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Cosmicsheep

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Posts posted by Cosmicsheep

  1. 10 minutes ago, Skreech Verminking said:

    ps: I would use the one prized creations buff you have left on the hell pit.

    That's the plan ;)  and if he gets bracketed i can use the Realm Command to attack at his top bracket if i have a MM within range.

    Undecided on whether to use the Rabid Crown to buff the un-mutated rat ogors or super buff one of the others. If i place them right, technically it can buff more than one unit right?

    • Like 2
  2. I have a "friendly" match against Tzeentch this Friday and thinking of taking the following list. Not sure what list my frenemy is playing yet but i played a match a couple of weeks ago against someone else with a Khorne list with Archaon and my opponent was impressed by the rat ogors and suggested i play more of them (and he's a tournament player)

    I wish i had another hellpit but this is the entirety of my Clans Moulder forces. I have a few more giant rats, a vermintide spell and could swap out Thanquol for a Verminlord but i like Thanquol thematically. I'm concerned that i don't have enough bodies for objective holding but most Tzeentch lists online are hero heavy and with only horrors for battleline (which my rat ogors should make mincemeat of :D)

    Spoiler

    Allegiance: Skaventide
    - Grand Strategy: Hold the Line
    - Triumphs: Inspired
    Thanquol on Boneripper (405)*
    - General
    - 4 Warpfire Braziers
    - Lore of Ruin: Death Frenzy
    Master Moulder (95)*
    - Artefact: Rabid Crown
    Master Moulder (95)*
    Master Moulder (95)**
    Master Moulder (95)**
    4 x Rat Ogors (190)*
    - Mutation: Toughened Sinews
    - Reinforced x 1
    4 x Rat Ogors (190)*
    - Mutation: Insanely Rabid
    - Reinforced x 1
    4 x Rat Ogors (190)*
    - Mutation: Accelerated Metabolism
    - Reinforced x 1
    4 x Rat Ogors (190)*
    - Reinforced x 1
    6 x Giant Rats (40)**
    6 x Giant Rats (40)**
    6 x Giant Rats (40)**
    6 x Giant Rats (40)**
    6 x Giant Rats (40)**
    Hell Pit Abomination (240)*
    - Mutation: Toughened Sinews
    *Battle Regiment
    **Battle Regiment

    Total: 1985 / 2000
    Reinforced Units: 4 / 4
    Wounds: 139
    Drops: 2
     

     

    • Like 1
    • LOVE IT! 1
  3. 6 hours ago, LeonBox said:

    The idea is to Gnawhole the Jezzails (if necessary), Warpgrinder the Clanrats with Ratlings, Skitterleap the Arch-Warlock and go to town with 6 Jezzail shots and 3 x Ratlings with MMMWP (if Teclis doesn't stop it, which he likely will) and a Warpspark for 2 damage each. The only concern is if my opponent sees it coming and screens Teclis out, but he's never faced Skaven before so I figure I've got a chance. 

    Might be worth considering moving your Warp Cannon through the gnawhole. Your Arch-Warlock can still buff the cannon without Teclis being able to stop you.

    Also, Vigordust Injector would be a good addition to give your Ratlings (or Jezzails if you want to go that route) a +1 to hit that also cannot be blocked by Teclis

    Edit:  good luck, let us know how it goes :)

    • Like 1
  4. 3 hours ago, gronnelg said:

    Everything else in the game that can be deployed on the table still counts as a drop, right?

    These aren’t “deployed” as such, they are “revealed”

    Imagine if I had 3 units of Clanrats and only one was in my Battle Regiment with 2 WFT. If the WFT also used a slot in the battalion it would kinda defeat the object of them being hidden and would let your opponent know where they were hidden.

    • Like 1
  5. 39 minutes ago, will pollock said:

    hi all, quick question

    how would drops work with a warp grinder taking a unit of 40 clanrats underground with ratlings in the clanrat unit? and how would this work with fitting into a battle regiment for drops?

    cheers

    Due to the wording of the grinder, it and the unit of Clanrats would be 2 drops (and take up 2 slots in your battle regiment) but because the railings are hidden in the Clanrats they don‘t count as a drop, or need to be in your battle regiment

     

    • Like 1
  6. Ok, so my first game of 3.0 vs an Orruks player who’s never played AoS at all before. So far from competitive.

    I ran a Warpgnaw Verminlord, Plague Monk, 20 Clanrats, 20 Stormvermins, 2 x 6 Giant Rats, 5 Gutter Runners and 2 Warpfire Throwers in a battle regiment

    He ran Wierdnob, 2 x Warchanter, 2 x 10 Ardboys, 3 Gore Gruntas and 10 Hobgrots?? in a command entourage

    We played Marking Territory, he was the attacker but I dropped first and gave him first turn.

    Turn 1 - he moved everything up but was out of range for shooting or charging. I stole 2 of his CP with the Warpgnaw’s Cunning command trait. In my turn I pushed my giant rat screens up and kept everything else behind. The gutter runners snook in the corner behind his pigs and threw some accurate throwing stars to take 3 wounds.

    Turn 2 - he won the roll off and elected to go first. He chanted some buffs onto his ardboys but only managed to charge one of them into some giant rats (my Clanrats used Redeploy) but wrapped around to tag the Verminlord. Enraged by the sneaky gutter runners his gore gruntas about faced and charged into them killing them outright. My turn and I pushed up with the Clanrats and revealed my Warpfire Throwers killing around half of each Ardboyz unit and only losing one WFT. Verminlord tagged a couple more Ardboyz and it’s looking good for me.

    Turn 3 - I win the roll off and let him go first knowing that I get to remove an objective. I remove the one nearest the Gore Gruntas meaning I only have to capture the one closest to my Stormvermin and Verminlord currently being guarded by 10 hobgrots. Game on!! He buffs everything he can and tries to get the Gore Gruntas back in the game. He throws everything sat the Verminlord who stands his ground and takes out 1 unit of Ardboyz and a Warchanter. The remaining WFT takes down the other Ardboyz thanks to Unleash Hell and I have a clear path to the last objective. He concedes.

    Takeaways - I wasn’t expecting to get off so lightly with the Gore Gruntas, but that was down to my opponents inexperience. Cunning is amazing. I was rolling a lot of 6’s but it really stunted his CP generation. And Giant Rats make a great screen.

    There’s a lot more to think about in 3.0 but it keeps you on your toes. No more sitting around while your opponent moves. I’m a big fan already.

    • Like 1
  7. Sounds like you got it right.

    At the start of each round you get 1cp (or 2 if you go second) and at the start of your turn you get 1cp if your general is on the field.

    Lose all remaining cp at the end of the round, and start fresh each new round.

    • Like 1
  8. 1 hour ago, BeerBoar said:

    Was also not so impressed by Thanquol

    I play Thanquol quite regularly and find him very swingy. He’s taken out Treelords in a single round before, and then completely whiffed sometimes. I play him with the 4 braziers like you. Maybe switching out 2 or all of them for the fire throwers might have helped you with the 20 Phoenix guard? Just a thought 😁

    But i’m with you on the rabid rat ogres. My favourite unit at the moment and somewhat underestimated by your frenemy.

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  9. If you use the Warscroll Builder to build your list, when you add a battalion it allows you to select an additional enhancement. Mount trait is not one of the additions that you can add. That should answer your question.

  10. Just realised something. VerminLord Deciever is supposed to be -2 to hit when shot at. Does this still apply under 3.0? Jezzails had a similar rule for their pavise that was changed in the FAQ, but Deciever was unaltered. 

  11. Looks good. You're going to have more bodies than most armies at that points range. I'm assuming the ratling will be in the unit of 40 with the grinder? The wft will make your opponent think twice about charging you. 

    I might be inclined to drop the giant rats and upgrade the bombadier to the arch warlock. There are a couple of ways that your opponent can score points by targeting your general. 

    • Like 1
  12. When you pick the spell enhancement each wizard can choose 1 spell from the universal lore or your allegiance lore (if they have one) 

    If you pick a core battalion that allows another enhancement you can take a second spell lore enhancement. 

    If in doubt, check the Warscoll Builder

  13. 1 minute ago, Bregor said:

    Ok, so after playing two games in 3.0 with my ratboys ( smaller games unfortunately, haven't gotten to try my 2k lists yet)... If you haven't tried out the Cunning command trait, you definitely need to. It's gone off so many times in my games, and it's noticeable how many extra command points you get from it (and denying the same amount, even more important!)

    I'd forgotten about cunning. So if your opponent goes second and has their general on the field, you'd roll 3D6 for the cunning ability? Hmmm, that does sound like a lot of fun 😁

  14. 4 hours ago, gronnelg said:

    Guys - the Gnawhole FAQ - it says as long a you have hero WITHIN 6" of the gnawhole and a unit WITHIN 6" of the gnawhole, you can teleport. Not wholly within. An oversight? Pretty big otherwise, right? You could congaline a horde unit over to the hole, and still tunnel through reality. 

    Correct, and now it happens at the END of the movement phase so a unit could start the phase 12” (or 11.9999") away and move to within 6” and still be able to charge at the other side.

  15. 4 hours ago, Obeisance said:

    I'm potentially borrowing a Skaven army for a team event. I have y really played for a year+.

    What do you guys think of this as a competitive list?

    Hold the line, in retrospect, is a poor choice. Will have to be something else.

     

    Spoiler

    Screenshot_20210706-102535_Chrome.jpg

     

    Looks ok, you've got multiple threats in the stormfiends, Thanquol and cannon. You just need to hope that the threat of the WFT is enough to keep your clanrats from being charged. 20 clanrats won't last long

    I assume you're going for the 1-drop batallion? That should almost guarantee you the choice of turn 1

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