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Everything posted by Cosmicsheep
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Neither can the abomination, because it isn’t a hero.
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You’re right of course, on paper they look much inferior to the fiends. I often take 2 units of 4 rat ogres as part of a Moulder oriented list and it just feels like they do more damage than my fiends ever do. Maybe it’s because my fiends tend to get targeted fairly quickly whereas the rat ogres can often get into combat at full strength. So this comes back to the point about playing less obvious units for that small element of surprise, which does have some merits if only at a local level. Or maybe it’s just because I’m moving away from fiends in general and always had a penchant for Moulder 😁
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I would somewhat disagree with this. I think Rat Ogres are one of our most under estimated units. Throw in a unit of packmasters or a Master Moulder to double their bravery and give a +1 to hit and they cause a lot of damage for their price point. A MM with the rabid crown is great too, although I normally reserve that for the giant rats, and the chance of bringing back a unit after death on a 5+ can often turn a game around.
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@Gwendar yeah, I saw a KO list on the honest wargamer with the WLV that confused me at first, until I read the rules for the artefact. With a 12” deployment zone, and an average 7” move for the NR, the KO dropping 9” away should leave only the 30” guns in range. I have 12 jezzails that would have something to respond with 😬
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I play against a KO player a lot, and he runs 2 battalions and always has the first turn. With fly high he can put his Frigate and Ironclad 9” away from my lines. My new tactic (when we’re allowed to go out and play again) will be to run a unit of 10 night runners which will advance 2D6” before his turn and hopefully put some of his mid range guns out of range 😀
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@Enkyridion now if you were to drop the packmasters, and the endless spells, you’d have 200pts to spend on 4 rat ogres, who do have the right keywords to be buffed by the master Moulder and be regenerated. And he’ll also give an extra D3 wounds to the hellpit and rerolling 1s 👍
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Hi guys, quick rules question. When playing against KO, when I cast Warpgale or Dreaded Warpgale on a flying vessel, should it still be able to Fly High? RAW defines flying as the ability to move over terrain without penalty (I'm paraphrasing) but is the Fly High a different kind of movement? I did email the GW FAQ on this some time ago but got no reply.
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@Riff_Raff_Rascal Wow, that's some amazing engineering there. I totally get what you're saying about magnets and swing, I used a combo of smaller and larger magnets but will definitely check out those clasps. Oh, and I love that base too. How have you done that? Thanks 👍
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Just completed my Verminlord build. Magnetised arms allow me to build the Verminking, Warpseer and Deciever. I could add the Warbringer but decided that the Corruptor’s second arm would be too tricky to magnetise. I only really plan on running these 3 anyway. Head is also magnetised to help fit inside my carry case. It wasn’t all that difficult to do, the hardest part was gluing a magnet inside the shoulder without using any greenstuff. After that it’s just a few holes with a drill bit 😁
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Just started working on my clanrat skitarii ranger jezzail conversion. Came out OK I think. Picked up 10 rifles from eBay for £7.50 👍
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Looks like you have a good start. It will depend on the style of play you go for, but you probably won't know that until you start. I would say definitely go for the 80 clanrats and 60 monks. The Hellpit is popular in the current meta. You'll need an engineer too. Anything else would be personal preference, but I would say that 3 jezzail aren't enough, nor is a single ratling gun. Rat ogres pack a punch if you want a melee army, but a second cannon or doom wheel could be fun too. The best thing about Skaven is our choice of units Enjoy 😁
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I’ve also been thinking along those lines. My fiends are either amazing, or get targeted before they can do much. I’m in the process of converting another 6 jezzails to make a unit of 12. I think this might be the way to go.
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How did I forget that night runners get to move before the battle starts? This is exactly what I need to protect my back line from the high flying Kharadron ships 👍
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I always take the Master Moulder, the extra D3 has kept my hellpit alive more times than I can count, and the rerolling 1s isn't too shabby either. If you can spare points, do it 👍
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I also use the “Gwendar Method” when writing lists. I generally use the 3 battleline units to screen each of the 3 threats.
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Oh yes... pretty sure this was confirmed in the FAQ too (edit: its in the errata)
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Thanks for the advice. But when he can deploy 9” away and has guns ranged at 24”, i’m always going to be in range. It probably didn’t help that my last game had an 8” deployment zone, so even his 18” guns were in range. I may have to go back to warp-grinders and keep everything valuable off the table T1
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Has anyone here played against Kharadron Overlords since their new tome? Played a mate of mine a couple of times and having zero effect. Not managed to kill a single model while he tables my entire 2k. I’ve run two very different list, 1st I tried to go all out shooting and try to out shoot him. Didn’t work. He killed my stormfiends before they could do anything, and my WLC didn’t inflict enough damage to take out his frigate or ironclad. Shooting the models garrisoned inside seems pointless given the -1 to hit (or -2 for hero’s) and +1 save. And with his ironclad having 18 wounds, a 3+ save and a 6+ shrug and able to heal it’s impossible to kill. 2nd list I went more melee oriented, but he runs 2 battalions so at 2 drops he can move all 4 ships 9” away from my screen and kill everything behind it. He took out my Bell before I’d even had a chance to ring it, and when I did charge him with my (already damaged) hellpit, he was able to shoot and kill it before I could combat (some artefact) Help and advice required please. My latest thought is a Deceiver with Incredible Agility to stop him retreating and just try to pin him down and hope the -2 to hit will keep the verminlord alive.
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The general consensus on here is that jezzails can operate on their own without buffs, although a warpspark to add damage is nice. However, your 3 stormfiends really do need a buff and would benefit from an engineer (or bombardier) As for plague monks, most people will only ever run these in units of 40. Skaven benefit highly from being in units of 30+ At that size they get +1 to hit and +1 to wound. You really have to lean into the buffs when it comes to Skaven. As tempting as it is to take all your favourite units, you need to save some points for the leaders to buff them. Other than that, I’d say your list looks fun. 6 jezzails can easily snipe a support hero, and doomwheels can really give your enemy something to think about. Think of your clanrats as expendable and use them as shields. Let your enemy charge into those rather than your fiends or monks Have fun 😀
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The Bell has to be your general in order to be legal. Any other choice means that the remainder of your list isn’t 100% Moulder and you wouldn’t be allowed to use giant rats or rat ogres as battleline. Personally I would have units of 40 giant rats to take full advantage of the Rabid Crown which you should be putting on a master Moulder near them
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@Skreech Verminking what do you use for stripping paint? I have some old metal models from the 80s that I painted as a child and would like to redo.
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@Rev I run him with 4 Braziers. Warpfire projectors are good against hordes, but so are many other Skaven units, and I don’t often play against other horde armies. For me, if Thanquol is going to be within 8” (flamer range) then he’s going to be in combat where the braziers do massive amounts of damage (avg 12 wounds vs 4+). You could, of course, shield him with a unit of clanrats. It just depends on how you play I guess?
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I’ve glued a small magnet to Thanquol’s foot, and drilled a small hole for another magnet in Bonerippers shoulder. This was purely so that he fit in my carry case better, but would help for painting 😁
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Played one last night in a casual 750pt game. He managed to decimate a unit of 10 IronJawz Ardboyz despite being charged first. None too shabby. Great against large elite mobs like IJ or OBR 👍
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Assuming you are going for Vanguard (1000pts, 2 min battleline) + 250pts, then option 6 is not valid. You’d have to drop the clanrats or add a second unit of them. Other than that, option 1 is what I would run at 1250, but the other options look fun too.
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