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SaucyRatBear

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Everything posted by SaucyRatBear

  1. For competitions like tournaments and painting competitions it is largely up to the TO but most TO's follow "mostly GW mini's" followed by the rule of cool. I was told once that as long as a random person familiar with the army could reasonably understand what model represents which unit without much explanation you are good. But again... Up to the TO
  2. If I did ever pull out an Eshin Army I would focus on many min size units. With how slippery they are and the sheer number of units you have the enemy would need effects that target multiple units to deal effective damage. It is surprisingly resilient in theory crafting but it just doesn't deal enough damage. A Plague Priest would change that but that would require paying the clan rat tax and once you start going down that road there is just to much that is better.
  3. Anyone know when the expected date for the FAQ is supposed to be? My Google fu is failing me (which may be in part to good ol' 'rona affecting brain functions)
  4. What's this I hear of making the Doomwheel truly competitive?! I do believe that the Doomwheel is the pet unit of most Skaven players so I am all ears to hear how to make it truly viable.
  5. The more I have been looking at things the more I am thinking that Skaven (without any changes) need to really lean into the horde side of things. While the other armies are getting amazing heroes, monsters, and monster heroes all of ours are sub par. Yet our hordes are still pretty good especially when paired with support heroes such as the Plague Priest and the Clawlord. We also have potential for recurring chaff with Moulder and kiting the enemy with Eshin. Swarming the board and then indicating targets with our heroes is what I see as the current name of the game. Our Verminlords will never stand up to a Gotrek, our Hellpits will never stand up to a Gargant, but we can have such a huge amount of wounds and source of mortals that we can still be a real threat. I feel that to often we are looking towards the fancy and fun units and forget about how solid many of our basic units are. Do I want to see some changes? Absolutely. But this is not the edition of heroes and monsters for Skaven. At least in my opinion.
  6. I seriously want a Skaven Cavalry army and unless new models are released then Doomwheels are the way to go. That dumb behemoth word keeps getting in my way though!!!
  7. That idea with the Clawlord sounds fun, especially since most of those buffs you would probably want anyway to use on other units so you aren't missing out on anything by doing it (other than opportunity cost of casting those buffs on something else that might use it better)
  8. I absolutely love rat ogors but that is just because I have always been partial to Clan Moulder. Before stating what to add though think "what role do I want this unit to play" then after that "do I have the appropriate support to make this unit shine?" For Rat Ogors you absolutely want a Master Moulder for the new mutations and for Unleash More-More Beasts. The Ogors can also fill both tank and DPS roles but it's best to choose one and focus on that aspect. As a side but related note I have to say I love the customization options that mutations bring!
  9. So reading carefully there are two things that I am noticing. 1. It says "other" in there so if you dealt damage on rolling over on the charge you can't deal damage for ending next to it for the same unit. As I see it this means that it's max 2d3 mortals just for movement. 2. The ending a charge within 1" damage has no wound requirements so the levitate would really only deal 1d3 extra per unit larger than 3 wounds that you pass over. With that said I am seeing enough MSU's being played that I see myself using the Doomwheel again and while the levitate trick might not be that helpful against the Gargants it is very helpful for the main purpose of a Doomwheel which is to pick off those support heroes hiding within/behind screens because with levitate you can deal the mortals to both the chaff as well as the heroes. Now I wish it wasn't considered a behemoth so I could try a mobile army of just/mostly Doomwheels
  10. Hmm I am thinking that with the MSU's that many armies are bringing the Doom Wheel might finally be doing at least some work, especially if there are ways to roll over the bigger units.
  11. Love it!!! I can't wait to summon one of those with the bell! Still haven't gotten that to actually happen but then again I haven't played many games with the bell.
  12. Plague Priests are amazing especially with hordes. The curse prayer alone makes me think of them almost as an auto-include unless we can find a way to make others into priests like how the arcane tome makes heroes into wizards. I would absolutely love to give the Liber Bubonicus to a Clawlord but unfortunately it is limited to Pestilens only. The Pestilens Great Plagues are fantastic to include for a cheap hero and the other prayers are just gravy.
  13. I like the weapons team idea because it plays to the strengths of the build. With that said I think the Clawlord probably would be the best choice. It is surprisingly dangerous for a cheap hero, buffs the Clanrats around him, gives another hero to command with, and there have been some interesting builds that make him crazier like give him arcane tome so he can cast spells as well and take a spell enhancement so he can take flaming weapon and still have the option of mystic shield and arcane bolt. Lots of options in those last few points.
  14. I completely agree that different units have different purposes but what I am saying is that some of them aren't very points efficient for doing the same/similar roles. My main purpose I realize is mostly me just complaining though because I have such a great love for doom wheels and doom flayers lore/looks but yet other units do the same job but better and less chance of killing themselves and typically for fewer points as well. With that said when I first started collecting I was dreaming of making a pure Skryre Army that focused on using Doom Wheels like a hit and run cavalry that runs over the minions, snipes the generals, then charges something on the fringe of the enemy army so they can't get surrounded. I still REALLY want to run an army like that and I still might for kicks and giggles but I don't see it being very viable and Eshin would probably be much more effective for the hit and run but it's not the same as cackling gleefully as you run-crush straight over all those man-things!!!
  15. Points efficiency is definitely an important thing to consider and several things in the Skaven list are so points inefficient that they are hardly playable (Doom wheel and Doomflayer being my primary complaints) so these units either need points changes or rules changes but it's always tricky because when you add buffs from other units it becomes really hard to balance. I remember many years ago reading a 40k mathhammer article called something like "You're better off with Grots" which essentially said that the weakest unit in the orcs faction was statistically better than everything else point for point. I started doing similar mathhammering with our current point levels and with no buffing units my early math is pointing to the gutter runners as being the most point efficient. Unfortunately they don't take many of the buffs well or the buffs that they do take well is hard to fit in the army (example is the curse prayer which as far as I know you can only get through a Plague Priest at the moment)
  16. I was under the impression that it works similar to the bodyguard rule but I may be horribly wrong because of specific wording. My understanding is that you can have both but the bodyguard/Verminous Valor goes first and sends wounds to the minions then the ward goes after. There are units like the Phoenix peeps in Cities of Sigmar that do exactly that but they bring a different question in the fact that the minions doing the bodyguard also have ward saves, do they get to ward save vs the wounds taken from bodyguarding?
  17. Now I don't see this list as being competitive in the slightest, more of a thought experiment than anything else, but I wanted to create an immovable tarpit and this is what I came up with. Now it's not immovable but rather it has such a strong marshmallow defense that it is really gonna ask the dps check question. I can't figure out how to do spoilers with my phone so I will just describe it rather than pasting the whole thing in. Essentially take 6 Master Moulders with the battalions to get two more artifacts (not really essential) and take Foulhide, Amulet, and Seed of rebirth. Command trait for the General: Horde Master 3 min units Giant Rats Then the rest is swarms of rats with as much reinforcements as you can! Of course you deal as much damage as a goblin with a pool noodle but in ideal circumstances (no good player should ever give this to you) you are looking at quite the massive healing. 6 Master Moulders healing d3 wounds to the rat swarms in your hero phase 1 Master Moulder healing d3 in your hero phase due to artifact 1 Master Moulder healing due to heroic recovery each hero phase 17 units of Rat Swarms bringing back one model with 4 wounds in your hero phase 1 destroyed unit brought back on a 4+ EVERY PHASE Now like I said nobody should ever spread their damage out to give you max healing but for kicks and giggles I wanted to see what max healing would be. MM healing swarms 6x3=18 Artifact 1x3=3 Heroic Recovery 2x3=6 Rat swarm model replacement 17x4=68 (This last one really is a stretch but run with it as a thought experiment) Unleash More-More Beasts Reinforced Swarm=16 wounds Enemy Hero phase, Enemy Shooting Phase, Enemy Combat Phase, My Charge Phase, My Combat phase=5 phases (without really wonky stuff like fighting in the enemy charge or my shooting phase) 16x5=80 18+3+6+68+80=175 max wounds healed/brought back per battle round That is more healing than many/most armies have in their entire list! Once again I recognize the pool noodle damage and that no sane opponent will ever give you this chance nor will the dice gods ever be this kind but still this kinda healing is insane! And this isn't taking into account Rally because I don't usually find it worthwhile except for rare occasions. I also realized that there is some other tweaking that can be done to increase it further (reinforce the giant rats rather than the swarms and unleash the beasts with the rats) Edit: tweaking for max healing Remove three Master Moulders, reinforce the Giant Rats instead of rat swarms, use the points saved into more swarms, 35 more wounds healed/replaced per round!!!
  18. That tail looks like a later addition, was it from another sculpt or did you make it yourself? Either way looks really cool!
  19. Got a more generalized question but with all the re-rolling that Skaven get this may be a very pertinent question. In core rules 1.5.4 the key part states "If a rule allows you to re-roll an xd6 roll, you must re-roll all of the dice used for the roll." So does that mean that we have to re-roll even the successful ones? So for example if I take Clan Eshin my Gutter Runners can re-roll wound rolls targeting the chosen enemy Hero. I roll a 1 , 2, 5, 6 for my wounds. I would have to re-roll all 4 dice not just the failed ones right?
  20. On the Arch-Warlock spell, yes it has the weakness of blowing up if it fails or is dispelled but would the Arch-Warlock paired with Warp-Lightning Cannons be our best bet for killing things like Gotrek? That's alot of potential mortal wounds (for either side of course)
  21. So umm... After glancing at the general errata and watching a review of the general FAQ's I have a question. Is Protection of the Great Horned Rat TECHNICALLY a ward save? Based off of the review I just watched I would guess actually no because a ward save is BEFORE wounds are allocated and PotGHR is WHEN wounds are allocated. According to the FAQ if PotGHR is not technically a ward save then you can take the amulet of destiny for a ward save and the PotGHR for an additional save.
  22. But did that really make the giant rats better? I see no reason to waste reinforcement points on them so I guess they get those bonuses until something sneezes on them. They are cheap chaff and those bonuses don't help a whole lot. Actually as I am writing this I just realized that I was focusing on the wound benefits rather than the range. With that range benefit as long as they have taken no damage they can take up alot of space as a screen then when it's time to fight they can rank up and take hardly any space while throwing their couple of random dice.
  23. I am by no means a good source for valid reviews but I like the Moulder list you put up mostly because those rat Ogors can really do some work and it's a nice bonus to heal them up. Also with all those units the Unleash More-More Beasts is more likely to help more often. With that said I think your first list with the two Bells is likely going to work alot better. I especially think that the generic plague priest has received a huge buff this edition and the more I look at things I feel like I have to find a reason NOT to bring the plague priest. Between the curses and the re-rolls making it more likely to get the great plagues I expect to see them alot.
  24. I can definitely get behind the idea of larger blocks of Rat Ogors. Now with that said I kinda want to run a list of each clan so I can get them on the table and feel them out. It seems like the people at my FLGS are running 1k lists or close to that so this is probably a good time to just throw stuff on the table. So I am split between Pestilens and Eshin. I have heard that Eshin has alot of cool movement shenanigans but struggle at dishing out wounds (especially to anything not targeted by the hero) Any ways to help out the ninja rats in Pure Eshin/Masterclan?
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