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MisterJoshua

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About MisterJoshua

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  1. I’m still considering a grinder team. I don’t think it’s better than the bridge, but I think you’re selling it a little short. It does have a few advantages: - Guaranteed to work. The bridge can be dispelled. A grinder team always turns up. - Not limited by range. A sneaky opponent (like in the linked video) can set up out of range of the bridge. - Extra model. The grinder can screen charges for the fiends once he pops out. - Don’t have to set up. This has downsides for turn 1 buffs, but means they always hit the field at full strength whether you go first or second. - Easier to use. Not an in-game benefit, but seeing Savva try to squash 9 fiends within 6” of a bridge made me think the grinder is a solid choice The bridge of course has its own advantages. I think it might be the stronger choice, but not my much. I’ll try the grinder as it’s more ‘skaveny’
  2. I'm loving the fiend-love! My local gaming club re-opened last week after closing down several years back. So, hopefully, I'll soon be able to put up some reports of my own!
  3. I think that’s a really strong option for the points value. Lots of bodies, hard hitters and a good character. I’ve been looking at this, which I think is very strong at 1k Allegiance: SkaventideGrey Seer (140)- Artefact: Snoutgrovel Robes - Lore of Ruin: WarpgaleWarlock Bombardier (100)- General- Trait: Deranged Inventor - Lore of Warpvolt Galvanism: More-more-more Warp Power!20 x Clanrats (120)- Rusty Blade20 x Clanrats (120)- Rusty Blade6 x Stormfiends (520)Total: 1000 / 1000Extra Command Points: 0Allies: 0 / 200Wounds: 86 Its got less bodies, but 2 characters and a nice battleshock immunity bubble to keep the clanrats around longer.
  4. I think people are assuming you’re playing Pitched Battles at set points values (because that’s what most people play), in which Clanrats are better due to being less than half the price of Stormvermin. If you’re playing open play or narrative then yes absolutely Stormvermin are the stronger option. Going back a bit in the conversation to the value of Endless Spells. I don’t own them yet but was considering trying a WLV and Vermintide. I’m wondering if I wouldn’t be better just buying an extra Seer...
  5. For MEs I think I’ll combine the rats to a 40 with spears, and split the fiends into 2 3s (cos I’d have to unless they went in the rearguard) putting one in the spearhead and one in the rear. I’ve enjoyed the MEs I’ve played. I think the problem for this list is that you ideally want virtually nothing in the rearguard and this would have quite a bit unless I brought the Seer on alone in that slot, or kept the rats as 2 20s and put them in the rear. That might be best actually. Hmm
  6. Ah, so simple! I’ve been downloading the pdfs but never clicked the question mark! I’ll be playing a 1k game soon (maybe this weekend) and am looking to take the below. I think it’s pretty solid for the points level.
  7. What tool are people using to show their army lists in this format? I’ve been using the official warscroll builder but they seem to come out differently
  8. I’ve read through the batrep now. Nice one! Seeing your ‘final thoughts’ I was a little surprised how quickly your opinion has turned on Fiends vs Acolytes+Jezzails, but it’s good to see You mention trying 6+Jezzails. I’ll only be running 6 Fiends (because that’s all I have) but plan to supplement them with a Doomwheel. The wheel has decent shooting, can benefit from the same spark as the fiends and use Deranged Inventor on turns the Fiends don’t need it. It’s also another but if added utility. I’ve not tried it yet, but look forward to doing so.
  9. @Gwendar Yes! This is exactly the report I was hoping so see! I’ll make sure to give it a read later
  10. Has anyone played around with Rat Swarms since the points drop? I tried a unit of 4 in a 1000pt game and they were an effective screening/holding unit who could regain models each turn. Not tried giant rats.
  11. I really like Thanquol for the lore and the model. Just awesome..... ...but he's so many points! Consider that he costs as much as a Warpseer and Warp Lightning Vortex combined!
  12. @Gwendar With Deranged Inventor, the fiends would be sort of buffed on their arrival turn with the grinder. Re-rolling misses and sparked for the damage. They also support the AW who can remain up the field. That’s the theory anyway. There is the disadvantage that you can’t cast MMMWP on them, or Vigourdust them in that first turn. If you didn’t take the grinder, would the plan be to dust the fiends, skitterleap forward, cast WLV, gnawhole back and spark the fiends? That’s quite a lot to get in, and may restrict your fiends moving up to stay in range of the AW.
  13. I think that looks great. Fantastic even. I think it’s objectively better than the list I proposed, but I can’t get away from trying to shoehorn a Doomwheel in. It has great shooting, a strong melee killer unit, very strong magic.... it’s not really missing anything. I particularly look forward to your opponents face when out of nowhere you skitterleap your Warlock over to the monks and vigourdust them before they charge in! 😂 For me I’d still go with Deranged Inventor as my command trait, but that’s perhaps just taste. If you’re worried about losing the warpseer it might be worth trying the snoutgrovel robes on the seer to give 2 different battleshock bubbles, but the vigourdust is hard to pass up.
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