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MisterJoshua

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Posts posted by MisterJoshua

  1. @TALegion No, you were right the first time. The weapon profile says you roll x dice for the warpfire attack so with 4 throwers you’re rolling 4 dice per model. The faq is because people were trying to roll 4 dice and attack 4 times! I think it caused more confusion than anything.

    • Thanks 1
  2. 1 hour ago, mikethefish said:

    So I get that Facebook Groups are toxic sometimes.  However...

    The whining by Skaven players over the new Plague Monks is so shrill and absurd, that it's driven away any sense of rationality and sympathy I may have had for them.  Certainly it's petty of me, but the whining is just that obnoxious.

    I officially hope the warscroll is completely unusable, and that the entire lot of them have wasted untold amounts of time and money of a pile of now competitively useless miniatures.

    For contrast, if you check the Skaventide thread on here it’s received strong support. I don’t go anywhere else for AoS discussion

    :D

     

    • Like 4
  3. 41 minutes ago, Laststand said:

    Of course! I forgot that. So 40 with blades are kicking out 3at on the charge 2+, 3+. That is still very good. 

    Your point about small units is valid though. Units of 10 are better now than before, even if Monks in general function better in bigger numbers.

  4. 5 minutes ago, Darkhan said:

    No rend, no re-rolling hits for blades.

    From a usability point of view. Also with staves you now wound on 4s and get to attack twice at 2" range. And blades are swapping re-rolls for +1 to hit. I'm not saying it's better (it's almost certainly mathematically worse), but they've not been nerfed to the ground. I'll still be giving them a try.

  5. I've been working on the idea of creating what I'd call an 'iconic' Skaven list. By that I mean the most Skaveny Skaven force possible. Cramming in as many of the most recognisable units/machines and as many different clan representations as possible. So far this is what I've come up with:


    Grey Seer on Screaming Bell (220)
    Warlock Bombardier (100)
    Deathmaster (100)

    20 x Clanrats (120)
    20 x Clanrats (120)
    20 x Clanrats (120)

    6 x Stormfiends (520)
    40 x Plague Monks (280)

    Hell Pit Abomination (240)
    Doomwheel (160)

    Total: 1980 / 2000
     

    I think this has most of the things I'm looking for. It has what I consider the most recognisable unit from each of the major clans. Bell, Doomwheel, Monks, Deathmaster, HPA, Clanrats. It would've been nice to have some Stormvermin in there, but don't see how it's possible without sacrificing other areas. I also think it's a decently competitive bunch of things. Am I missing anything that people would consider 'must have' for this type of thematic army? Can anyone come up with a more iconic force?

     

  6. 15 hours ago, Gwendar said:

    In regards to Deranged Inventor, yeah that's generally always top take if you're rolling mostly Skryre as a solid backup to MMMWP not going off; Tzeentch, Nagash, etc. can bank on ensuring that.

    I briefly thought of the Grinder team, but really not worth it all things considered... at least not for Fiends. The bridge almost acts like another Gnawhole and it's utility for 80 points is astounding, especially in this specific case. Ratlings hitting T1 would be great, but as you're one drop with the above list, you can decide that a lot of the time (most competitive lists are running 1-5 drops on average) and if you believe them inching forward and giving them T1 is best then you will likely have them in range with the bridge.

    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 :D

     

    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’

  7. 22 hours ago, Gwendar said:

    Or go with the best of both worlds and run an AW + 60 Clanrats + 6 Stormfiends and go to town with your fully buffed Ratling Cannons + Windlaunchers.

    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: Skaventide
    Grey Seer (140)
    - Artefact: Snoutgrovel Robes  
    - Lore of Ruin: Warpgale
    Warlock Bombardier (100)
    - General
    - Trait: Deranged Inventor  
    - Lore of Warpvolt Galvanism: More-more-more Warp Power!
    20 x Clanrats (120)
    - Rusty Blade
    20 x Clanrats (120)
    - Rusty Blade
    6 x Stormfiends (520)

    Total: 1000 / 1000
    Extra Command Points: 0
    Allies: 0 / 200
    Wounds: 86

    Its got less bodies, but 2 characters and a nice battleshock immunity bubble to keep the clanrats around longer.

    • Like 2
  8. 16 hours ago, PiotrW said:

    Hmmm. So what's so good about Clanrats? They actually seem weaker than Stormvermins...

    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...

  9. 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

  10. 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.

     

    Allegiance: Skaventide

    Leaders
    Warlock Bombardier (100)
    - General
    - Trait: Deranged Inventor  
    - Lore of Warpvolt Galvanism: More-more-more Warp Power!
    Grey Seer (140)
    - Artefact: Snoutgrovel Robes  
    - Lore of Ruin: Warpgale

    Battleline
    20 x Clanrats (120)
    - Rusty Blades
    20 x Clanrats (120)
    - Rusty Blades

    Units
    6 x Stormfiends (520)

    Total: 1000 / 1000
    Extra Command Points: 0
    Allies: 0 / 200
    Wounds: 86

    • Like 1
  11. On 8/11/2019 at 6:12 PM, Gwendar said:

     

      Hide contents

    Allegiance: Skaventide
    Mortal Realm: Ulgu

    Leaders
    Verminlord Warpseer (300)
    - General
    - Trait: Master of Magic 
    Verminlord Corruptor (280)
    - Artefact: Sword of Judgement 
    Verminlord Deceiver (300)
    Arch-Warlock (160)
    - Lore of Warpvolt Galvanism: Chain Warp Lightning
    Grey Seer (140)
    - Lore of Ruin: Skitterleap

    Battleline
    40 x Clanrats (200)
    - Rusty Blade
    40 x Clanrats (200)
    - Rusty Blade
    20 x Clanrats (120)
    - Rusty Blade

    Endless Spells / Terrain
    Warp Lightning Vortex (100)
    Vermintide (40)
    Aethervoid Pendulum (50)
    Geminids of Uhl-Gysh (60)

    Total: 2000 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 147
     

     

    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

  12. 22 hours ago, Gwendar said:

    And yeah, I really liked and see the potential in using 9 which is why I wanna mess with it a bit more.

    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 :D

    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.

    • Like 1
  13. 10 hours ago, Gwendar said:

     

    @Laststand pretty much has it; with Moulder you'll want some Giant Rat hordes and minimum 6-rat squads of Ogres. At 2k I would look more at 40-rat units of Giant Rats and maybe throw in an HPA or 2 along with the battalion.

    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.

  14. @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.

  15. 1 hour ago, Gwendar said:

    Remember when I said I wouldn't use Plague Monks? I member.

      Hide contents

    Allegiance: Skaventide

    Leaders
    Grey Seer on Screaming Bell (220)
    - General
    - Trait: Master of Magic 
    - Lore of Ruin: Death Frenzy
    Grey Seer (140)
    - Lore of Ruin: Skitterleap
    Arch-Warlock (160)
    - Artefact: Vigordust Injector 
    - Lore of Warpvolt Galvanism: More-more-more Warp Power!

    Battleline
    40 x Clanrats (200)
    - Rusty Blade
    20 x Clanrats (120)
    - Rusty Blade
    20 x Clanrats (120)
    - Rusty Blade

    Units
    6 x Stormfiends (520)
    1 x Warp-Grinder (80)
    40 x Plague Monks (280)
    - Woe-stave

    Endless Spells / Terrain
    Warp Lightning Vortex (100)

    Total: 1990 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 183
     

    No Warpseer, but..meh. I can still start with a CP for an IP against any T1 shenanigans. Curious to see how it works out.

    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. :P

    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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