2 promises to be just different enough to warrant rechecking the old assumptions, so anything you can add would be very useful!
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