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Cosmicsheep

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Everything posted by Cosmicsheep

  1. You could... and i'll admit, that's how i've been playing since AoS 2. But they had me at "ring binder". Playing with printed out A4 sheets is just a pain in the ass... i think the ring binder A5 size book is pure genius, and i wouldn't have seen that without YouTubers like FaceHammer (i know it was it the GW release on WC, but seeing it in the flesh just won me over)
  2. Nobody HAS to buy the book. The rules are free and the points will be in the warscroll builder. But i will still be buying it for the battleplans and ease of use whilst gaming
  3. Having MMWP on jezzails is still viable.... it lasts until YOUR next hero phase, and so is still active in your opponents turn... especially useful if he gets the double turn. And they've only gone up by 5 pts. It's still possible to run 3x40 clanrats and now possible to run 2x60. Far from impossible Don't forget our Rat Ogors have the new moulder mutations from Broken Realms, and with the reduction in cost of the master moulder they are still a viable option. A 4+ save with 6 wounds is great for 95 pts This whole season seems aimed at monsters, which is something that Skaven do very well. With Thanquol, Verminlords and Hell Pits it's quite easy to run a 4 monster army
  4. For those interested in the points increases i have calculated the %increase for each unit/size The biggest losers are the clanrats (mainly due to the horde bonus being removed) the plague furnace and the stormfiends Interesting that the warp-grinder and master moulder have gone down in price though Name-Qty Cost New Points Inc % Thanquol 390 405 4% Screaming Bell 240 265 10% Grey Seer 140 140 0% Clawlord 100 105 5% Master Moulder 100 95 -5% Arch Warlock 160 175 9% Warlock Engineer 110 125 14% Bombadier 120 125 4% Deathmaster 100 115 15% Plague Priest 80 85 6% Plague Furnace 200 245 23% Lord Skreech Verminking 320 330 3% Verminlord Warpseer 320 335 5% Verminlord Deceiver 320 345 8% Verminlord Corruptor 280 285 2% Verminlord Warbringer 280 305 9% Clanrats-20 120 130 8% Clanrats-40 200 260 30% Stormvermin-10 100 110 10% Stormvermin-20 200 220 10% Stormvermin-30 300 330 10% Stormvermin-40 400 N/A Night Runners-10 80 85 6% Night Runners-20 160 170 6% Night Runners-30 240 255 6% Night Runners-40 280 N/A Gutter Runners-5 60 65 8% Gutter Runners-10 120 130 8% Gutter Runners-15 180 195 8% Gutter Runners-20 200 N/A Plague Monks-10 80 85 6% Plague Monks-20 160 170 6% Plague Monks-30 240 255 6% Plague Monks-40 280 N/A Rat Ogres-2 90 95 6% Rat Ogres-4 180 190 6% Rat Ogres-6 270 285 6% Jezzails-3 140 145 4% Jezzails-6 280 290 4% Jezzails-9 420 N/A Jezzails-12 560 N/A Stormfiends-3 260 315 21% Stormfiends-6 520 630 21% Warp Lightning Cannon 180 185 3% Warpfire Thrower 70 70 0% Warp Grinder 80 75 -6% Giant Rats-10 60 N/A Giant Rats-20 120 N/A Giant Rats-30 180 N/A Giant Rats-40 200 N/A Giant Rats-6 40 Giant Rats-12 80 Giant Rats-18 120 Packmasters-3 60 60 0% Packmasters-6 120 120 0% Hellpit Abomination 220 240 9% Rat Swarm-2 60 60 0% Rat Swarm-4 120 120 0% Plague Claw 150 160 7% Doomwheel 150 165 10% Doom Flayer 60 60 0% Plague Censer-5 60 65 8% Plague Censer-10 120 130 8% Plague Censer-15 180 195 8% Plague Censer-20 240 N/A Ratling Gun 60 65 8% Acolytes-5 60 65 8% Acolytes-10 120 130 8% Acolytes-15 180 195 8% Acolytes-20 200 N/A
  5. Their warscoll now makes no sense. Having a range of 2" or 3" is impossible because they max out at 18 per unit. Wtf!?
  6. Do you have details? I’m going to watch it back in the morning
  7. Rule 13.3 states that the save roll cannot be modified by more than 1 So does this mean our clanrats and stormvermin clan shield ability cannot be modified further? Even by cover? This makes the 3+ armour save of other armies that much better
  8. I’m definitely going to be leaning towards my rat ogors more. They have no penalties for running MSU as the packmasters ability is area wide rather than unit and they never benefited from overwhelming mass. Glad I have 12 of them 😁 A bit gutted that I bought another 6 jezzails though. Never going to be able to run units of 12 again, and even 9 seems unlikely.
  9. I don't normally write battle reports, but i had a couple of games against OBR last night using the new rules from Broken Realms, so i thought i'd update you on how i thought they performed. 1st Game - Blades Edge - 1250pts I place 20 clanrats tunneling with the warp grinder. He finishes his drops first thanks to the batallion and elects to go first. He buffs the right hand unit of deathriders for +1 hit and re-roll 1s (or something similar) His legion allows +3 move and run+charge and he moves both units of death riders towards the clanrats and rat ogors, liege follows up behind. Mortek guard and wizards move up the right hand flank. The left hand unit of deathriders charge into the clanrats but the right hand (buffed) unit fail their charge, much to the delight of the rat ogor unit. I lose 7 or 8 clanrats and cause 2 wounds to the deathriders. He scores 1 point having finished his moves away from the objectives. My turn 1, i pop up the grinder and 20 clanrats. Unfortunately i can't get close enough to his mortek guard because of the wizards to get my warp fire thrower in range. I flame the soulmason instead for 1 MW. WLC also targets the soulmason and does a massive 12 MW (overcharge, rolled a 1) and loses 1 wound itself. I elect not to charge the rat ogors into the buffed unit of deathriders hoping to get the double turn (which i now realise was pointless since his buffs last until his next hero phase anyway !!) Forogot to un-hide the 2nd flamer in my unit of 40 clanrats, but do so at the end of the charge phase placing it more than 3" away from the deathriders. Clanrats take a bit more damage and kill off 2 deathriders. I score 5 points He wins turn 2 and charges his liege into the rat ogors and charges the other deathriders into my WLC. The mortek guard charge into the 20 clanrats + flamer holding his 2 objectives. WLC survives with 1 wound remaining thanks to the cunning skill of the crew. The unit of 20 clanrats take 19 wounds and the remaining 1 flees, but again the cunning of the weapon team leaves them with 1 wound remaining. The rat ogors and clanrats trade blows with the liege and deathriders. The 4+ save and 6 wounds is really helping keep the rat ogors on the table. He scores 3 points My turn 2. I overcharge the flamer and kill 17 of the 20 mortek and manage not to self-destruct. The other flamer kills 1 deathrider. WLC can only target the deathriders and does 9 MW and promptly explodes. The rat ogors finish off the liege. I score 3 points. 8-4 to Skaven He wins turn again and brings back 3 mortek from the dead.The left hand death rider seeing imminent defeat retreats towards his own objectives. The right hand death riders kill the engineer. My turn 3 and my flamer hunts down and kills the fleeing deathrider, the rat ogors charge and kill the last of the other deathriders. He concedes. Major victory for the skaven. Still having time left to play we decided to have another quick game at 1000pts, no objectives. He loses the battalion and the boneshaper. I run a pure moulder army of: Grey Seer, Master Moulder, 6 x Rat Ogors, 40 x Giant Rats, 3 x packmasters and a hell pit. I give the hell pit the toughened sinews and try the Insanely Rabid on the rat ogors. He finishes his drops first again but allows me to go first. I fail death frenzy on the giant rats and move everything up trying to keep the hell pit behind the rats. He moves everything up and charges everything. 2 units of deathriders into the rat ogors, the mortek into the rats and the liege rolls a massive charge to make it into the hell pit. The mortek delete around 15 rats so i clear space to pile the hell pit into the mortek while keep base contact with the liege. I take out half the mortek with the avalanche of flesh and the remaining attacks take 4 off the liege. On the other side of the board he kills off 3 rat ogors and i take 3 deathriders with them. I win the double turn (for once) and kill another 3 deathriders, the liege and the remaining mortek. He concedes. On the whole i think i'll stick with the warp fire throwers and think on a larger playing field i would get the tunneling rats in range of larger units. As for the moulder mutations, i think i'll be sticking with toughened sinews for now. That seems to turn rat ogors into tanks
  10. I saw that somewhere on the rumours thread, but the official release yesterday does seem to read that 0-4 UNITS can be reinforced. So fingers crossed 🤞
  11. No, what this means is that in a mono-Skryre army you can take units of 9 stormfiends (2 reinforcements out of your total 4 @ 2k pts) because they're battleline. But in a mixed skaventide army you can only reinforce stormfiends once because they aren't battleline (still using up 1 of your reinforcements)
  12. And monks / giant rats ... but yes, unless they change our min size to 20, our only horde unit is clanrats, and if they change us to min size 10 then we’re a horde army without any effective hordes. Time to start building my moulder list again. Monsters might just be the way forward 😂
  13. It's even worse than the rumours. Each battleline can be reinforced twice, but counts as 2 of your 4 reinforcements, although this snippet does not state how many reinforcements you can have. We can only hope that horde armies are allowed more than others
  14. But if you can only attack with 10 at a time it makes no sense having the 2" range, or the +1 to hit/wound From a purely math hammer calculation 1x40 will probably do more damage
  15. Clanrats in units of 10 would mean a max unit size of 30 (if battleline can only reinforce twice) whereas units of 20 mean that we would be able to take units of 60 😍 Stormvermin would be limited to a max unit of 30 however ☹️and Plague Monks in units of 20 🤢
  16. Dropping to 100pts would seem sensible. I suspect this is why the Stormvermin lost their horde bonus. GW knew what was coming.
  17. I can see myself using the retreat-charge tactic for the clanrats more often, just to ensure coherency But yes, i can see some advantages too, particularly with our new weapons team rules. Huddle close little man-things while i bring-fetch my rain of flame-fire
  18. Actually, thinking about it some more... you're absolutely right. In my example above, if you take even 1 casualty you'd have to remove one of the models in yellow at the ends. At which point the furthest out model loses his coherency, as does the next one, and the next one until your whole unit is gone. Dammit... rethink required
  19. If you mean vertical distance, then yes you're probably right. I was reading that wrong. But still, 1" horizontal (i.e. on the table surface in any direction) isn't too bad for stringing out units. For Rat Ogors however, a unit of 6 would have to be a rank of 4 with a rank of 2, 1" behind them (or vice versa) Which is how i tend to run them at the moment TBH
  20. Thinking about this unit cohesion issue in regards to night runners (and you can apply the same logic to clanrats i guess) it should still be possible to string units out and keep cohesion with only a slight decrease in overall length of the unit. So in the unit of 10 above, the models in the center (e.g. blue) are within 1" of 2 models. And the models at the end (yellow) are within 1" of 2 model (assuming a 25mm base) Although if i read the rules correctly, any of the models can be 6" further up or down the table so long as the horizontal distance is only 1". If that is the case, then we can potentially cover more board area than before. Or am i reading that wrong ??
  21. There's the new Heroic Actions, which can be performed in both Hero phases. Heroic Recovery looks good for someone like Thanquol who could potentially heal an extra D3 wounds in both hero phases (roll 2D6 less than bravery 10) The others are a bit situational. Finest Hour could be good on the Verminlords But hopefully there are some other CA coming because i've always felt that Skaven are lacking in this area. Other armies seem to have much better ones and i always end my games with several CP left over. Maybe i'm just not taking advantage of the GHB 2020 ones
  22. With the new A0S 3.0 rules on command points and command abilities *see spoiler below* and the lack of any decent command abilities for our heroes (the clawlord and Warpseer being the only exceptions of note) do we still need the screaming bell / bell of doom for battleshock? I can't see me using my CP for anything other than Inspiring Presence. Maybe some Volley Fire on the Stormfiends / Jezzail
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