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Cosmicsheep

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Posts posted by Cosmicsheep

  1. 13 hours ago, Lord Krungharr said:

    The Warp grinder says one unit can join it in tunneling deepstrike.  But if a weapon team, or four, hide in a unit of 40-60 Clanrats, does that mean it can not join the Warp Grinder since its then more than one unit actually?

    This was answered in an FAQ. Yes, technically the FAQ says "a" weapon team rather than multiple weapons teams, but i read that as being ok

    image.png.d977dd5b41ef9f2ac9072b031db7ef10.png

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  2. 8 minutes ago, W1tchhunter said:

    Is the second plague Priest not important for the great plagues? I feel like if you take a warbringer you should ditch the grpyh feather and put one of the verminus artefacts on him, they are all really good 

    Because 1 priest is my general, he gets the +1 already and I usually start him next to a gnawhole.

    and yeah, if I took the Warbringer I’d take ratcursed armour probably

  3. 44 minutes ago, W1tchhunter said:

    Cheers for that! Anything you'd change with the list? I'm missing a few things but definitely want to try it out soon!

    I'd probably split the monks into MSU of 10. They die too quick and don't leave any behind to buff the censer bearers

    And i'd maybe swap Thanquol for a Warbringer, and drop a priest for some more censer bearers or a screen of nightrunners

     

    41 minutes ago, Skreech Verminking said:

    More rattling guns 

    I do have another list with 3 ratling guns (cos that's how many i have) to utilise the new GC Aspect to give all 3 AoA

  4. On 1/18/2023 at 6:10 PM, W1tchhunter said:

    Okay cool let us know how it goes! Looking forward to hearing about it. I love the mix of Clans :D

    It went pretty well, a narrow defeat 17-18 against Slaves to Darkness. I would have won if not for some treacherous plague monks and a cowardly grey seer 🤣

    He gave me first turn so i moved up my screens, death frenzy the stormvermin and pop the gutter runners out to try and snipe his chaos lord. He passesd most of the wounds to his chosen, but i killed a couple of them. He then gets to roll a dice to determine if he takes priority next turn. He gets the double turn and knowing this takes out my clanrat screens this turn, and starts on my stormvermin and monks at the start of turn 2. My deathmaster uses shadow magnet trinket to strike first at his varanguard closely follwed by his sworn bodyguards the stormvermin. One horseman is left on 2 wounds. He choses to target the deathmaster so as not to trigger death frenzy. His chaos lord takes out a few monks and i stupidly remove the ones which allow his chosen to pile into (and kill most of) the censer bearers. d'oh! Meanwhile Archaon is tied up with a unit of gutter runners. Thanquol and the priests are sat back watching the death and destruction and the grey seer is holding the flank objective (we played Position over Power) I'm way ahead in points by this point. I use the new heroic actions to kill the last varanguard in the hero phase but my next mistake was skitterleaping the grey seer to his objective (having not read the battleplan properly and losing an extra VP by sitting on the flank obj) Archon finishes of the deathmaster and stormvermin, the chaos lord gets infected by the rednaw plague and attacks his own chosen! Thanquol takes out the untamed beasts on the other flank thanks to his skateboard. Eventually Thanquol and Archon meet and i get a double turn going into round 5. Thanquol is able to cast madness at the bottom of turn 4 AND the top of round 5 making Archaon beat himself to death. Very satisfying. In the end i fail my grand strategy and have no battle tactics i can complete in turn 5. A fun game and one i could have won if i'd not made those little mistakes.

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  5. 7 minutes ago, W1tchhunter said:

    Whats your list for that? 

    Thanquol (Death frenzy)

    Deathmaster (shadow magnet trinket / fuelled by Ghurish rage) **

    Grey Seer (Skitterleap) *

    Plague priest (General / Master of rot & ruin / Gryph feather charm / Filth filth) *

    Plague priest (Rabid rabid) *

    20 clanrats

    20 clanrats

    30 stormvermin **

    20 plague monks 

    5 censer bearers ***

    5 gutter runners ***

    5 gutter runners ***

    lauchon

     

    * command entourage - magnificent 

    ** Galletian command

    *** sharpshooters

  6. 4 hours ago, Skreech Verminking said:

    I’m amazed how quiet it got here.

    even the skaven discort channels seems pretty quiet.

    what happened.

    is there nothing left to discuss about the skaven?

    I think we were just so underwhelmed by the latest tome that we quickly ran out of things to discuss. I’m hoping the new GHB will spawn some discussions and theory crafting. I’m having my first game of the new GHB tomorrow, so trying out a few ideas (including the deathmaster/stormvermin/strike-first combo) 😀

  7. 3 minutes ago, W1tchhunter said:

    It doesn't say once per turn on the warscroll, I assumed it would be once per phase, so if something died in the shooting phase I could do it, if something died in combat I could, battleshock etc.

    Yeah, it goes back to core rule 6.1 - same command ability cannot be used more than once in the same PHASE. So, yes if SoB manage to destroy a unit in the shooting phase, then you can still use it again in the combat phase.

  8. 24 minutes ago, W1tchhunter said:

    The general gives a plus 1 to hit and wound for the hellpits and rat ogors, and another one of them gives plus 1 to hit on everything. But they need to be within 13 inches.

    Can I use the Unleash more beasts more than once a turn? 

    Ahh ok, hadn't spotted that you were using Moulder Supreme. Yeah, 13" is about as close as i would get your MM to the hellpit :)  Edit: although i see you've also given him 10 wounds, which is smart

    You can only use Unleash More Beasts once per turn, but if you'd taken HordeMaster instead of Mouder Supreme, you could use that as well (since it's a different ability)

  9. 55 minutes ago, W1tchhunter said:

    How would I best use the hellpits then, send one with a master Moulder to each gargant or try and gang up on one gargant at a time?

    DO NOT place your MM anywhere near the gargants. These should kept in the back to ressurect your Rat Ogor units and to buff them before releasing them. They will do nothing for your hellpits. I would keep the hellpits behind a screen of giant rats/swarms and try to get them in combat on YOUR turn rather than his

  10. @Riff_Raff_Rascal happy-glad to be of service. Just reading the core rules on strike-first and i think we're covered by 1.6.3 (effect of an ability taking precedence over a core rule) Not sure if a batallion rule is an ability or not but i'm confident my local TO would allow this :)

    The thing to remember with this ploy is to ensure that your deathmaster can be deployed within range of the enemy and keep the stormvermin wholly within 6. Maybe leave a little hole in the middle of the unit?

    • Like 2
  11. 17 hours ago, Riff_Raff_Rascal said:

    - Deathmasters popping up a turn earlier can set up favorable hero phase combat using the Strike at the Opening. Then you can normal move away out of danger without worrying about the strike-last. 

    I've been thinking about having a deathmaster in a Galletian Command batallion with 30 stormvermin. Give him the shadow magnet trinket and since this triggers at the start of the combat phase, the same time as he is revealed, you can let your stormvermin be charged into and still get to attack with the deathmaster and all 30 stormvermin before the enemy strikes. Use the No Retreat, No Surrender (also at the start of the combat phase) to give them the extra attack. Cast a death frenzy on them if you have chance just to maximise the mayhem :D

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  12. So with the new rules for season 2, i'm thinking Slynk gets even better, right?

    Take him in the batallion with his pack, use the heroic action to fight in the hero phase (if you're going second, also attack with his pack) then in your combat phase his strike-first cancels out the strike-last and he can attack again before the enemy gets a chance to strike back and then he can retreat. Amaze-balls :)

    • Like 1
  13. On 9/11/2022 at 10:21 PM, Congratz said:

    However what are yall thought on Plague Monks and Plague Monk Censer Bearers. Are Pestilence any good?

    In a nutshell, yes. I've had some good games fielding a unit of 20 monks and 10 PCB. I'm not sure i'd field a full Pestilens army (even if i had the models) though.

    I've been skitterleaping Lord Skreech near something that i want killed and then popping 10 PCB out with a grinder team. Using Always 3 Clawsteps Ahead you get essentially 3 attempts at the 9" charge and then use Lord Skreech's ability for +1 Hit/Wound :)

    On the charge that's 40 attacks 2/2/-1/2 (or +1 damage if the target is GV and i'm Bounty Hunters)

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  14. 15 hours ago, DocKeule said:

     Well for this season yes. But in five month when the next GHB is out and the realm rules change again the extra reach might come in handy again.

    This is a skaven rule, not a GHB rule. They'll still be 3" max in the next GHB. Everyone else will lose the within 1/2" rule however so it'll feel like a bonus to Skaven

  15. 5 hours ago, Riff_Raff_Rascal said:

    Disposable troops! We have so many worthless wounds available to us, just swarm the board with them. Seraphon currently love to bunker down with magic and shooting so why not give them worthless wounds to take. Clanrats will win you the game if you take them in big blobs of 60, give them the Bless prayer and always have CP's for rally and inspiring presence.

    Yeah, that was kinda my thinking

    5 hours ago, Riff_Raff_Rascal said:

    Thanquol is a great magic dom now and can compete with Kroak if need be, just make sure to focus unbinds on damage spells only to help you save your clanrats.

    Again, i planned to sit Thanquol near a gnawhole for some +4 unbinding :)

    5 hours ago, Riff_Raff_Rascal said:

    Side note: you do have Thanquol to dual rally in a turn which I didn't have in my game, in addition with the 10 bravery from the Warpseer. A great counterplay to the MW splashes everywhere.

    Great idea... so 2 large blobs for rally

    5 hours ago, Riff_Raff_Rascal said:

    And lastly and most importantly, gang rush those stupid wizards, your centerpeices are vulnerable at the get go to MW spam

    I'm also trying to work in Slynk and some gutter runners to focus fire on his buffing wizards turn 1

    Thanks for the advice... appreciate you taking the time 👍

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  16. OK peeps... talk to me about Seraphon. I understand it's a pretty bad match-up for us. I have a 2k league match this week and i know my opponent is running Kroak, Astrolith Bearer and Thunder Lizards.

    My current thinking is to take some WLC (and maybe jezzails) and keep them at a distance. I reckon if i kill any skinks with WFT i can just run around the board capping objectives while nibbling at the bigger stuff with the WLC

    Spoiler

    Something like this? Priests to heal/curse where appropriate. Thanquol to unbind croak. Grinder to pop 20 CR + WFT near any skinks. Warpgnaw as a distraction / objective grabber

    Vs Seraphon 2000
    Warpgnaw Verminlord 275
    Thanquol 415
    Warlock Engineer 105
    Plague Priest 100
    Plague Priest 100
    Clanrats-20 100
    Clanrats-20 100
    Clanrats-20 100
    Clanrats-20 100
    Clanrats-20 100
    Warp Grinder 65
    Warpfire Thrower 70
    Warpfire Thrower 70
    Warp Lightning Cannon 150
    Warp Lightning Cannon 150

    Any experiences / advice welcome :)

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