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Everything posted by gronnelg

  1. @KramerI just wanted to hear other peoples opinions, to help me make up my mind. I hadn't even thought about finding one of the older threads. My bad A lot of insightfull comments in here. Thanks guys! Personally I've had a lot of fun with the double turn, but then also some games that were basically over after a double. But at the same time I'm not good enough to really plan around the potential double turn. What people say about 40k being predictable sounds even more dreadful to me than the double turn though. And for now it's an official part of the game, so I guess I'll just have to learn to play around it
  2. I had come to embrace the double turn. Then recently talked to a friend. We both prefer close, exciting games. Now, somtimes the double turn has led to exactly that - an uneven game is suddenly even. But oftentimes a double turn will be THE deciding factor as to who wins. You were equal, now someone has pretty much won. Is the double turn - a signel dice roll - to much of a factor in deciding who wins? Also, sorry but bringing up this topic again
  3. Well, deciever will do more damage, sure. But against a 4+ save (that becomes no save with -3 rend) you're still looking at an expected damage output in the range of 4-6. Which is nothing compared to the plague monks. Verminlords aren't primarly damage dealers. They can kill lesser heroes though (5 wounds heroes), and the deciever will do a better jobb at that for sure. As for dreaded warpgale, with master of magic you can get it down to 7+. And then if you're close to a gnawhole you can get it down to 6+. And with that juicy 26" range you can stand at your home gnawhole and still hit stuff. But the deciever is a cool unit for sure. You could even build a list around it. Dreaded skitterleap, and then skitterleap. You could get two verminlord up in the opponents face. Then add in a unit moving through the gnawholes, and spice it even further with some gutter runners. Now you're suddenly looking at a skaven alpha strike list Bonus points for putting an assasin in the gutter runners
  4. @KimboThe warpseer is more resilient, has a good command ability, and has a good damage spell with an impressive range (d6 MW, and reduses enemy movement). He's also masterclan, which means he get command points back on a 5+, and he generates extra CP on a 3+ at the start of the hero phase. Being master clan also gives him access to command trait master of magic and the artefact suspecious stone giving him an extra 5+ feel no pain (for a total of 4+ 4+ 5+ 5+, making him VERY durable). Dread skitterleap is the only thing the deciever has going for him (well, the -2 to hit makes him harder to snipe though...). And you can still put skitterleap on the screaming bell, to send the warpseer behind enemy lines, if you want to do that
  5. Does anyone have any experience with night runners? They only have a 6+ save, and they have terrible damage output. The pre-battle movement could be nice though. Either as an extra layer of screen, or early game objective deniers (I say deniers because you could typically grab midfield with clanrats anyway). And 80 points for 10 is a huge investment either.
  6. @KimboI think 12 jezzails is a pretty big investment for a unit that is primarly meant to threaten/kill lesser heroes, or assist on bigger ones. They're also pretty frail, so making them 12 makes them an even juicier target. Also they have pretty much the same role as the WLC. So I would make it 6-9 jezzails. If you also remove the WLC, you can put in a plague furnace instead, to buff your plague monks. That leaves enough point to bump one of the clanrat units up to 40. I would also change the Verminlord, as I don't feel the deciever does much for this list. The warpseer is generally the preferred all-round verminlord.
  7. GW try to write their rules in a way that in can understood literally. So when they write "models" they mean models, and not units. So based on the rules you quoted the -1 to hit affects models within 2" of the netters. The rest of the units is unaffected.
  8. Ah, dangit... So that means I would need both types of dice then, or do people still play with only the original types?
  9. Here on TGA I often see the ad for scenery dice. The dice seem to contain types I'm not familiar with. Volcanic? Healing? Commanding? Are there new rules concerning scenery effects?
  10. @Ineffectual ClawlordThanks for that great reply! Lot of good ideas there. I oftentimes play against a SCE player, with Gavriel Sureheart, and a bunch of evocators. Gavriel and the evocators being up in the skies. He will then dangle that threat over my head until he sees at weakness in my positioning, then drop down and kill a lot of important things. While waiting for Gavriel he has several units of judicators sniping off minor units, and softening larger ones. I guess what I should be doing is taking some small early lead pointswise, and then from there screening is the name of the game basically?
  11. @GwendarCan we have pics of your conversions? I want to make some myself at some point. Monkey skaven are not to my taste
  12. As Skaven we usually get outdropped. For me that has typically meant I'm made to go first. How do you guys work around going first, and the possibility of your opponent getting the double from 1st to 2nd round?
  13. @Ineffectual ClawlordReroll only works in melee. Omg! I missed that. That is in fact huge! Shooting it is
  14. @AelfordI don't like stormvermin in either of these list. They're just so expensive. If you really want to go with them in the first list, I would bump them up to 40, so they a least have a chance of retaining the +1 +1 until the first combat. In the first list I would also rather go with overseer of destruction, since you're going so ratling heavy. Three ratling guns that can reroll hits (and eat warpstone sparks) will deal some pretty good damage! That means your acrh-warlock has to be mobile though, so I would consider dropping the balewind vortex.
  15. A friend of mine is getting Bonereapers. What do you guys think about them? What is our key to defeating them, and *puts on shades* gnash-gnawing on their bones?
  16. @CongratzOne of our strengths is that we have a ton of spellcasting (a lot of spellcasting slots if you will). Your list is rather light on the spellcasting side. However you have two powerfull hammer units. Just make sure to get the charge of with the monks, and not get charged yourself
  17. I play skaven and want some movement trays, I see there are magnetic trays out there, but I dont think that's for me. I've found these that I like: https://tectoniccraftstudios.com/collections/movement-trays/products/pile-in-round-base-movement-trays?fbclid=IwAR0ciurnbar69xo6TkdwtbHqJkQe_K_JvNmc_vwardE6MOlMiNdcmWp37X8 Does anyone have exprience with these or similar? Do they work out well? Also does anyone know of European companies that sell these or similar? Shipping from overseas is a killer.
  18. Not that much to do at work today, so instead I made this list: A list that basically wants to march across and smash face. The clanrats can screen and grabs objectives. The night runners are there to screen alpha strikes, with their extra movement after setup. The gutter runners might be superfluous actually, but it does give the opponent something to think about. A list that is weak against good saves, which I tried to mitigate somewhat with Sword of Judgement, and the plague furnace. What do you think?
  19. As someone who has dreaded painting a verminlord for like a year - thank you! This was a great boost! I'm gonna tackle that ****** tonight! Also your ghorgon looks great!
  20. What do you think of this list as an allround list? Allegiance: SkaventideLeadersVerminlord Warpseer (300)- General- Trait: Master of MagicWarlock Bombardier (100)- Lore of Warpvolt Galvanism: More-more-more Warp Power!Grey Seer (140)- Lore of Ruin: SkitterleapBattleline20 x Clanrats (120)- Rusty Spear20 x Clanrats (120)- Rusty Spear20 x Clanrats (120)- Rusty SpearUnits40 x Plague Monks (280)- Foetid Blades- 1x Icon of Pestilence- 1x Contagion Banner- 1x Doom Gongs- 1x Bale Chimes6 x Stormfiends (520)War MachinesWarp Lightning Cannon (180)Endless Spells / Terrain / CPsWarp Lightning Vortex (100)Total: 1980 / 2000Extra Command Points: 0Allies: 0 / 400Wounds: 166
  21. How do you guys deal with armies that have good saves? E.g. SCE with lots of sequitors, and now OBR? We have good MW output, but I feel like that weakens our genereal fighting ability so much.
  22. So... Katakros denying half of the opponents CP. That's pretty big right? I friend of mine is getting into OBR. *shivers uncontrollably*
  23. The Mortek Crawler has me confused. The Cursed Stele attack says it kill if the roll is equal to or greater than the targets "wounds characteristic", and then the designers note says the chance of slaying increases as the targets takes damage. So basically the Cursed Stele roll is compared to the "current wounds" of the target. I'm confused because I thought "wounds characteristic" meant the number of wounds given in the warscroll (e.g. for abilities such as the stardrakes cavernous jaws). Have I been playing this wrong?
  24. I haven't had the chance to look at OBR all that much. But what kind of army are they? Charge and hit hard, grind game, summoning, shooty list..?
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