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Mizzazz

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Posts posted by Mizzazz

  1. 21 minutes ago, Skreech Verminking said:

    Well 5gutter runners or 10giant rats might be a good option to swap  flamer out.

    although The flamer is definitely a great tool for dealing with almost any death army and some armies of orders, etc.

    That is also true. The flamer rarely is able to get in range of stuff though, realistically it needs to be hidden behind some clanrats to keep it safe, and even still that doesn't stop it getting sniped by people that know what it could do. Just wondering if there's more value in the anti-horde of the warpfire thrower, or more value in the objective capping of the gutter runners? Maybe I'll try some games with each.

  2. 30 minutes ago, Skreech Verminking said:

    Considering that you opponent will be able to always attack first in some turn sequence, I would try and screen your elite with those petite clanrat u its you have.

    ususally you’ll want to keep your stormvermins within 3of them in such a way they can make a pile in, but considering his rule I would just stay 5-6inches out of combat range with your elite and hope he doesn’t get the double turn.

    ps: I would also exchange you flamer for another 20rats to put into one of your already existing clanrat units.

    a unit of 40clanrats, will hold around 2-3 units of eels from killing your elites, and the unit of 20clanrats will be an incredible nuisance for you enemy and another protective shields for you more elite units

    I thought about exchanging that but another 20 clanrats in one of the existing units will put me over by 10pts, so I'd have to shift the list around elsewhere annoyingly. Alternatively I was thinking I could switch the flamer for 5 gutter runners? Otherwise if you have other suggestions for the list I'd be open. I was thinking I could drop the bell and take a grey seer on foot w/ the snoutgrovel robes, but I'm not sure atm.

    Open to switch it up! Just wanna keep the base of Stormvermin, Clawlord, Warbringer really. Verminus represent.

  3. So recently I've been doing decently against most armies (local meta includes Slaanesh, DoK, OBR etc) but I have never beaten the Idoneth player. I can't tell if it's just a horrible match up for us or if I just need to git gud.

     

    Here is my list:

    LEADERS

    Clawlord (100) - Mighty Warlord - Command Trait : Verminous Valour

    Grey Seer on Screaming Bell (240) - Lore of Ruin : Death Frenzy

    Verminlord Warbringer (280) - General - Command Trait : Brutal Fury - Artefact : Things-Bane

    Warlock Engineer (100) - Lore of Warpvolt Galvanism : More-more-more Warp Power!

    UNITS

    20 x Clanrats (120) - Rusty Blade 

    20 x Clanrats (120) - Rusty Blade 

    40 x Stormvermin (450) - Halberd

    6 x Stormfiends (520)

    1 x Warpfire Thrower (70)

     

    The general tactic is the stormvermin, clawlord and warbringer hang out with the bell and the engineer + stormfiends go and wreck shop elsewhere, so I like to have minimum 2 threats on the board. Problem is the Idoneth player had 18 eels? Plus an eidolon and some guy that let them deepstrike and +3 to charge. They're already so fast that means he can sort of dictate when combat happens, and it was mostly on his terms. Baiting me out into turn 3 for high tide etc. Not sure how to counter this if anyone has ideas? The forgotten nightmares rule really puts a damper on one of the main damage outputs from the stormfiends too.

     

    I need to beat this guy eventually so I need help! 😅

  4. 9 minutes ago, Skreech Verminking said:

    Well I’m nit sure what kind of list you’re taking (can’t seem to see the picture you’ve send so far) but I do like the sound pf double death frenzied Stormvermins.

    Comsidering that’ll you’ll want to get those buffed stormvermins into the frontlines to kill-kill as mich as possible, My advise wpuld be to take a unit of 40 plague monks, a hell pit or anything else, that  will be able to clean up what ever else is still alive on your opponents side.

     

    Yeah looks like something went wrong with the upload - I've reattached it now. Already got a hell pit and some ratling guns to clean up after the stormvermin - just tryna figure out what to do with the remaining 150-170 points

    Saying that.. I could switch the screaming bell for a foot grey seer and take an extra unit of 40 plague monks? Give the foot guy snoutgrovel robes for some BS immunity

    523333377_Screenshot2020-02-07at10_59_49.png.4564d685d8fcacaba0ff154782302d9c.png

  5. Had a weird idea for a list, wanted to get some thoughts on it - gonna be relying on a double death frenzy on the stormvermin, with shooting backup from the three weapons teams, and the HPA for an extra threat. Still have 150pts left over so if anyone has ideas (potentially 170 if I switch the bombardier for an engineer) - could take skavenbrew to give the stormvermin 4 attacks each as well, so 8 attacks when they die also? It's overall kinda eggs in one basket, but it seems like it could be fun 

    1040416816_Screenshot2020-02-07at10_59_49.png.810f499156e959ba6dc7a05353d92536.png

  6.  

    11 minutes ago, Gwendar said:

    Generally, yes. For 100 points it's good to have at least 2 as they're easily sniped out and as you probably saw from my previous post, Fiends are trash without that buff. You also see an AW + 2 Engineers a lot as well, but not necessary.

    I find that taking both isn't worth it.. but that isn't to say either are bad. The Warpseer is resilient and Dreaded Warpgale either snipes heroes or slows down units. Combine that with the massive BS immunity and.. yeah, I think he's worth his points. The Bell has half the range, but doesn't require a CP.. and it's utility being random is obviously inconsistent; you may really want the -1 to hit or +1 to cast bubble, but instead you deal 1 MW to every unit or it just hurts itself.

    With both choices, you usually want to start with a CP, but you don't have to. If you're playing against an army that can shoot\charge multiple units T1 then it will be better to run a Bell as you can at least protect 1 unit from BS if you don't start with a CP. All in all it sort of just depends on your composition. In your particular case, I think the Bell is great to have for Death Frenzy. If you were going to drop the Warpseer, I would replace it with another Engineer\AW and a Grey Seer on foot as @Drcrabs suggested. Then you have 80 points left for another 20 Clanrats, a CP, or more Endless Spells. Remember you can Skitterleap an Engineer\AW near a Gnawhole, cast WLV and then they can teleport back to safety with the Gnawhole during movement.

    That makes sense. I guess the issue is that if I were to drop the bell and take a Grey Seer, I'd have to choose between Skitterleap and Death Frenzy, and it seems like with the block of Plague Monks, Death Frenzy is a requirement. Is the WLV still worth its points? I'd be okay with dropping that if its usefulness is lessened by not having Skitterleap.

     I'm also a big fan of the Warpseer model so I'd like to keep him in the list if possible.. problem is I also like the bell model a lot too, but this list is for a tournament so I need to forego my usual models for a bit so I can be a little more competitive - so I'm open to any other suggestions/changes to the list.

    How easy is it for an engineer to die if I just keep him wedged between stormfiends? They could be big enough to block LoS 😬

  7. I was hoping to get some advice on this list - is only having 1 engineer too much of a point of failure for the stormfiends? And does the warpseer create a redundancy for battleshock immunity i.e. is it worth taking him and the bell?

    Open to suggestions

    Screenshot 2020-01-21 at 12.27.39.png

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