Shirtripper
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Posts posted by Shirtripper
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42 minutes ago, TimeToWaste85 said:
So I bought two Verminlords, just finished painting up the second (Deceiver), largely because of the Wrath of the Everchosen list, which now discontinued usage of Verminlords. Is there any reason for me to keep my Deceiver? Or should I dump it for some Chimera’s (for Khorne army)?
I would argue that the Deceiver is better than ever since he can benefit from Monstrous Rampages, Heroic Actions, and Flaming Weapons.
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1 hour ago, Umjammerlama said:
Verminlord Warpseer got hit woth a bat pretty hard, but at least he still produces command points and gets a defensive buff, though losing the save re-rolls is tough.
Given what happened to most of everyone else's faction terrain, gnawholes came out relatively unscathed.
Strength in numbers is 100% the biggest change. Not sure how to analyze that.
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28 minutes ago, KibaWildFang said:
Oh, I thought you gave it Corpsefane Gauntlet?
Wait isn’t it still 160?
The general in hollowmourne doesn't have to have the corpsefane gauntlet, it just has to be the first artefact given out to a hero. I usually give it to my Ghoul King on Terrorgheist.
And yes, definitely still 160 points, I cannot read apparently lol
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1 hour ago, Bozly said:
Yeah that sounds pretty hot thats a lot of dead stuff if it gets in combat
Pretty good for a 170 point model!
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43 minutes ago, Bozly said:
Hey I've heard of Rob's Smash Bat list but I'm unable to find it its where you just get a varghulf absurdly buffed and its a smash captain basically. Does anyone have this list?
I do not, but it's basically a Varghulf as your general in Hollowmourne with the Grave Robber command trait, the Billious Decanter aretfact, and buffed with the D3 extra attacks spell.
With all of that you get a Varghulf that if within 3" of 10 or more enemy models, within 3" of an enemy hero with an artefact, and with 3 extra attacks from the Archregent could have the following:
12/3+/3+/-1/3D
7/3+/2+/-2/d3+1
Re-rolling failed hits
Rerollings 1's to wound if it charged
And can feeding frenzy
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5 hours ago, Fuchur said:
Does the GHB explicitly say the FW model longevity does not look good or just that monstrous arcanum is still valid? 🙂
First half is speculation based on how little FW is involved in Sigmar now, second half is called out in the GHB.
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6 hours ago, Honk said:
Tricky question….
My GkoTg general with mount trait deletes most things on the charge. With frenzy if needed. And has cast „unholy vitality“ on himself… and has the hunger spell from the regentif you‘re fielding double gheists, you might want to buff the other one too, needing different spells. So maybe he gets the kings hunger spell, and mystic shield or HE casts flaming weapon on himself, since he doesn’t have the mount trait. To secure a decent damage output.
Well this might give me a good reason to finally field a GKoZD since they are the same points now, that way I can get wound re-rolls without using an artifact slot.
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4 hours ago, Honk said:
The list looks top heavy, but should be a lot of fun. And summoning in 2x20 ghouls will put the pressure on the opponent.
Since you can cast the regent hunger spell only once, you could think about only a king, freeing up 80 points for things…
With all my spellcasting, I'm tempted to do just that and take an endless spell of some sorts.
That way I can maximize damage on the general when it goes to fight. Maybe have the general also cast Flaming Weapon on himself?
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Here's what I'm practicing with next week more out of curiousity than anything. I wanted to max out points on heavy hitting single models and use the summoning of the two Ghouls Kings and two Archregents to contest objectives alongside the three MSU of Ghouls. Thanks to the new rules regarding combat, the idea would be for a Ghoul King + Varghulf to tag team a unit by having the GKoTG fight first then Feeding Frenzy followed by a Varghulf cleaning up afterwards thanks to buffs from the Archregent and GK.
Thanks to the Mawshard being able to potentially pick out a unit leader means a unit could leave a enemy unit potentially unable to receive commands if they are left out to dry. Thoughts?
FEC - Gristlegore
Warlord Battalion
GKoTG 445
--General: Savage Strike
--Artefact: Heart of the Gargant Feast
Archregent 245
--Artefact: Dermal Robe
Varghulf Courtier 160
Crypt Ghouls x10 95
Crypt Ghouls x10 95Warlord Battalion
GKoTG 445
--Artefact: Ghurish Mawshard
Archregent 245
Varghulf Courtier 160
Crypt Ghouls x10 95- 1
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49 minutes ago, docofallplagues said:
I feel like it's intended as a rule to allow you to fight with two units in a row if you charged, so it'll be savage strike attacks, then the regular GKoTG, then the opponent picks.
That's how I interpreted it. In 40k I know they explicitly spell out who activates first after charging units are done fighting, but they didn't here.
Being able to potentially fight three times in a row with two units is exciting!
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So assume you're running Gristlegore, you have two Ghoul Kings on Terrorgheist (GKoTG) and one has Savage Strike. It's your turn, and you charge both into your opponent's unit that has no strike first/strike last effects. According to the new rules regarding Strike First, you would get to fight first with the Savage Strike GKoTG. After Strike First, it moves to "units without strike-first/strike last effects."
Question: Who gets to activate first in that step? You since it's your turn or your opponent? -
56 minutes ago, Dracan said:
Can someone explain to me why warp lightning vortex went up 10pts and the other 2 skaven spells by 45 and 40??
Bell of doom and Vermintide both arent very good spells... even at old points.
Warlp lighning vortex broke the game for a while at 100pts before it got erretad with less range.
To pay 90pts for warp lightning vortex and 85pts for Bell, 80pts for vermintide seems mind blowingly bizare to be frank???
It's probably due to the new board size and how big their foot print is regardless of effectiveness, since it remains to be seen just how effective endless spells are going to be in this new edition, especially considering endless spells move in both players Hero phases each round.
WLV went from impacting about 10% of the old board to 13% of the new board (ALL HAIL THE GREAT HORNED RAT).Bell of doom went from about 15% of the board to about 20% of the board, not including endless spell movement.
Vermintide's a bit weirder since it's an endless spell with an oval base, but it comes to about a 1% change in board size, not including movement. Vermintide is a bit of a weird one and definitely stands out as not worth its points.
It also tells me the spells are going to reworked in the near future, Given how buffed the generic endless spells got--except for Quicksilver Swords--we could see some juicy changes coming in the future. -
2 hours ago, Tangjuicebox said:
So, shields on Savage Orruks. The warscroll says they add one to save rolls, not that the save characteristic changes. This means they can't ever be given a save above their base +5. Seems like a big deal, and bad news for me. Thoughts?
Remember that in general there will be fewer attacks going out in melee combat with the new coherency rules and that stacking shield bonuses only comes to a max of +1 after all modifiers apply, so it's likely you can get a block of Orruks to to keep a 5+ even after -2 Rend attacks, which there won't be very many of, and the ward save will occasionally help too.
While not as durable as Chaos Warriors, I think a block of 30 will be difficult to shift without significant resources by an opponent. -
3 hours ago, Verminlord said:
No stacking buffs, one CA per phase/unit, min size 10s for all our foot guys, no battalion abilities...
I am completely lost as to how to build lists with these guys anymore 😬
I think 30x arrowboyz are the way to go until the new tome drops. Depending on battleplan and terrain, being able to Tireless Trackers them up the field will likely put them in firing range T1.
I'm hoping the Rogue Idol survives in Monstrous Arcanum because I am very tempted to try them out in the Battlepack battalion that lets them move up d6" before the 1st battle round.
With a Great Hunter General, that's potentially 14" of movememt before the game begins! And with 10" movement, you could likely get both Idols into combat on T1!
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Brutal Beast Spirits + All-Out Attack + Maniak Weirdnob Spell means Arrowboyz shoot on 3+ with exploding 6's, and Unleash Hell means you do all of that on a 5+!
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Hey all, Tempest Eye and Ironclads have me excited. What do you think about this list? Key callouts are a 9in movement minimum on the first turn for our troops, with the Ironclads shooting on 3's rerolling 1's, and wounding on 3's and 2's. Vanguard Palladors are for potential T1 charges and extra shooting. Let me know what you think.
Lord-Ordinator (140)
-General
-Command Trait: Hawk-eyed
-Artefact: Thermalrider Cloak
Battlemage (90)
- Spell: Lore of Eagles - Celestial Visions
- Realm: Ghur
Sorceress (90)
-Spell: Lore of Eagles - Aura of Glory
-City Role: General's Adjutant
UNITS
30x Eternal Guard (330)
6x Vanguard-Palladors (360)
-Boltstorm Pistols and Starstrike Javelins
10x Darkshards (100)
10x Darkshards (100)
Arkanaut Ironclad (380)
-Main Gun: Aethermatic Volley Gun
Arkanaut Ironclad (380)
-Main Gun: Aethermatic Volley Gun
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Went 2-1 for 5th place out of 10 teams and best sportsmanship at the Doubles tournament today! I ran Skaven with a Warpseer and my teammate ran FEC and Terrorgheists. The tournament fules had us share CPs on our team, so the plan was for me to feed Command Points to his guys. It went very well!
Me:
Verminlord Warpseer (Suspicious Stone, Master of Magic)
Warlock Engineer
20x Clanrats
20x Clanrats
3 Stormfiends (Shock Gauntlets, Ratling Cannons, Wind Launchers)
Warp Lightning Vortex
FEC Gristlegore:
Varghulf Courtier (General)
Abhorrant Archregent
Terrorgheist
Terrorgheist
Round 1 was Battle for the Pass against Sylvaneth and Khorne running all daemons. Warpseer tanked almost 50 wounds before retreating, when my Stormfiends shot their Bloodthirster off the table. Terrorgheists got to Feeding Frenzy 4 times this game. 1-0
Round 2 was Scorched Earth vs Maggotkin + BoC. This was an absolute meat grinder so I don't remember much, but they got a double turn which stole momentum, and rolled really well on their charges. We lost, but at one point we had 6 command points in one turn and the Terrorgheists killed 70+ models all at once. 1-1
Round 3 was Duality of Death vs Stormcast (Anvils) + Sylvaneth. Stormcast player dropped 9 Vanguard Raptors to shoot the Warpseer off, but lemme tell you, he took 74 wounds to die after all his saves! WLV came in clutch here, killing his banner guy and 4 vanguard Raptors. He stayed long enough on the board that a double turn going into round 3 sealed the game for us. The Varghulf Courtier dueled a Treelord Ancient in a Sylvaneth Wildwood for two turns and almost killed it. 2-1
Great Tournament, and I'm happy with the result. 10/10 would do again.
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9 minutes ago, Gwendar said:
I would rather run 2 WLC's. You've got a 27" threat range that doesn't care about Look out, Sir and on average focus firing a target should be able to do the same as 6\9 Jezzails. If you overcharge one of them, then you're doing even better in that regard. Those TG's are good at killing everything, not just heroes so you can easily aim that thing at backline support, elite units, other artillery, etc.
Now I kind of miss my WLC's... I may give Ben Savva's list a go that includes one as tax. I used them all the time before the tome and now they're not great compared to other toys (Jezzails and 9 Fiends).I had similar thoughts. If I can pop some backline heroes, then the WLC's will have done their jobs. The big hope is that by removing those heroes, the terrorgheists should cause enough damage to cause whole units to melt in the battleshock phase.
I'm also considering taking the command trait for the Warpseer that steals enemy CP's on 6's, but that seems too greedy lol.
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2 minutes ago, Gwendar said:
I think you would benefit greatly from the Warpseer since your CP's are shared so that's a no-brainer to me, which leaves out the 2nd choice. Personally though, I would rather run 6 Jezzails over 3 Stormfiends and a WLV. WLV is great, but you will have to be careful about hitting his models as well since they'll be right up in there straight away.
Hell, I'd almost be tempted to go with the Warpseer, 40 Clanrats and 9 Jezzails. MMMWP would be nice on them but I don't know that it's really needed; 9 on their own will be removing support pieces easily enough. All in all... I would say the 1st, or a variation of it. Just include that Warpseer since without Feast Day he'll struggle to get off a bunch of Feeding Frenzies.Awesome, thank you! Unfortunately I own no Jezzails and the tournament is this Saturday otherwise 9x Jezzails sounds great. I was considering 2x Warp Lightning Cannons which I do have instead of the WLV and 3x Stormfiends. Which would you rather do?
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Update on upcoming Doubles Tournament:
My teammate is bringing Flesh Eater Courts running Gristlegore (Archregent, Varghulf Courtier, 2x Terrorgheists). They released the rules packet today, and the team gets to share CP's which is great for multiple Feeding Frenzy a turn. Based on this information, which list would you take?
Verminlord Warpseer
Warlock Engineer
20x Clanrats
20x Clanrats
3x Stormfiends
Warp Lightning Vortex
OR
Grey Seer
Warlock Engineer
20x Clanrats
20x Clanrats
6x Stormfiends
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So I built my terrorgheist kit, and apparently the front left claw rock thing does not fit flush with the other rock formations. What's an easy way to fill the gap between the rock formation and the base?
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1 hour ago, Skreech Verminking said:
Well since your partner seems to be focusing on combat I would trop the plague monks and the claword for either more clanrats, or for jezzails and Warlock bombardier/engineer.
Lague monks are fantastic but a terrorgheists will literally kill anything in combat, meaning your much slower plague monks will literally be thrown away points.
I would just try and take what your partner lacks, like bodies and shooting.
My concern is that even with his Terrorgheists I'll still need to be able to win combat one side of the board so he can focus on one specific army at a time. Our plan is for him to summon 20 ghouls with his Archregent so he can secure objectives without me needing to shift my Clanrats.
I suppose I can drop the Monks, and bump the 20 rat unit to 40, then add another block of 40. Thank The Great Horned Rat for movement trays lol.
Would 6 Jezzails be enough at 1000 points? Changing the Monks to 6 Jezzails and the Clawlord to a Warlock Engineer also sounds interesting. I was looking to trying out the Acolytes but have heard mixed things about them.
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Hello everyone! I have a doubles tournament coming up at 1k each, and my partner will be running Gristlegore FEC. I am planning on focusing on board control with 80-100 bodies while he goes hunting with his terrorgheists. Which list would you take? C+C appreciated, of course!
Here’s his list:
Leaders
Abhorrent Arch-Regent
Varghulf Courtier (General)
Units
Terrorgheist
Terrorgheist
And here’s my first choice
Leaders
Verminlord Warpseer (General)
- Master of Magic - Command Trait
- Suspicious Stone - Artefact
Clawlord
- Verminous Valour - Mighty Warlord Command Trait
Units
40x Clanrats
20x Clanrats
40x Plague Monks (Woe Staves)
And my second choice:
Leaders
Verminlord Warpseer
- Suspicious Stone - Artefact
Warlock Engineer (General)
- Deranged Inventor - Command Trait
- More-more-more Warp Power!
Units
40x Clanrats
20x Clanrats
20x Skryre Acolytes
Endless Spells
Soulsnare Shackles
AoS 2 - Skaventide Discussion
in Skaven
Posted
Skaven cannot ally with Skaven, so you can't bring a Deceiver in an all-Moulder army. You'd need to change it to a Warpseer to make your army legal.