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Cosmicsheep

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Everything posted by Cosmicsheep

  1. Also agree. I still have these models that I bought in the late 80's (probably)
  2. I haven’t, but I don’t own any doom flayers. I’m not really a fan of their melee profile. Too unpredictable. Also, I’d want some confirmation that when the unit of clanrats charges, the doom flayers count as having charged also (for the +1 to hit)
  3. @MathV i shared some lists a couple of pages back https://www.tga.community/forums/topic/21522-aos-2-skaventide-discussion/?do=findComment&comment=528506 https://www.tga.community/forums/topic/21522-aos-2-skaventide-discussion/?do=findComment&comment=528010 https://www.tga.community/forums/topic/21522-aos-2-skaventide-discussion/?do=findComment&comment=527091 https://www.tga.community/forums/topic/21522-aos-2-skaventide-discussion/?do=findComment&comment=527596 But this is one i was working on today along similar thoughts to your own but largely based on the models i have Lord Skreech Verminking 330 (or Warpseer +5 pts) Plague Priest 85 Warlock Engineer 125 Clanrats-60 390 Clanrats-60 390 Stormvermin-10 110 Warp Lightning Cannon 185 Hellpit Abomination 240 Warpfire Thrower 70 Warpfire Thrower 70 (or warp-grinder +5 pts) 1995 I need to run a few games without my trusty screaming bell. I'm wondering if the ability to use Inspiring Presence from the Clawleader is enough to keep the rats in check.
  4. Not 100% necessary, but there has been a change in the way objectives are captured in AoS 3. You no longer need to capture the objectives that are in your territory in turn 1. This might mean that enemy units advance more quickly and leave space at the back. Having the grinder gives you an extra bonus of being able to capture these objectives with a screen of clanrats. And if your opponent is smart and expects this, then they have to think about leaving one or more units behind to cover these objectives. With some smartly placed gnawholes you have your opponent stretched out across the board trying to cover all the bases. Skaven have to be cunning and devious
  5. I think WFT will still be used against armies such as BoneReapers, Lumineth etc.. even Fyreslayers & Cities where units of 10 or 20 are common. Not so good against Sons of Behemat or Sigmarines I will be taking a couple in most of my games to start with One tactic would be to warp-grinder a unit of clanrats to within 9" of an enemy and pop out the WTF. You could then attempt a charge with the clanrats to protect the WFT for another turn, or else use Unleash Hell if the enemy charge you. Another tactic would be to pop out the WFT just behind your unit of clanrats (hopefully sitting on the objective) for the Unleash Hell Just remember, Unleash Hell needs a hero within range to issue the CP.
  6. @MathV we briefly touched on this subject a few pages back (210 - 213) It's definitely something that is going to see alot more table time than previously, but as discussed, the move towards smaller units and monsters means this isn't going to be an auto-include. Also, chanting the same prayer multiple times is prohibited by rule 20.1
  7. Stormfiends = Biggest Winners. I'm sure we've all been thinking that... Secretly 😂😂
  8. I'm expecting the Skaven article to drop on Warhammer Community today.... not expecting much from the article having read all the other factions. I'm guessing there'll be mention of Unleash Hell for the WLC and a reminder of Monstrous Abilities for the Verminlords. I've been a bit dissappointed by the previous factions articles, but you never know
  9. @eliminatorjr The Plague Priest is a good option to fill out your roster. With the new universal prayers he can give a unit a 6+ ward. A warpfire thrower would be great too with the new rules on hidden weapon teams. Other than that it looks like a fairly solid list and with the right battalion could give you a free Unleash Hell
  10. I would echo what @Riff_Raff_Rascaljust said. I played a game vs OBR a couple of weeks ago with 2 units of rat ogors. The +2 wounds 4+ save significantly outperformed the 6 attacks buff. I always take a master moulder for +1 to hit and respawn, and generally take the rapid crown when I can. They also work very well in multiple small units. Technically the master moulder can buff more than 1 unit, and gives you more chances to respawn 😁 They are going to be a staple of my new armies in 3.0 and can’t wait to try them with All Out Defense / Rally / Bless etc..
  11. @umpac Thanks, so if my first 2 drops were the warp-grinders and the 3rd drop was the batallion, i could place my 2 stormvermin units (and WFT) off the board with the grinders? I'm trying to counter my friends KO army. He has multiple ships fully loaded with troops. I'm hoping that the loss of his batallions in matched play mean i can out-drop him and flame-roast his troops turn 1
  12. Do we think Warp-grinders and Warpfire throwers need to be included as part of the Battle Regiment? i.e. if a hidden WFT is part of a unit of clanrats from the batallion, does the WFT use one of the slots? And if i keep my warp-grinder out of the batallion (to save space) can i then use one of my batallion units to tunnel when i 1-drop them ? Is this 3 drops, or 5 ?
  13. Yes, see @Verminlord list above, you can take 2 of them in the Alpha-beast Pack battalion. The definition of monster (with the picture of the dragon) is “Behemoth that is not a leader” So you could get an extra D6” movement at the start of the battle.
  14. Unfortunately, Dreaded Skitterleap (much like the normal skitterleap) can only be cast on heroes with a wounds characteristic of 12 or less. So can’t be cast on the hell pit 😢
  15. Totally agree.. I may have said this before, but we need a mechanic like Cities of Sigmar where Clanrats and Stormvermin are always battleline, and the other units (monks, gutter runners etc) become battleline based on your general, or which clan (city) you chose to be from.
  16. Speaking of 1 drop armies.... do we think they're going to be more common in AoS 3? It's not something we've had to worry about as Skaven players (unless running pure Skryre) and i've got used to always going second. But there are ways to make a 1 drop Skaven army now. I'm just not sure how optimal it is. I literally had to pick stormfiends just to get anywhere near 2000 points. And with the extra CP for going second, a high drop army gives your opponent one extra decision to make One Drop 1980 Battle Regiment Verminlord Warpseer 335 Warlock Engineer 125 Clanrats-40 260 Clanrats-40 260 Clanrats-20 130 Stormfiends-6 630 Hellpit Abomination (Toughened Sinews) 240
  17. Not really, i just think Thanquol fits the moulder theme. Also, I'm not going for a competition build here, just abit of fun. Also-also, the Warpseer's battleshock immunity is not really needed here. Each rat ogre unit is being baby-sat by a master moulder giving them double bravery. If i do buy another hellpit i might drop Thanquol for something a bit cheaper, maybe Lord Skreech, to save some points.
  18. @Verminlord @Coyote OK, I get what you're saying about Giant Rats not being completely useless. Maybe i played them too aggressively in the past and made use of their extra range and +1 Hit/Wound. And just maybe i'm still feeling a bit sore about that So using Giant Rats instead of Clanrats looks like this. Lots of roadblocks to protect the Rat Ogres and Hellpit, but not much to capture objectives with. I am thinking of getting another Hellpit, which would help with this. Pure Moulder 1985 Thanquol 405 Master Moulder (Rabid Crown) 95 Master Moulder 95 Master Moulder 95 Master Moulder 95 Rat Ogres-4 (Toughened Sinews) 190Rat Ogres-4 (Insanely Rabid) 190 Rat Ogres-4 (Accel. Metabolism) 190 Rat Ogres-4 (Prized Posession) 190 Hellpit Abomination (Toughened Sinews) 240 Giant Rats-6 40 Giant Rats-6 40 Giant Rats-6 40 Giant Rats-6 40 Giant Rats-6 40
  19. Yeah, but in the same paragraph it also says: If a friendly unit is not coherent at the end of a turn or after you set it up, you must remove models in the unit from play, one at a time, until it is coherent. Typical GW rules writing. Expect an FAQ on this soon
  20. I had a thought on this... if you just run 6 but space them out 1" apart, after your set up you'd have to remove 1 of them because of coherency but the other 5 could just stay where they were, 1" apart Hey presto, an understrength unit and no limits on how many you can take
  21. I'm reading the Hell Pit toughened sinews and the Rat Ogor toughened sinews as different mutations.... but yeah, you could be right. It's the only one that shares the same name. I'd have to swap out the hell pits mutation for something else if that is the case.
  22. You get 1 free for the army, and then you can pick another instead of picking a Prized Posession. So with 3 Master Moulders i get 4 in total. Might as well take maximum advantage
  23. I've been doing a bit of list building too, mainly around my favoured Clans Moulder. With the giant rats now useless (i used to run a block of 40) i've not gone pure moulder. 2 Drop List 1970 Battle Regiment 1 Thanquol 405 Master Moulder (Rabid Crown) 95 Master Moulder 95 Rat Ogres-4 (Toughened Sinews) 190 Rat Ogres-4 (Insanely Rabid) 190 Clanrats-20 130 Clanrats-20 130 Hellpit Abomination (Toughened Sinews) 240 Battle Regiment 2 Master Moulder 95 Rat Ogres-4 (Accel. Metabolism) 190 Clanrats-20 130 Vermintide 80 The clanrats do a better job of objective capturing than MSU of 6 x Giant Rats. I'm tempted to drop the vermintide and change 1 units of 20 x clanrats to 20 x stormvermin
  24. @Darkhan oh yessss, i had already thought of that too. I have a friend who plays KO
  25. Ooooohhh... i'm just imagining popping up 60 clanrats, 26" across (to be wholly within 13" of the grinder), 9" away from the enemy and then popping out 6 warpfire throwers 3" infront. Carnage !!
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