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Salcomine

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Posts posted by Salcomine

  1. 3 hours ago, Gwendar said:

    I'm not sure if using Plague Monks as a screen is the greatest idea, in my opinion. You really don't have much board or objective presence here as you have gone very heavily into heroes and the only real threats are Thanquol vs Hordes and the Warpgnaw vs.. well, anything really. That is, until he gets bracketed 1-2 profiles and then he becomes nearly useless (although I still love him, just have to play carefully with his positioning). The Monks would be your 3rd threat, which is also why I think you need to keep Death Frenzy around either on Thanquol or the Bell; Skitterleap is nice utility over Warpgale so I would replace that and have both.

    You're really only null deploying 3 things if you count the Grinder itself, and the Warpgnaw needs to come through a Gnawhole. If he and the Monks don't make their charges then you can probably consider them dead unless you plan to setup a double turn but.. with 10 drops you won't be going 2nd a lot of the time. Not to mention you can't use the Warpgnaw's ability to come through a Gnawhole (if that's your intention) and a Gnawhole teleport in the same turn I believe; they're both using a Gnawhole which can only be used once per turn. The only other thing I would change is the Ratling Gun; 1 simply won't do much of anything and those 60 points could be spent on a CP, Endless Spells, etc.

    Of course if this is all for fun, then don't mind me and you can do what you like.. I don't mean to sound overly negative so I apologize 😅

    Thanks for the reply, it was exactly what I wanted. Dont worry about sounding overly negative because it's in a pretty constructive way. All games if toy soldiers are for guns but winning is nice too.

    So I'm pretty sure the warpgnaw can come in along side a unit using a gnawhole as the FAQ says you can only use the tunnel through reality on the gnawholes warscroll once per turn, but the warpgnaw has his own rule realm guide that just stipulates he comes out near a gnawhole so doesnt use any of the gnawholes rules at all. 

    Only 3 units start off the board for the the null deploy but thanquol and the deciever dont need to be anywhere in threat range, just near a gnawhole so I can put them safely on the board edge.

    Warpgales pretty important in that when I drop my dudes in the plans to be about 6"+ movement away from the warpgaled unit so they're looking for a 12" charge to come get me.

    So I'm thinking just to go all in on rolling good and keep death frenzy and warpgale and count on the deciever rolling his 6(5 near a gnawhole) to get the party started. 

    The rattling guns was just filler points could easily be swapped for an endless spell though I'm not sure what.

  2. Hi again, so I've been thinking again about gnawbombs and came up with this. The idea basically is to semi null deploy and bring on my main threats off a piece of terrain and the plaguemonks off the warp grinder to setup for a following turn charge with the big boys. If the plaguemonks make their charge great but they are mainly there to screen. I am kinda thinking a second skitterleap on thanquol might be better than death frenzy as I'm not sure if a more reliable placement of the deciever is better than having the plaguemonks fight on death the following turn.

    Screenshot_20200616-053331_Drive.jpg

  3. 🤔 I guess i read that wrong, welp back to the drawing board. Making the charge is gravy, was more of a zone thing with death frenzy but I see that doesnt actually work either. 

    Thanks for proofing this, havent played yet luckily

  4. That's why you gnaw bomb, so to start you place all 3 your gnawholes on your backline then you can skitterleap the deciever forward to a piece of terrain and gnawbomb it and bring thanquol, the bell and abomination through the new gnawhole.

  5. Hey I'm starting a skaven army what do you thing about this for a gnawbomb army? Dropping thanquol, a deciever, an abomination, and a bell up in somebodys face with 40 plaguemonks coming in off a warp grinder seems like fun.

    Screenshot_20200525-190415_Drive.jpg

  6. Hi, I am just getting into AOS and was looking for some c+c on my list idea. thinking of running a pretty magic/body heavy list. The ideas to fire units of marauders across the table hopefully with some buffs so they do some damage. If Sayls spell goes off they dump outside 9" but have a minimum 8" charge with the new datasheet so they only fail that charge on snake eyes. If his spell doesnt go but you got a moderately well placed tree they still have a move 6"+3" from guo, advance d6+1, and charge 6+1+d6", with auto advance 6 they are threatening out 23+d6".

     

    Screenshot_20200504-061543_Drive.jpg

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