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Navezof

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Posts posted by Navezof

  1. 17 hours ago, Gwendar said:

    @Navezof Thanks for the write up, we have a local player currently building Nurgle so I'll be curious to play them. One thing to note, your list is illegal for matched play, if you were doing matched play points that is. If you have an Arch Warlock or Engineer as your General, your only battleline options are Stormfiends and Acolytes. Taking Clanrats will break that and you must take 3x20 minimum to satisfy battleline requirements.

    Some other things:

    1. I wouldn't say going on your own with a Doomwheel is wrong necessarily. The Doomwheel is somewhat fragile but I thing it can do well being supported or unsupported.. just with the latter you have to choose your targets carefully, IE roll it up to squishy targets that it can take easily and that put out low threat of being counter-charged.
       
    2.  Clanrats can be decent at 40 with swords, especially when buffed by a Clawlord, more so with Death Frenzy cast on them to punish whoever killed them. That said, I don't see that as their main purpose; don't expect them to do much other than gracefully cap objectives and you won't be disappointed. 40 really is the best way to go, but 20 can have a purpose as a backline screen or home objective camper.
       
    3. Nothing really to say here other than I appreciate anyone who uses MMMWP + Warpstone on Stormfiends. Try it on a big unit of 6-9 and revel in the tears of your enemies for them getting too close.
       
    4. I've mostly stopped taking Warpfire throwers. Damage output has been decent but anyone with a shred of shooting will focus them before they can do anything from my experience... except in my games against DoK, they really do well at roasting Witches that charge the poor Clanrats.
       
    5. I think many of seldom Overcharge the Skryre spells anymore due to the fact that unbinds now cause them to explode. Granted, if you get Warplightning Shield off first or only have a couple of wounds left.. you may as well just cash out of the warp-casino.



    Of course if your objective is to blow everything (including yourself) up then ignore all of that and get to OD'ing and exploding.

    Hey @Gwendar thanks for your comment, my list was probably not that legal, but it was a match for fun we both didn't really care that much. We had approximately the same points on each side and no cheezy tactics. 

    I will definitively reiterate the mmwp+warpstone+stormfiend combo, with even more rats!

    In any case, thanks again!

    • Like 1
  2. So, I played against some nurgles stuff and it didn't turn that well. I won't do a full battle report because it was a few days ago and it was mostly a game for fun. Nevertheless some highlights and teachings.

    Spoiler

     

    My list

    • Arch-Warlock
    • Warlock Bombardier
    • Warlock Engineer
       
    • 40x clanrats
    • 20x clanrats
       
    • 3x Stormfiends
    • 2x Warpfire thrower
       
    • Doomwheel
    • Warplighning cannon

     

     

    1. Don't go on your own.

    Doomwheel ran off on her own at the start of my turn (I rolled 21" movement!). I though it was a good idea to go there and threw a little ligthning bolt. Then I was charged by nurgling stuff and their tentacles. The rest happened pretty much like in some weird hentai.

     

    1. Clanrats are bad at killing stuff, on the other hand they are very good at dying.

     One group of 40 did their job, which is mostly dying against 5 other dudes while doing some scratch on them. Behind them the warpfire thrower were distributing their stuff like it was some cosmopolitan spiced with some not very licit substance.

    The other group of 20, nicknamed the "Blue of Auvergne" (they have some blue in their color scheme) spent the entire game hitting and then dying against three slimes. Lame.

     

    1. More more more warpower is awesome.

    The Warplock Bombardier was overdosing the whole game. Either munching on warpstone token like crazy or removing the safety of his rockets, or even sharing a line or two of magical green powder to the trio of stormfiend nearby. He also made a warplighning cannon blow up after its second shot, so, children, remember, everything in moderation.

    Anyway, with the effect of the spell, the stormfiend were killing it like the typical Brandon at the high school prom'. Ratling gunning the crowd of nurgles while re-rolling hits and wounds felt good.

     

    1. Warpfire is like beer, the bigger the target, the less likely he is to fall, kinda…

    The two warpfire thrower team were lucky, but mostly sad. The good news is: they didn't blow up by themselves. The bad is, they didn't manage to do a lot of damage, too few model to affect, even with the overcharge they were disapointing to say the least.

     

    1. When overcharging is not a good idea…

    The archwarlock was doing his job, as usual, stormlightning storm to the left, storm lightning to the right. Then he had the brilliant idea to overcharge, when he saw the roll of the dice, he knew. He f*cked up.

     

    In the end it was a fun game and I managed to nearly accomplish my second objective : blow half of my army with misfire and overcharge.

    Next time, I'll bring less clanrats, more stormfiends, more shooty or killy stuff and use even more-more warpstone.

     

    • Like 3
  3. At the moment, there is not a lot of way to acquire acolytes. Usualy people convert them from other unit. The stormvemin+skitarii mentioned by @TalesOfSigmar is a good exemple. You can also use the head of the plagueclaw/warplightning cannon servants to have gazmask head. Else, add some green pearl that you could easily found (probably) and boom, jobs done.

    There is a chance that GW redo the models as they were not removed from the latest skaven battletome (like the poison mortar) but nothing is certain.

  4. I'm kinda late for the party, but you really have an awesome theme especially for the skeleton and the morghasts! I'm actually working on something a bit similar, with some kind of blue/cold theme for my army, except that instead of having bone colored bone I'm going for black bones and using bright blue to highlight, for the moment I struggle finding the correct blue and also the metal color to go with it (I'm going for leadbelcher+runfang+drakenhof shade) I'll probably comes back often on your post!

    Thanks for the inspiration!

  5. Pretty interesting topic and also answers! From which the advice to "talk it out with whoever is playing with you" and "take it easy" seems to come back. And without surprise I agree with those two.

    I often play with a friend who is as much a beginner as I am, so most of the time we sit down after the fight to discuss, what went wrong, what was our mistakes and so on. It's always really interesting talks and it allow us to share any frustration we had during the game. Also, during our game the fight is usually pretty even, I might loose some of my important troop at the first turn and start thinking the game is over, but at the second turn I manage to kill some of his troop and start thinking that finally it is not as hopeless as I though.

    Anyway, like any game (tabletop rpg, boardgame, etc...) make sure that your expectation is the same as your opponent :)

     

  6. 1 hour ago, Kirjava13 said:

    The restriction to 'all the units must be [CLAN]' only applies to the Skaventide army, not to allies, which means Pestilens armies can take Nurgle allies and still have Plague Monks as Battleline. But they might as well have just stated that, given that Nurgle are the only possible ally choice, and only with a Pestilens general...

    I am going to continue to assume that Skaven can actually ally with themselves, as not to do so is nonsensical.

    Infortunately the latest FAQ clearly tells it is not possible :/

    image.png.3ad41cf6cc8fde3932d497eb952a3528.png

     

    Although I do agree that this restriction is a bit annoying and prevent having a more varied skaven army. 

  7. 23 hours ago, Kirjava13 said:

    I love the Doom-Flayer but I am extremely dubious about its ability to get anything done. I think it has the most dangerous overcharge conditions of any of the weapons teams, and its damage is mediocre. I was dreaming of them being turned into small units of mech-cavalry, but apparently GW prefers them this way...

    The two WLCs will do good work for you, assuming the Horned One doesn't curse your dice. I would be wary of only taking three Jezzails- they won't do a vast amount of damage and their ability to take Skryre buffs is limited by the fact that there're only three of them, so using More-more-more Warp Power on them is a no-no as you could very well wipe out your own unit in the process. I would either take none or something stupid like nine, twelve even (assuming you have the models).

    The Clanrats are only there to die-die, so don't trouble your whiskers over their soon-to-be-tragically-cut-short lives. They are, however, your best source of bodies to contest objectives, and you have no battleshock mitigation except for Inspiring Presence, so be a little more careful with them than you would be otherwise. Meanwhile, the Stormfiends, WLCs and weapons teams should be able to put a good amount of hurt out. Be sure to position your wizards carefully, as most spells we have access to are 18" range max. 

    As much as it hurts me, I would say drop the Doom-Flayer and the Jezzails and get another Doomwheel or WLC for more-more damage, 40 Clanrats for more bodies/targets/shock absorbers, or even a Clawlord so you have something to buff the Clanrats and another Warlock Engineer so you can squirt mortal wounds in the hero phase like the Clanrats will be squirting the musk of fear!

    Once again thanks to Kirjava13 for your help.

    "I would be wary of only taking three Jezzails- they won't do a vast amount of damage and their ability to take Skryre buffs is limited by the fact that there're only three of them, so using More-more-more Warp Power on them is a no-no as you could very well wipe out your own unit in the process. I would either take none or something stupid like nine, twelve even (assuming you have the models)."

    With 12 jezzails I can have the start of a warhammer 40k army :D

    It's a shame I really like the look of the warplock jezzails models and when you do manage to kill some stuff it is rather refreshing to see. For the doom-flayer, well, I can't say I share your interest for them. Altough I picture perfectly a squadron of doom-flayer descending from the top of the hill toward pesky man-thing, led by the grey seer Gandratlf the Grey :)

    I saw that the new skaven endless spell Warplightning storm was also a good pick, with correct damage and the ability to slow down enemies for the cannon to shot them down more easily, any opinion on that?

    • Haha 1
  8. After some research and discussion (btw, thanks Kirjava13I wanted to try a skryre list without a battalion to be able to field more unit. In the end here is the list. I'm not set yet on the artefact or trait for the general.

    The idea would be for the leaders and war machine focusing on high value target, and the units on the horde damage. The doomwheel and doom-flayer provide some mobility to take objectives. And in the end, the battleline sole purpose is to not die too fast.

    Nothing too fancy or out of the ordinary probably, but I'm wondering several things:

    • Will this battleline be enough? The only things keeping those unit from dying is their numbers. Last time they faced stormcast eternal with big hammers and the 40 rats were utterly squashed. (granted I played them very badly, but well, c'est la vie as they say)
    • I'm not sure about the doom-flayer, last time I used it his sole action was to crash into a unit of stormcast eternal dealing some damage and blowing up in the process.
    • I could replace all the weapon team (ratling gun, warpfire thrower x2, doom-flayer) by a stormfiends, but I'm not sure yet.

     

    Leaders

    Arch-Warlock (160)

    General

    Warlock Engineer (100)

    Warlock Bombardier (100)

     

    Battleline

    40 x Clanrats (200)

    20 x Clanrats (120)

    20 x Clanrats (120)

     

    War Machine

    Warp Lightning Cannon  (180)

    Warp Lightning Cannon (180)

    Warplock Jezzails (140)

     

    Units

    Doom-Flayer (60)

    Stormfiends (260)

    Ratling Gun (80)

    Warpfire thrower (70)

    Warpfire thrower (70)

     

    Behemoth

    Doomwheel (160)

     

    Total : 2000/2000

    Extra Command Points: 0

    Allies: 0

     

    What do you think? Do you have a chance to blow the enemy before I blow myslef up?

    • Like 1
  9. Greetings fellow worshiper of the Great Horned Rat, with the new skaven book out, I figured it would be a good opportunity to re-dive in my Skryre Army.  But there are some changes on the batallion which I find not really convincing (for me)

    Originaly I planned to have the Warpcog Convocation with two Arkhspark Voltik enginecoven, to have the warplightning cannon bonus. But, all in all it cost 280 points, which I could use to field more unit (more-more warpfire!) , so the question is : "Are the batallion really worth the cost?"

  10. Dernier poste qui date de 2017, on est en 2019, je pense qu'il est temps de sortir mon necronomicon et de faire un peu de nécromancie pour faire revivre tout ça :)

    Bref, il y a quelqu'un?

    • Like 1
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