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basement dweller

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7 Judicator

About basement dweller

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  1. Thank you...i was that first guy and was second guessing myself. Thanks for clearing it up and the FAQ reference.
  2. A big(er) moulder hero would be nice...make the hand to hand artefacts potentially useful. Dont think that will be happening anytime soon...so its rabid crown and/or realm artefacts i guess. The doppleganger cloak seems like a great one for models you dont want fighting anyways...
  3. So after some consideration, im still going full moulder but going with the following list: Warpseer vermonlord Master moulder Master moulder 40 giant rats 40 giant rats 10 giant rats 6 rat ogres 2 rat ogres Hellpit abomination Hellpit abomination 3 packmasters Fleshmeld menagerie The 10 giant rats and 2 rat ogres are kinda extra...holding objectives and or screening. Could swap the rat ogres for rat wolves...or both for rat swarms...or endless spells. With only 1 caster, endless spells seem a bit risky. Struggling with the lack of magic in moulder and so feel i have to take 1...dont want my opponent having complete magic control. Breaking my own rule with a second abom...but feels like a must in a moulder list to cash in on the moulder rules. I thought about breaking up the giant rats into smaller units...but with the bravery boost and the attack bonuses for big units, im leaning towards big units. Rabid crown seems like the best (only good?) Artifact for moulder. Skaven brew or suspicious stone seem like the best choices for the verminlord. No guns seems crazy for a skaven list, but it looks fun on paper...
  4. I was planning on the menagerie...but could go with hordemaster instead. I like the extra artifact but dont have a lot of resiliant heroes so maybe i wont get the most value out of it...
  5. This was my thinking...so i could run one unit of 40 and 4 × 10...but i like the idea of having 2 big units as then i can use them for multiple objectives...and not let my opponent focus one one. What are the thoughts on a verminlorfd warpseer for moulder? Could use him instead of a bell for a little more punch and somd magic....
  6. ive got clan rats and will be doing a second list with them and guns. Im going to try and keep this as moulder as i can as long as its fun to play and not wiped off the board everytime. Some screening units is a good idea...ill have to think about how best to do that. I could do more rat ogres...just want some variaty in painting and models on the table as well...plus a ****** ton of giant rats.... Thank you for your perspective...helps me see things differently...
  7. Thank you. I thought a second Abom was a good idea but not sure want to paint 2... Im okay to drop the bell...would want some magic and the greyseer is the only way. An unmounted one would save me some points. Im good with a hth load out of the storm fiends....i have 6 so dont mind building all 6 variants...back to hating repeat painting. Thank you....
  8. Any recommendations for a pure moulder list? Im thinking 2 masters, bell, 80 giant rats, 6 rat ogres, hell pit abomination, storm fiends ( for a little shooting), 6 rat swarms (cuz i want to), 3 packmasters and fleshmeld menagerie battalion. Thats 1980. Any recommendations or must haves? I do like the endless spells so could make room. Theres no real scary heroes in this...and maybe another master would be safer if someone is hunting them.... Want to get some advice before i start painting it all....
  9. Its fun and crushy...he can also use his command ability to reroll 1s... The debate for me is going defensive or offensive for this models trait and artefact. I used loonskin last game and really like it...rolled okay for the damage on the club so didnt miss the reroll...but that was just one game.
  10. Super helpful. Thank you. I needed to see this in real life to get it. Im just getting into playing more regularily and now starting to think more...instead of just trying to remember all the rules....
  11. So rethinking tooling out my troggboss... I went mightyblow (reroll club damage) and ghyrstrike (+1 to hit and damage) in my first 2 games with him. This helps him not whiff and generally makes him a better wrecker. I like this load out at higher points (ie 2000 points) as you can bubble wrap him a little to help keep him alive...longer. In both my games, he got double turned and killed...so maybe some bad luck there. The more i think about it, i like loonskin more and more. It effectively does 2 things...generates an extra CP each turn (likely turns 2-4) and increases his regeneration. The CP will allow you to use his command ability (rerolling 1s to hit for him and friendly trolls nearby) more often and make him a little punchier. I think i am going to pair this with gryph feather charm (-1 to hit) in the hopes his staying alive longer makes him deal more damage in the long run. I am playing at 1000 points right now...where i think survivability is key as you have few models on the board amd lossing 300 is a big hit. I think the glowie howzit is the ultimate gamblers item...a whiff early ends it but some nice rolls and it is better than any others. I dont think i have the gambler in me for this... Any other items/command abilities people like? I could entertain doppleganger cloak or ethereal amulate against certain foes. Ill let you know if he survives his third battle...
  12. I thinks it bodies for objectives and screening (probably goblins...maybe squigs) and some magic (fungoid, hag, others). The hag likely is a must. People like the cauldron to open the full spells list but i havent tested this. We have hit 1000 points in our escalation league so now I can test out some troll lists against some stronger opponents and if i can play them competively...knowing that the trolls and i both have our flaws...
  13. I think a boss on squig to get the +3 to movement and some squig herds would fit in nicely with trolls. Gives you some models to hold objectives and screen your trolls from scary charges...yet still effective on their own. Havent done a full list yet...
  14. Finally played with my trolls in a small 750 point battle. Things i learned... Rock trolls and hordes dont mix...i think we know this but they need to get to armoured or big guys...hordes bring them down too easy and their armour piercing is wasted... Fellwater are appealing...i see why some go with them over rock trolls. I think both have their use but fellwayer feel easier to use. Trolls are fragile. Lots of points for few wounds and soft saves...the rockguts can get on a roll with the 5+ but still have to be wary of high attack opponents. I went offensive on my trollboss (mightyblow and ghyrestrike). Getting double turned got him killed as he didnt get to regenerate. I think I will try a little more defensive next time. I think he is best against a monster...they get weaker and he doesnt....and dishing out 9-12 wounds a turn ( i could have rolled better) he makes things die. Pure troll is hard...you dont hold objectives well and you arent as tough as you want them to be. That said, they were super fun and i think with some squig or goblin screens and some magic i will be able to do better. Also need to pick your battles....they are more finesse then they feel they should be.. Im stepping up to 1000 and the hag joins the army...looling forward to it...
  15. Thank you sir. Ive been using spiders up to this point so have gotten used to rolling dice for no reason for my bows. That said, i did for wounds to kill a treelord last game....so somethings those extra wounds add up...
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