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Skavelynn

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About Skavelynn

  • Birthday 04/28/1999

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  1. Errata is up! Verminlord Warpseer and Deceiver up 20 points to 320 Bombardier is now 120, more expensive than the engineer now Stormfiends max unit size is only 6 now. I wonder how this will effect stormfiend lists Plague Monks are getting a new warscroll which is still not up yet.
  2. +1 damage for sure. Your varanguard will honestly be cutting down anything they charge in the first place with that. You could also use the overlords of chaos battalion which gets you both of those circles, if you'd like.
  3. If plague monks get another points increase nerf, do you think we'll be seeing more stormvermin being played? Stormvermin getting their horde discount decreased to 420 or 400 would be nice too, I'm just kinda tired of seeing plague monks constantly 😅
  4. 40s most of the time. There's not many reasons to take units of 20, if you want screening take iron golems instead. 40s are better for buffing and will last longer, gain nice bonuses from their warscroll, and have higher bravery (this army struggles with battleshock and cp generation without archaon, and you'll often wanna be using other CA and buffs over inspiring presence and battleshock immunities) They're not awful, but you have to think "Why use these over marauders? Why buff these instead my other units?". I think nurgle chosen could be fun with all the on hit rolls of 6 abilities nurgle mark can get. I wish they were 20 points cheaper, because they do look cool 😣
  5. I'd bring a sorcerer lord and a unit of iron golems, exactly 180 points. That way you'll have more teleporting/fight last, some great rerolling hit/wound/save buffs for your varanguard, and a unit of chaff to hold objectives or act as a little screen for varanguard so they don't get charged first and lose out on their +1 damage from sixth circle. If you're fine with replacing a unit of the varanguard, can't go wrong with a unit of 40 marauders.
  6. I'm thinking about playing something like this. I think marauders are the real winners of this battletome, with Archaon's command ability, the teleporting spell, and all the tasty reroll buffs they have access to. Varanguard in sixth circle are very killy on the charge, especially if you give them slaanesh mark and a reroll buff. I might replace them with something else though Host of The Everchosen Sixth Circle Archaon (800) General - Slaanesh Aura Chaos Sorcerer Lord (110) 40x Marauders (300) Axes 40x Marauders (300) Axes 3x Varanguard (300) Ensorcelled Weapon Chaos War Shrine (170)
  7. Be'lakor and daemon princes are too expensive to be worth taking in my opinion 😕, their damage is not much on average and while Be'lakor has a very good ability, it's not even guaranteed. You'd be spending 240 points on a 66% chance once per battle ability. I think a nurgle daemon prince is the only potentially good daemon prince option, but if the nurgle command ability gets errata'd I'm not sure if it will even be worth the points to take a daemon prince, their other CA's aren't that great. Iron Golems could be good, have to keep in mind that warriors have access to more buffs and marks though. They can become far more tanky than iron golems, but having more models and being cheaper is a big plus for the golems. Llamacat looks cool, I agree that throwing 1 or 2 into a list could be a good idea 😄 Looking at artefacts - a karkadrak with ethereal amulet could be a good beatstick, a slaanesh daemon prince with sword of judgement could be good too. But I still feel like both units are overpriced by like 40 points 😣 I'm really thinking Archaon, sorc and chaos lord on foot, warshrine, a blob of nurgle marauders, a blob of khorne or slaanesh marauders, warriors/golems, and then fill the rest of the list with llamacats, horsemen, or allies are the best competitive options for this army.
  8. From what I've seen so far, I think the best units are Archaon, marauders, chaos warshrine, and the sorcerer and chaos lord on foot. Warriors, horsemen, and knights are good too, but not as much as those 5. Nurgle daemon prince might be good too if the command ability does d3 mortal wounds on every 6, and not just once (FAQ please! 😅). The rest of the units are overpriced in points or have poor rules in my opinion 😞 Blobs of chaos knights might be an ok alternative to marauders, varanguard in sixth circle as well seem decent. Warriors are just tanks, I wouldn't expect them to kill much. I think marauder spam with Archaon and other supporting heroes + a wall of nurgle marked warriors buffed by shrine are probably going to be in the most competitive lists. Teleporting marauders rerolling everything, fighting twice, and fighting before being slain just seems better than most of the options in the tome.
  9. Yeesh, those are a lot of points. 😅 The warscrolls are not really a huge improvement over the old ones, so I'm surprised everything was increased this much. Overall the army seems to have a lot of tanky options and good buff/debuff spells and command abilities, but not really any damage. For example, there's a lot of abilities that let us reroll failed hit and wound rolls, but it becomes a lot less glamorous when you realize most of our models only have 1-3 attacks without rend or multiple damage. I feel like these units might be better off in another chaos god allegiance rather than slaves to darkness (I know Archaon will be seeing a lot of play in Slaanesh), or with allies that can provide some killing power. Teleporting auto-charge marauders sounds fun though 😄
  10. According to the tome, you only need the general of your army to be Pestilens to ally with Nurgle units, not the entire army as pure Pestilens. I don't think many of them are good options for skaven but it would still be fun to experiment with 😄
  11. Skeletons are super slow, so you won't have to worry about them for a turn or 2 while they march up the table or wait in the grave. Shooting spam is for sure the way to go, just unload everything you got onto Nagash. Sniping down Arkhan if you get first turn could also be a good idea, he's only got 11 wounds and a volley of buffed jezzail shots can down him easily. Killing Arkhan means less magic, less skeletons being brought back, and less range on Nagash's spells. Without that extra 6" range, Nagash is going to rely heavily on the umbral spell portal or moving to more vulnerable positions to be in range to even cast most of his spells on you. Killing Nagash asap will basically ensure your victory though 😝
  12. I'd go with option 1. I still don't think stormfiends fit into many lists that well, even with the pt decrease. If you use them as a shooting unit you're essentially getting a single ratling gun and jezzail that has more wounds, and a melee model that just tanks damage. 9 Jezzails are just way better for shooting, they have longer range and can deal some really good damage with warpstone sparks (and without). 20 acolytes is a scary thing for your opponent too 😄
  13. Ratling Guns deal so much damage with warpstone sparks. Their only weakness is if the enemy also had good shooting, ratling gun range is rather short compared to a lot of shooting units, and they can be picked off easily. Screening and positioning is important. Verminlord heavy lists should still be good, just more expensive. I think the second list is the better one, unless you really like the double death frenzy idea. WLV is just so strong, and the warbringer will already provide death frenzy. There's also the option of decreasing the clanrat units to 20x to bring both double seers and WLV, but I personally like having at least 1 unit of 40.
  14. I'd drop the verminlord corruptor for something else. If your monks have dual foetid blades then there's not really a point in bringing the corruptor since they'll already be rerolling hits. His spell is good for horde killing but besides that he's the weakest verminlord in combat. The only exception would be if you can use realm artefacts in the tourney, sword of judgement is really good on the corruptor and will make him very kill-y. Having a grey seer with skitterleap would still be a good idea though. 2 grey seers for skitterleap and double death frenzy on your monks with the warbringer's spell could be a good replacement too. I think the overseer of destruction's rerolling hits of the ratling guns would be better than +1 to cast dreaded warpgale, I'd change the general and command trait to the arch warlock. The artefact can be put on the warpseer or warbringer, or the grey seer if you decide to use one. You could also do 1 grey seer with the WLV, or even another unit of plague monks if you swap out the corruptor. Up to you really. And remember to not overcharge the arch warlock's spell, despite how tempting it may be 😄
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