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MisterJoshua

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Everything posted by MisterJoshua

  1. One thing I'd consider - with the ratling guns being 3 separate units they don't really benefit that much from MMMWP, and it would likely kill the one you cast it on. The Jezzails will benefit occasionally, but they re-roll misses anyway when left alone. I'd be tempted to drop the Arch-Warlock for a standard Bombardier/Engineer. He's mostly just providing the Overseer of Destruction bubble and giving out sparks. He can still be your general, but you'd have an extra 60 points to play with which with the 60 spare you already have could get you an extra 20 rats, or a Clawlord, or even another Engineer!
  2. It looks like a strong force on paper. If it's working for you I wouldn't change much. There's not much room to change things without it impacting how the list plays. I don' think you need extra rats. More is always better, but you have 100 already. I do think the extra CP may be a waste though with the Warpseer. If you don't use it in your opponents turn 1 there's a good chance you never will. For the points, I'd be tempted to take a 4th ratling gun. It will be spare to begin with, but will allow the lists 'gimmick' (Overseer of Destruction + Warpstone sparks) to work for longer. Even if they avoid incoming damage (unlikely) one will blow itself up in the first couple of shots so it would pay to have a spare, getting more life out of your command trait and allegiance ability.
  3. Great report. So close to victory! One thing I noticed (which you’ve also highlighted) is that failing the skitterleap really screwed you positionally. I think it’s worth keeping the AW close to a gnawhole and not setting them up too far forward so if the leap fails you can still get to a better if not ideal place to throw your vortex down.
  4. Hmm, interesting. I think thematically and miniature-wise the Doomwheel is my absolute favourite unit, but the fiends are a close second. I've only recently begun playing AoS so it's usually 'want to try' rather than 'actively playing'. You can see the army list and rational a few pages back (bottom of 84) but in general I enjoy using units that look cool, that aren't generally the most fancied and I like an overall mixed force. This is what drew me to Stormfiends. They look so awesome but didn't seem to be in the 'meta' for Skaven at the moment. The same applies to the other units I like: the Bell and the Wheel. Both are so intrinsically Skaven. It's the image of the Doomwheel scooting around while the Bell screams away that drew me to the army. I also don't plan to run a Verminlord, which is controversial, but I think worth it for that awesome moment when the bell rolls 6s and summons one in from nowhere . I'll also take a WLC because, well, they're just cool aren't they? It's a fluffy list sure, but I also think it could be effective.
  5. There's only 100pt difference between the 9 Jezzails and the 6 fiends so if you can find that you can run the rest of the list as-was. I think the acolytes could still have value. They could still be buffed on the turn you needed them, using the lesser DI buff for the fiends for a round. Saying that, I've never even considered running acolytes as I don't own any and the prospect of buying or making some doesn't appeal at the moment, except maybe 5 to run as battleline in a small Skryre force. 9 fiends is appealing, but again I don't own them and aren't planning to. There's too many other great units to try out!
  6. Heh. Almost exactly my proposed list (bottom of page 84). Only difference is I don’t have a Verminlord so am using the bell, and instead of the Seer I’ve gone for a WLC. I’d be interested to hear how it goes
  7. I did roll a little over average, but they were sparked so D3+1 damage per hit. -3 rend gives no save. I was still re-rolling hits, so it averages at 4.5 hits, 2.25 wounds. Think I wounded 3 times and rolled 7 wounds + 3 from sparks and he saved 2. Like I say, above average but certainly not outlandish or unreasonable to get that result. My bombardier also took out a whole unit of 5 fleshhounds in another game. I only More-more it if he gets the re-roll. Verminous Valour Excellent! Glad to see my ramblings paying off. I don't get to play often, so I'm keen to see how it works with a more regular player and against varied opponents. My plan is to use the Warpgrinder to drop them in range of something that really wants killing, then set them up behind it so the grinder team can screen them from charges. If the skitterleap and gnawhole move both fail or provide no benefit you can bring them up within the engineer's run range. Also, on 1. I believe Num was talking about casting Warp Lightning with the same caster more than once in a turn using a Balewind, to which I believe the answer is No. Multiple engineers can cast it, but one cannot cast it multiple times.
  8. I've seen this opinion many times on various forums and can't figure out the basis for it. My theory is that because the weapon options changed in the new book people wrote them off without trying them. As someone recently coming into the game I look at them as a really strong ranged unit. Not wanting to leave it just at that though, I'll try and put a little substance into my argument for others to refute. - Stormfiends have to suffer 20 wounds before losing any effectiveness as a ranged unit. Acolytes and Jezzails both lose effectiveness as soon as they start to take wounds. They have a 4+ save making damaging them at range harder, and they are more able to sustain the MWs from buffs that are placed on them. - Stormfiends are one unit. When comparing them to multiple units of ratling guns, acolytes or jezzails. You can buff your shooting with a single MMMWP spell or Vigourdust. When you use a warpspark to can also apply it to the Doomrocket and a nearby Doomwheel. - They don't lose out much on range compared to the Jezzails. Jezzails do have a 30" range but you're usually keeping them still. Their effective range is 36". Stormfiends is 30" on the Windlaunchers, and you can shoot targets you can't see, which is nice for sniping support characters hiding behind scenery. The damage potential of 2 Windlaunchers is less than the Jezzails, but not massively so for a much sturdier unit. - Stormfiends are quite reliable. Their ratling cannons are better than ratling guns, wounding on 3s instead of 4s. They also do base 3d6 compared to 2d6, but don't have an overcharge. The buffs you put on fiends can't be stopped. MMMWP can be dispelled or fail, but your Deranged Inventor and Vigourdust always work, and the unit has the wounds to absorb a few uses of each. That is the conventional wisdom, but what about Skaven is conventional? Yes, do it! I too am running a 6 strong unit with Windlaunchers and Ratling cannons and it's awesome. I take the shock gauntlets as my shooting fiends tend to avoid as much combat as possible and the Doomflayers are better if you charge. Also if you're buffed my MMMWP you can re-roll hits fishing for extra 6s on the shock gauntlets (it's a very Skaven thing to do). I've not done the maths for it, but in desperate times... Another trick I'm looking forward to trying out (but haven't done yet) is putting the fiends with a Warp-Grinder team and then either Skitterleaping or Gnawholing the warlock to them. They won't get MMMWP turn 1 as they'd be off the field, but can still use Deranged Inventor. Your lovely fiends can then pop up 9" from the enemy and open fire with their 12" ratling cannons. It's perhaps controversial, but I also believe the Windlaunchers are a better option than the Warpfire throwers if you don't know who you're facing. They have more utility against a variety of opponents, and are still decent vs hordes. Also the models makes a huge difference. Giant rat ogres with tiny brain-rats grafted to them? Or old monkey rats with rifles? This is what I've been doing and it works really well. The bombardier casts MMMWP on the fiends. If it doesn't go off they still get to re-roll misses, if it does go off the Bombardier can use the Deranged Inventor to fire his own rocket, letting you More-more-Doomrocket! with a little less risk (maybe don't re-roll misses that aren't a 1) My experience is limited. I'm quite new to the game, but so far all the games I've played have been controlled by the Stormfiends and my opponent(s) saying they had no answer to them. I played a FeC army at the weekend. The Windlaunchers put 8 wounds on the Terrorgheist turn 1, and that was without MMMWP going off. Turn 2 they put down the Crypt Haunter general who was at -2 to hit (artifact + LoS) while the ratling cannons destroyed the unit of Horrors in front of him. I then Doomrocketed the Archregent, which was hilarious and we called it after 2 turns.
  9. I have no experience/evidence to back this up, but I have doubts over how useful WLV would be in a 1000pt game. If you're playing standard Pitched Battles then things will be quite spread out at that level, and vortex works best when you can hit a lot of units with it. Using the same list/models I'd be tempted to go full Skryre at 1k, using the Acolytes and Fiends as your battle line and WLC to shoot heroes, then add the clanrats + whatever for 1500 and the endless spells and the rest for 2k.
  10. I think both lists are decent, though they bring different things. I've only played one ME so far, but have theorised about dozens A lot of the strategy I think comes down to where you place the units. Here are a few things to think about when planning for the ME tournament: - All of the battle plans have a VP condition of killing more wound's worth of models than your opponent for 2 VPs. - Spearhead and Main Body take massive precedence over Rearguard To expand on that: If you have decent long-ranged shooting (Windlaunchers) it's likely to score you early VPs against more combat-oriented armies. The arrival time of units makes a huge difference in a 4 turn game. Whatever arrives last gets half the on-field time of the units starting on the field. If you score each grouping (Spearhead/Main/Rearguard) the Spear and Main are equivalent in terms of arrival time. Main never arrives last, but Spearhead usually arrives first. Put as little in the Rear as you can get away with. List 1 you should invert the rearguard and spearhead. You want the Stormfiends on early for the shooting. If you also made the Bombardier your general for Deranged inventor and slapped MMMWP on him I think that's a great list. Stormfiends and Bombardier in the front to lay down the shooting, 40 bodies in the main to take objectives and a scary general, then 20 more bodies in the rear to contest (some Rearguard deployment positions start in range of objectives making the bodies useful. List 2 also looks good. I don't have 9 Stormfiends . If you do it's a tempting option. I'd worry a little about the number of models you have for contesting objectives against hoard armies. You'd have to kill fast (which may not be a problem with 9 fiends). I played a Meeting Engagement at the weekend. I went with the following (admittedly not ideal but limited by what I had assembled): Spearhead: Master Moulder (Rabid Crown), 4 Rat Swarms, 2 Rat Ogors Main Body: Warlock Bombadier (General, deranged inventor), 3 Stormfiends (rattling, windlauncher, shock), 40 clanrats Rearguard: Deathmaster The idea is there's a cheap screen and a bit of punch to run up the field and take objectives in the Spearhead, followed by decent shooting and a block of bodies, and lastly a Deathmaster who can set up right in the action instead of being wasted in the rear. The mission we rolled (Borderline) had the Main arrive first. I used my CP to run the 40 rats onto the central objective where they remained all game. The fiends followed up and just shot everything to pieces, using a spark each turn, MMMWP when they could and deranged inventor if it failed. The spearhead was able to contest the objective nearest to their arrival position. We called the game on turn 3 at 15-0. Admittedly my opponent wasn't experienced, and he was Khorne so the only shooting he had was stuck in the rearguard, but I still think it highlights the point of considering which units will arrive together and where, and how that relates to scoring VPs.
  11. Thanks, it should at least be competitive then. I weren’t sure if not including a Vermin Lord would set me back as most lists go for them. I’d prefer to wait for the bell to drop one in and surprise me Yes, the AW will have MMWP. The idea with Deranged Inventor is that it’s guaranteed, so if the AW needs to recast the Endless spells, or Warp Lightning people, or the fiends can’t afford the wounds then they can still re-roll. If I get MMWP off then I can get the Doomwheel in range to take advantage of Inventor. That’s the plan anyway. Besides, no AW worth his name wouldn’t be leading his army! Im unsure on the Artefact. I was tempted by the vigourdust injector but think it could be piling too many wounds on the fiends. I’m leaning towards the Esoteric Warp Resonator so I can use more sparks for re-rolling spells and still have one a turn for shooting. I need to build and paint a lot of models before it’s a consideration though. I’m working on a slimmed down version for Meeting Engagements to start with. 40 rats, 3 fiends, bombardier as general with the wheel and cannon. Should be fun to trial
  12. Hi-hi First post here on tga. I had a small amount of rats back in WHFB and a friend has recently talked me into playing AoS. Naturally the furry ones are the first place I headed. I’ve only actually played once so far, but I’ve been doing a lot of reading up and have a good idea of what I want to do. First rule: Rule of cool is #1. It’s what drew me to Skaven originally. That means there are a couple of units that are auto-include for me in any list. The Bell and the Doomwheel. Beyond that I’m quite flexible, though I’m not really a fan of the Pestilens aesthetic and I love Skryre. I currently own the Carrion Empire box and 80 odd clanrats. I’m currently thinking of building towards the following. List: - Grey Seer on Bell - Arch-Warlock (General; Deranged Inventor) - Bombardier - 40 Clanrats - 20 Clanrats - 20 Clanrats - 6 Stormfiends (Shooting options) - Warpgrinder - Doomwheel - Warp Lightning Cannon Spells: Warp Lightning Vortex and Vermintide Plan: I’ve read that the endless spells are good, and they fit the theme. The idea would be to skitterleap the AW in range to cast them, then pop the Stormfiends and Warpgrinder up next to him. Deranged inventor and sparks will kick out a ton of damage while the vermintide and Warpgrinder screen them a little. The Doomwheel can support and take advantage of the sparks. The Clanrats move up to take the objectives supported by the bell and the WLC plinks away at the characters. Thats the basic idea anyway. Not had chance to test it yet, but looking forward to giving it a go.
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