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Malakhov

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Posts posted by Malakhov

  1. I love the model of stormvermins, id really like to get some and include them but yeah the points hurt

    I just bought the endless spells and gnawholes, now I'm putting purchases on hold for a while unless I find a Thanquol or stormvermins for cheap. I spent so much on AoS skavens in the last 2 weeks and I don't even get to play with what is going on right now lol

    • Like 2
  2. 11 hours ago, Gwendar said:

    I always vouch for 2 Engineers if you have something reliant on MMMWP.. but in your case, you don't have anything that needs it. Jezzails should never get it in my opinion; it won't up their damage by enough and it will kill them off too quickly. For the same reason I tend to never give them Vigordust and just try to use their re-rolls to fish for 6's in a scenario where they're at -1 or more to hit.


    I've been iffy about the WLV recently but it can still do work under the right circumstances.. so it's worth trying. Deranged Inventor is good if the Jezzails need to move, but 9\10 times they just get sent through a Gnawhole which isn't a move and thus they get to keep their RR's. If you take WLV, consider Skitterleap on the Bell to drop it where you need it (teleport near a Gnawhole, drop it, then escape in movement phase with the Gnawhole teleport) but Death Frenzy is probably a higher pick due to your 40 Monks.

    I totally forgot about the jezzails ability to reroll. I was looking so much into how to do it with other units that I forgot about it.

     

    Yeah I was thinking of picking death frenzy for my monks

    • Like 1
  3. 8 hours ago, Gwendar said:

    I can honestly see people taking 9 Jezzails and 1-2 WLC's. That can still leave you room for 6 Fiends\30 Acolytes\40 Monks\HPA, etc.

    That's basically the list I came up with your help

    Grey seer on a bell, engineer, hpa, wlc, 9 jezzails, 80 clanrats, 40 plague monks 

    I have 100 points left, wondering about a 2nd engineer as to not be left without any buffs if my engineer gets killed or a warp lightning vortex or something else

    I still need to figure out the general, spells and artifacts since I'm new and need to read this thoroughly. I was thinking of making my engineer the general with deranged inventor for rerolls on jezzails and then using a warpstone for +dmg

  4. 4 minutes ago, The Red King said:

    Gluing the glaive last was the problem lol. Just put him and the glaive on the base dry fit and mark the location to glue him later.

     

    I glued his body on first and the glaive can only go in one place so that's why the overhang.

    Ah, got it. Quite a project to start, let's see how this turns out. Thanks

  5. 49 minutes ago, The Red King said:

    I posted him over in the... march painting contract thread? If you want an idea. There you go.

     

    The right arm actually fits in pretty snugly as that's not glued in and you might be able to get away with blue tac but I'd say magnets to be safe. You dont NEED putty to magnetize it, you'd just be stuck kind of guessing on where to drill in the magnets without them.

     

    One mistake I made in putting him on the base but with the glaive was I had him too far to one side and the base of the glaive overhung his base so be careful for that.

     

    If I'm not mistaken you can build everything but the corruptor by magnetizing the right arm and left hand. I'm pretty sure the deceivers left hand is in the same position as the glaive option.

    20200317_211915.jpg

    Very nice!

     

    I will get epoxy putty for the magnets in the arm pits, easier than to mess around and guessing where to drill for the magnets.

    Guess Ill glue him to the base with his glaive last to be sure to dont get that glaive problem.

     

    Thanks for the advice!

  6. 20 minutes ago, The Red King said:

    Mine has a customer built head that combines the eshin mask with the warpseer horns and hair and the blade off the war bringers helmet so it fits anyway.

     

    Oh about magentizing the arms you're gonna want some hard drying putty like green stuff or procreate to make little "shelves" inside the models chest because it is hollow where the arms connect and you need something to attach it too.

    I will build him standing on the structure and magnetize both arms. Will try and see what you did there with the head.

     

    Damn I'll need putty but I can't get out of the house right now to get some putty. I'll check what the cheapest option is for that. Thanks!

  7. 18 minutes ago, The Red King said:

    It seems to me really that acolytes and to a lesser extent rattling guns have been under explored due to their ancient models and prohibitive prices.

     

    Battle bits and punga miniatures as well as simple converting has really opened up their use though if anyone is interested.

     

    To the verminlord question it's really easy to build him as skreech/warbringer/seer just by giving him the glaive and magnetising only his right arm if you dont mind the head not matching which I personally dont as the weapons are all WYSIWYG. The corrupted and deceiver are more difficult since you'd have to magnetize both arms but it shouldn't be too hard and I probably should have done it myself. Well I will on the second one and then I'll have access to all of them.

    I don't care about the head either. So all is have to do is magnetize both arms? Hmm, might take that project...

  8. All I have left to assemble is the verminlord. I tried finding a guide on how to build him with the possibility to be used in every options but can't seem to find one. At 100$ a pop I don't really want to buy another one so I guess I'll build a warpseer.

     

    Any of you was successful in building him with different options available?

  9. 48 minutes ago, Gwendar said:

    I hope you meant run and shoot. They can't run and charge and you should never charge them into anything as they hit horribly in CC and will die in droves 😅

    But yeah, they have a nice 20" threat range, though I usually say it's more like 18" or so due to the larger base size. If you only get 10 of them in range to shoot, they aren't all that astounding even fully buffed.

    Yeah sorry, mixed with the terms of warcry, mordheim and AoS but basically move and attack with a 20 inch range.

    I'll definitely get them they look great and fun!

    • Like 1
  10. 44 minutes ago, Gwendar said:

     😉
    I love them.. often use them in place of 6 Fiends and it leaves me 200 points to spare. I did damage calculations on them pages back and they're pretty insane..I think against a 4+ and fully buffed, just 20 of them can do ~40 damage on average? I once got all 30 in range of 20 or 30 Spite-Revs and they did about ~70 damage after saves (he had none thanks to the =2 rend) so... yeah.


    I like to take 30 but I generally only assume 20-25 will get in range unless something gets in my face T1. If you want them to be a main threat, then you need 25-30 in my opinion just to mitigate the self-damage from MMMWP + VIgordust. They're fragile of course, so be sure to keep them out of range of other shooting; once they drop below 20 they start to get kinda 'meh' really quickly.

    Interesting, love the models as well after conversion. I will wait until I can do all 30 at once then but they look fun since they can run, charge and then attack. That gives them an instant 20 range attack which seems pretty devastating 

  11. How do you guys feel about acolytes? And how many of them does it take to be worth talking about?

    I was thinking of getting some conversion kits, though I cant go for 30 immediately

  12. 2 hours ago, Gwendar said:

     

    Oh and it is.. when it goes off.. sometimes. The problem it's currently facing is this magic heavy meta; Nagash\Arkhan in OBR, Tzeentch\Archaon and auto-dispells\unbinds, New Seraphon (who I believe will be quite popular in the competitive scene) and even some CoS armies can do well to disrupt magic. With having a high CV, a Skryre Wizard with a RR next to a Gnawhole (they still get the +1 after RR's unlike Thanquol\Grey Seers) is the best option to cast it with but.. if it doesn't go off it's a 100 point paperweight for your cheat sheet.

    Even if it does go off, you can have abysmal luck with it by rolling 1's on d6 MW's or rolling a 1-3 four times in a row when you needed a 4 to do d3 MW's.. but it's a dice game after all and that's the nature of it ;) in your case, yeah if you don't have anything that needs an Engineer then I wouldn't bother.. but always try to have at least 3 heroes\wizards for when those certain battleplans pop up.. and to spend CP obviously.

    All I have for now is a plague priest, clawlord, grey seer on bell and 2 engineers as leaders.

     

    Should I be considering getting another one?

  13. 4 hours ago, Gwendar said:

    Solid enough, 2 CC units and 2 shooting units.. overall though you don't really have a big "heavy hitter" unit like 6 Fiends, 20-30 Acolytes or Ratling Guns, but that isn't to say you absolutely need one at all. I assume your Bell has Death Frenzy as it's spell?

    Haven't looked in spells yet for bell, I looked at spells for shooting units. Lots of stuff to read and learn.

     

    I was also considering dropping an engineer since you can't use more more warp power on the warp lightning canon. Also considering dropping vigordust.

     

    That would free up 100 points and a warp lightning vortex sounds fun 

  14. 10 hours ago, Lazaris said:

    Fyi, there is only one arquebuse per box of skitarii, hence the price on bits shops. ^^

     

    I will fiddle with the other rifles as well, they're not that shorter from the arquebuses 

    8 hours ago, Gwendar said:

    For 2k no.. I can say you really want 1x9 Jezzails and 1x6 Fiends if you're going to use either one of them. 6 Jezzails on average won't even pop a support hero unbuffed (which, aside from a Spark you probably shouldn't be buffing them) and that isn't worth it to me, hence why 9 is generally considered the best number... or 12 if you want to go after bigger targets more reliably. Same with 6 Fiends; 3 just isn't doing anything at all and 6 is what is going to make them viable.

    Under 2k? 6 Jezzails would be alright.. personally I wouldn't run with only 3 Fiends though.

    The AW, Bombardier and Engineer can all take More-More-More Warp Power (MMMWP) which lets a Skryre unit re-roll all hits and wounds. It's literally what makes Fiends and Acolytes so damaging.. if that spell doesn't go off you're losing a rather substantial amount of damage. Many will also take Deranged Inventor which lets a Skryre unit RR all hits; it's a good backup in case MMMWP doesn't go off.

    For the WLC's, they can overcharge them to make them roll 12 dice instead of only 6 when firing; but for every 1 you roll it takes d6 MW's. Note that if you roll a 1 on power level, you still have to roll all 12 dice if you overcharge it to see if it hurts itself despite knowing that it automatically does 12 MW's. If you're running 2 WLC's, I would keep 2 Engineers which gives you 3 sources of MMMWP as redundancy and ability to stick with each WLC to buff it. Otherwise, 2 Engineers (or Engineer + AW) is generally enough. If you really want something dead, you should overcharge it 90% of the time.. this game is all about trades. If you trade a 180p unit for something that is buffing the hell out of your opponents army or is a threat to yours directly then it's generally worth trading even if it blows itself up afterwards.

    I did this list, let me know if it's any good


    ++ **Pitched Battle** 2,000 (Chaos - Skaven) [2,000pts] ++

    + Leader +

    Grey Seer on Screaming Bell [240pts]: 5. Master of Magic, General - Masterclan

    Warlock Engineer [100pts]: 1. More-more-more Warp Power!, 6. Vigordust Injector

    Warlock Engineer [100pts]: 1. More-more-more Warp Power!

    + Behemoth +

    Hell Pit Abomination [240pts]: Warpstone Spikes

    + Artillery +

    Warp Lightning Cannon [180pts]

    Warplock Jezzails [420pts]: 3x 3 Warplock Jezzails

    + Battleline +

    Clanrats [200pts]: 2x 20 Clanrats, Bell Ringer, Clanshields, Rusty Spears, Standard Bearers

    Clanrats [120pts]: 20 Clanrats, Bell Ringer, Clanshields, Rusty Blades, Standard Bearers

    Clanrats [120pts]: 20 Clanrats, Bell Ringer, Clanshields, Rusty Blades, Standard Bearers

    + Other +

    Plague Monks [280pts]: 4x 10 Plague Monks, Foetid Blade and Book of Woes, foetid blade and staff, Plague Harbingers, Standard Bearers

    + Allegiance +

    Allegiance: Allegiance: Skaventide

    + Game Options +

    Game Type: 2000 Points - Battlehost

    + Realm of Origin +

    Realm of Origin

    ++ Total: [2,000pts] ++

    Created with BattleScribe

  15. I will actually get a box of skitarii Rangers and use the arquebuses to do a jezzail conversion. The international shipping kills that deal for the bits I've posted above.

     

    I can do 9 jezzails that way, just not sure if it's worth to do that many. Is 6 more than enough with let's say 3 stormfiends or a wlc?

  16. 14 hours ago, gronnelg said:

    Well, I mean, hopefully the list I proposed will not be the only list you ever play. So having surplus units to play around with  would be good. E.g. 2 x bells, playing around with a verminlord, 2 x 40 monks, etc. etc. Personally I would keep it, but it depends on your budget and whatever else wants your wallets attention ;) 

    Yeah I will try for other combinations once I get more experience. Ive also found nice conversion kits for jezzails so im seriously considering getting those to add to what I have.

  17. 26 minutes ago, Gwendar said:

    No squishier than Plague Monks which it often replaces\is combined with. It always has a chance to come back and if it survives can heal a bit. It does bracket rather harshly however so you really need be careful with it.
     

    You don't need one as generally if you can't summon one you just do the other effect which is to heal it but that depends on your opponent. RAW that only happens the 2nd time you roll a 12. So TLDR, yes you need a VL on hand.

    I generally find the Warpseer is a solid pick for this particular scenario.

    Oh very nice, my verminlord wasnt used in the list posted above but I do have one from the swarm box and I love the model. While I understand it might not happen very often that's very nice, thank you!

    • Like 1
  18. 5 hours ago, gronnelg said:

    @Malakhov The follow list is a fairly good start at least.
    You basically have three threats:
    - Plague monks combined with screaming bell. The bell give +1 attack with the Skavenbrev artefact, and also cast deathfrenzy, so that killing plague monks will hurt your opponent back.
    - Then you have 2 WLC boosted by 2 warlock engineers (who can also cast their own warplightning spell, if they have range). This second threat is primarly targeted at enemy heroes, to break synergies. 
    - The HPA, which is just a scary creature in itself, and can hurt the opponent pretty back if left unchecked. 

    With this list I would screen with clanrats, and try as best you can to not let your monks and HPA get charged. When the opponent charge and kill your screening clanrats, then you counter charge with the monks and HPA.
    The doomwheel can attempt to take enemy objectives, and take out unprotected heroes. 

     

    Allegiance: Skaventide

    Leaders
    Warlock Engineer (100)
    Warlock Engineer (100)
    Grey Seer on Screaming Bell (240)
    - General
    - Command Trait: Master of Magic
    - Artefact: Skavenbrew
    - Lore of Ruin: Death Frenzy

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

    Units
    40 x Plague Monks (280)
    - Foetid Blades
    1 x Doomwheel (160)
    1 x Warp Lightning Cannon (180)
    1 x Warp Lightning Cannon (180)

    Behemoths
    Hell Pit Abomination (240)

    Endless Spells / Terrain / CPs
    Extra Command Point (50)

    Total: 1970 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 179

    Oh wow thanks for the list! Also glad to see it's all units I like the models of.

     

    One thing though, it kind of makes me regret buying the corrupting swarm box, is it still good to keep around or should I trade it in for something else?

     

    Basically id keep the box for the 2nd warp Canon, 20 monks and clanrats which I could get another way for cheap since I'm not using the verminlord, 2nd bell or plague furnace.

    Or it's good to keep for added flexibility?

  19. 14 hours ago, Cosmicsheep said:

    Looks like you have a good start. It will depend on the style of play you go for, but you probably won't know that until you start. 

    I would say definitely go for the 80 clanrats and 60 monks. The Hellpit is popular in the current meta. You'll need an engineer too. 

    Anything else would be personal preference, but I would say that 3 jezzail aren't enough, nor is a single ratling gun. 

    Rat ogres pack a punch if you want a melee army, but a second cannon  or doom wheel could be fun too. 

    The best thing about Skaven is our choice of units

    Enjoy 😁

    There is so many possibilites and I love all models. I'm having a hard time picking what I want and what is good.

    I went and bought some stuff from him since I got a great deal. That and coupled with the corrupting swarm box, this is what I have to my disposition right now:

    80 clanrats
    60 plague monks
    1 verminlord
    1 screaming bell with grey seer
    1 unbuilt screaming bell with grey seer or a plague furnace with plague priest
    1 warp lightning canon
    1 unbuilt warp lightning canon or plagueclaw catapult
    3 stormfiends
    1 doom wheel
    hell pit abomination
    clawlord
    2 warlock engineers
    1 plague priest

     

    Any recommendations for a begginer? I will read the battletome tonight but it's a bit intimidating for a begginer. So many spells, artifacts and units to chose from.

     

     

  20. Greetings  fellow rat lovers. Ill start by mentioning I know nothing of AoS. I'm a  warcry player and fell in love with my skaven warband and I want to  expand their forces and play AoS with them.

    I have 3 stormfiends since I bought a box of them for warcry and I'm planning on getting the swarm box that contains the following:

    1x Grey Seer

    20x Clanrats

    1x Plagueclaw Catapult or Warp Lightning Cannon

    20x Plague Monks

    1x Screaming Bell or Plague Furnace

    1x Plague Priest

    1x Verminlord

    To complete the above I found this from a local seller (50% off and unpainted) and dont know what I should get from the following. I want to play a skaventide army and having a lot of clanrats and plague monks is a must for me. 

    80 clanrats

    20 plague censer bearers

    60 plague monks

    20 night runners/gutter runners

    8 rat ogres

    7 packmasters

    3 warplock jezzails

    2 warpfire thrower

    1 doomflayer

    1 rattling gun

    2 mortar

    1 clawlord

    2 warlock engineers

    1 screaming bell

    1 hellpit abomination

    1 doom wheels

    1 plagueclaw

    1 warp lightning cannon

    Any advice? Thank you!

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