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Posts posted by Cosmicsheep
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25 minutes ago, Skreech Verminking said:
I’m extremely happy, that we are able to do that stuff with our weapon teams as well.
Me too, even if I am slightly cynical in thinking that GW probably wasn’t selling many of these expensive metal sculpts 🤔
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On 5/30/2021 at 3:49 PM, Skreech Verminking said:
With a unit of 40 Stormvermins you’re able to take up to 4warpfire thrower hidden jn that unit.
I'm going to really enjoy taking 3 x 40 clanrats and 4 warpfire throwers and watching my opponent try to guess where they are 😁
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Do we think that the Hidden Weapons Team ability will allow the weapons teams to appear closer than the usual 9" away? It would be kinda pointless if not.
250pts for 10 Stormvermin, a warpfire thrower and a grinder is still quite a lot of points for the chance to delete an entire unit of 1 wound enemy troops on turn 1. But so so much fun 😂😂
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Oh fraptious day. I hope these new rules are true. I never saw the point of the weapons teams in the current shooting meta, but hidden teams is such a sneaky Skaven tactic 😁
And I'm super excited for the moulder mutations. I've been building up my moulder models recently.
Are these going to be 3.0 rules, part of the broken realms or a new battletome?
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if the new box set is as described (and you buy 2 of them) and you wanted to kitbash some Acolytes. You could add another 3 stormfiends and run something like this:
Leaders
Thanquol on Boneripper (390)
- General
- 4 Warpfire Braziers
Warlock Bombardier (120)
- Lore of Warpvolt Galvanism: More-more-more Warp Power!
Warlock Bombardier (120)
- Lore of Warpvolt Galvanism: More-more-more Warp Power!
Battleline
3 x Stormfiends (260)
3 x Stormfiends (260)
3 x Stormfiends (260)
20 x Skryre Acolytes (200)
Artillery
Warp Lightning Cannon (180)
Warp Lightning Cannon (180)
Total: 1970 / 2000
Extra Command Points: 0
Allies: 0 / 400
Wounds: 113
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34 minutes ago, Aeryenn said:
Do I understand correctly that I can't take Thanquol if I want to use Stormfiends as battleline? Even if bombardier will be a general?
You can absolutely take Thanquol.. BUT only if he is the general. Your bombardier would have to be a normal hero, and ALL other models MUST be from Clans Skryre
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2 hours ago, Vasshpit said:
The teaser ends with "new breed" not "new enemy" or "new race" but "breed".
This means to me a distinct offshoot of something we already have, rumors being grots.
Those red eyes definitely look like rats to me.... and did everyone spot the Skaven logos and MoulderPitt on the map? Or is that just wishful thinking
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10 hours ago, Verminlord said:
A couple skaven outposts on the map they revealed for where the story is unfolding for 3rd Ed.
Literally just watched the video from yesterday and was about to post the same thing. I love Moulder, so keeping all my fingers and toes crossed.
And also hoping that those red eyes belong to a filthy horde of rats yes-yes 😁
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Nothing to see here
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1 hour ago, DocKeule said:
Hm...last skaven errata was in 2019 and in the GHB errata there is nothing about them.
Yeah, I’m now wondering whether I imagined seeing a list of point changes for GHB 2020 (it’s been a while since I played because of Covid) but I’ve check Azyr and Warscroll Builder, both show 110pts. 🤔🤔
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33 minutes ago, DocKeule said:
According to the 2020 GHB it is 100 for the engineer and bombardier. Has that been reversed again?
Yes, the book was updated shortly after publication. I can’t seem to find a link to the details, but Azyr and Warscroll Builder have up-to-date points values
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On 12/11/2020 at 2:38 AM, Enkyridion said:
- Warlock Engineer. 100 pts
General.
Deranged Inventor
Vigordust Injector
M.m.m. warp power
- Warlock Engineer. 100 pts
M.m.m. warp powerAlso, Warlock Engineers are 110pts
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On 9/21/2020 at 1:17 PM, Archibald said:
My planned list would look like the following:
1000p list
Thanquol on Boneripper
3x Stormfiends
3x Stormfiends
1x Warpfire Thrower
980/1000p
You really need an engineer, or bombardier to buff those Stormfiends with MMMWP and/or the vigordust injector. They’ll be next to useless without their buffs.
Unfortunately, at 1000pts that means losing Thanquol 😰
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Ahhh.... that is as cunning as a fox who's just been appointed Professor of Cunning at Oxford University
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On 9/4/2020 at 2:13 PM, Skreech Verminking said:
1 x Warpfire Thrower (70)
1 x Warpfire Thrower (70)What’s your plan for these? I love the models, and have a couple myself, but with the 8” range and the LOS shooting I find they normally get picked off early.
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14 minutes ago, firtahl said:
There must be a rule i missed, how can the arch warlock buff the WLC? I know there's the battalion that lowers the roll by 1, but that's I thought you could do to make them better.
Arch-Warlock has the WARLOCK ENGINEER keyword too 😉
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10 minutes ago, Stormy1486 said:
Would also like to try fitting in the following:
- doomwheels
- hellpit abominations
- deathmaster assassin
- plague furnance
- lightning cannon.
- thanquol
Doomwheels are popular at the moment (scroll back a few pages) but benefit from an engineer
Hellpits are great at clearing hordes (if you can get there with their sporadic movement) and don't need much synergy
Assassins are not worth it IMHO (see previous post)
Plague Furnace is redundant in your list since you already have the bell, unless you plan on taking 40 monks
Lightning cannon's can be good if you need some mortal wound ouput. If you're taking an engineer (or Ikit Claw) he can buff both the cannon and fiends if he's within range
I'm a big fan of Thanquol, and with his recent (small) point reduction i think you'll start seeing him in more lists.
Also look at a Clawlord for buffing those Stormvermin and try to maximise the unit sizes for those tasty buffs. (i.e. think 40 stormvermin)
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31 minutes ago, Ratling said:
Wow those artifacts are trash now!
You're not wrong 😂
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30 minutes ago, Ratling said:
Could you please explain why we lost Ghyrstrike? Where is it stated?
The new Generals Handbook has superced the old Malign Sourcery book. They've drastically reduced the amount of artefacts and Ghystrike is no longer there.
See page 102 ownwards in the GHB
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Just now, Skreech Verminking said:
Have you read the trait that my Verminlord has😜?
Yes.. just realised that you'd only be deploying the Deciever and hastily (obvisouly not hastily enough) edited my post 🤐
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@Skreech Verminking Haha.... brilliant. Please capture the look on his/her face after you've finished deployment 🤣🤣🤣
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So i'm thinking of running this list for my next game:
SpoilerAllegiance: Skaventide
Warpgnaw Verminlord (270)
Arch-Warlock (160)
- General
- Command Trait: Deranged Inventor
- Artefact: Vigordust Injector
- Lore of Warpvolt Galvanism: More-more-more Warp Power!
40 x Clanrats (200)
- Rusty Blade
20 x Clanrats (120)
- Rusty Blade
20 x Clanrats (120)
- Rusty Blade
6 x Stormfiends (520)
- 2x Windlaunchers
- 2x Ratling Cannons
- 2x Doomflayer Gauntlets
40 x Plague Monks (280)
- Woe-stave
1 x Warp-Grinder (80)
1 x Warp-Grinder (80)
10 x Night Runners (80)
Chronomantic Cogs (80)
Total: 1990 / 2000
Extra Command Points: 0
Allies: 0 / 400
Wounds: 188The general idea being:
- Nightrunners deployed last but in front of the enemies largest threat. Immediately push up 2D6"
- Warlock starts in a gnawhole at the back of the board and casts cogs (using warpspark where necessary)
- Nightrunners run (using the +2 from the cogs) to get as far forward as needed
- Stormfiends come out of the grinder hole just behind the nightrunners
- Warlock comes through nearest gnawhole to support
- Plague monks come out of grinder hole on opposite side of board
- Varpgnaw comes out of nearest gnawhole to support plague monks
- Fiends should be within ratling range and put everything into the largest threat (with spark and vigordust buffs)
- Plague monks only need a 6" charge (innate +1, cogs +2) and warpgnaw has CP to re-roll if necessary
- Clanrats protect flanks and/or grab objectives
What do we think ?? I'm a little unsure about the lack of battleshock immunity, I normally take a bell.
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11 hours ago, Verminlord said:
It depends on the list really, but with the grinder there is nothing your opponent can do about you using it.
Cogs have to be successfully cast, not unbound, and aid your opponent just as much as you.
Gnaw holes can be blocked by any cheap unit your opponent throws on them.
Skitterleap+grinder is even better, but obviously more expensive and list dependent.
True enough.... but in this instance i was playing against a slow moving Dwarf army and wasn't too concerned about his extra movement.
I used an engineer sat in a gnawhole at the back of the board so he was a) out of unbind range and b) +1 to cast and with a spark should i need the reroll
And with my gnawholes half way up the board on the left and right edges he wasn't close enough to block them
Watching Coach's video has really made me re-think my deployment tactics and that's what i'm trying to share with the forum
Nothing against your method, and i totally understand what you mean about grinders. Being able to pop-up anywhere and with the enemy having no way to stop AND bringing a unit from off the board is hard to play against i'm sure.
TBH i don't have any grinders so haven't tried them myself. Maybe i'll proxy in a WFT in my next game
AoS 2 - Skaventide Discussion
in Skaven
Posted · Edited by Cosmicsheep
I was thinking about this too.... it would alert your opponent if you rolled for tunnel skulkers 5 times on a unit of clanrats with 4 weapons team.