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Diemer84

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Everything posted by Diemer84

  1. Playing against a Sons if behemat Tvis weekend. havent played against Them before. Any advice? I was considering something alting the lines of: Arch Warlock. 175 General, CT: Overseer of destruction. Amulet of destiny Thanquol. 405 death frenzy, braziers Deceiver. 345 spell: Flaming swords Plague priest 85. Lieber bubonicus 40 Clanrats 260 20 Clanrats 130 30 stormvermin 330 Ratlin 65 Ratlin 65 Ratlin 65. Emerald lifeswarm 60. 1985
  2. I have a 6 hour deadline to send in my tournament list, so panicking😆 Which lists would you consider most competitive at the moment?
  3. should I drop the stormfiends instead for more reliable shooting as say 9 jezzails?
  4. What would you suggest instead of thanquol then? It’s impossible for me to fit in the WLV...
  5. Hey folks I ha e a tournament coming up, and a deadline for sending in the army rooster in 3 days... I have no idea of what to play😆 I am considering these two lists: Skaventide LEADERS Verminlord Warbringer (280) Verminlord Warpseer (320) - General - Command Trait : Master of Magic - Artefact : Skavenbrew Grey Seer (140) - Lore of Ruin : Death Frenzy UNITS 20 x Clanrats (120) - Rusty Blade - 1 x Standard Bearers - 1 x Standard Bell Ringers 20 x Clanrats (120) - Rusty Blade - 1 x Standard Bearers - 1 x Standard Bell Ringers 40 x Stormvermin (450) - Halberd & Shield 6 x Warplock Jezzails (280) 40 x Plague Monks (280) - Foetid Blades - 2 x Standard Bearers - 2 x Plague Harbingers TOTAL: 1990/2000 LEADERS: 3/6 BATTLELINES: 3 (3+) BEHEMOTHS: 2/4 ARTILLERY: 1/4 ARTEFACTS: 1/1 ALLIES: 0/400 or LeadersVerminlord Warpseer (320)- GeneralThanquol on Boneripper (400)- 4 Warpfire Projectors- Lore of Ruin: Death FrenzyWarlock Engineer (100)- Artefact: Vigordust Injector - Lore of Warpvolt Galvanism: More-more-more Warp Power!Battleline20 x Clanrats (120)- Rusty Blade- 1x Standard Bearers- 1x Standard Bell Ringers20 x Clanrats (120)- Rusty Blade- 1x Standard Bearers- 1x Standard Bell Ringers20 x Clanrats (120)- Rusty Blade- 1x Standard Bearers- 1x Standard Bell RingersUnits40 x Plague Monks (280)- Foetid Blades- 2x Standard Bearers- 2x Plague Harbingers6 x Stormfiends (520)- 2x Windlaunchers- 2x Ratling Cannons- 2x Shock GauntletsTotal: 1980 / 2000Extra Command Points: 0Allies: 0 / 400Wounds: 166 I need some advice, what do you think? best regards
  6. I am going to a tournament soon and was thinking of this as a list, what do you Think? Allegiance: Skaventide - Mortal Realm: Ulgu LEADERS Verminlord Warpseer (260) - General - Command Trait : Master of Magic Grey Seer (120) - Lore of Ruin : Death Frenzy Arch-Warlock (160) - Lore of Warpvolt Galvanism : More-more-more Warp Power! Verminlord Corruptor (260) - Artefact : Sword of Judgement UNITS 20 x Clanrats (120) - Rusty Blade 20 x Clanrats (120) - Rusty Blade 20 x Clanrats (120) - Rusty Spear 40 x Plague Monks (240) - Woe-stave - 1 x Icon of Pestilence - 1 x Contagion Banner - 1 x Doom Gongs - 1 x Bale Chimes 15 x Skryre Acolytes (180) 6 x Warplock Jezzails (280) ENDLESS SPELLS Warp Lightning Vortex (100) Aethervoid Pendulum(40)
  7. Where are you seeing this? I can’t find anything to support that and the website says it is shipped with 25mm rounds.
  8. I’ve been considering the exact same lists... 4 morghasts hits much harder, but the VLOZD is so much more survivable!
  9. Hot peanut, what about playing your Nagash list with the 4 morghast, how did that go? Where you outdeployed or alphaed a lot? Would you have preferred another 40 skeletons instead? I am really considering making a similar list to yours, just with 30 grimghast instead of skeletons and 4 harbingers instead of 4 archai:-)
  10. Hot Peanut... How did you tournament go? I liked your lists and am curious...
  11. Really looking forward to the next drafts with whatever edits you will make. Having a game against bretonnia next weekend, so I wait in eagerness. Also, I think I forgot to mention the retreat and charge mechanic. I really dislike that. The ability to keep dealing mortal wounds each turn with an extreme range capacity(12"+3d6, from any model in the unit) is just too good. Also I hate it fluff wise. The one problem with the knights should be if they fail to do lethal damage on the charge and are stuck in a prolonged combat. They have no weaknesses right now. Best regards
  12. Not to be impolite, but I don’t think that you have read the steam tanks actual warscroll. The green knight vs steam tank is an odd comparison which I am not going to do. Also, in general, perhaps one should be careful not to cherrypick and always compare to strong units for their points. Said with the best of intentions.
  13. Sure, even though the mourngul is nerfed to the point is it nigh unplayable, it still has many similarities to the current green knight. Before the mourngul lost it´s 5+ save against wounds and mortal wounds, at 400 points the mourngul was no powerhouse, but still usable. I merely wished to make the clear that the extreme difference in points(160 and 400) should call for a point increase and also removal of abilities for the green knight. Thank you for pointing out that the mourngul is mismanaged! It has a great spot on my shelf which it will not be removed from for a while;-)
  14. First of all, a great cadeu for making this battletome. Awesome awesome work. I have been testing and comparing a lot of units and abilities from the battletome, and I have a few suggestions for it. Protection from the spirits: Hero, shooting and charge phase. really odd. I like the fluff of it being in the shooting phase. But in the hero phase to save against spells and the charge phase it a little odd. The rule should be simplified. Favour tokens: It should be very clear when these can be used. Right now you could make your to hit rolls, get a lot of ones and then choose to use a token. The token should be used o a unit in the beginining of a phase. Fair Tailwind: Should say "until next hero phase". Obfuscation of the spirits: Should not be able to improve or decrease saves. Just immune to rend. Just like Death units have it now. Revivify: The text is unclear and difficult to understand how many returns and the exact conditions. Siriennes Locket: Should say "rounding down" and also discard the 5+ ability completely Men-at-arms: should be a 6+ save as standard instead of 5+. right now it´s 60 pointsfor 10 men with a 4+ save with shield, which is easily made immune to battleshock! what a steal. The green knight: Probably the most broken thing in the tome for 160 points!!! compare it with the mourngul at 350 and you will realise the beggist difference is 3 wounds. The mourngul even lost the ability to negate wounds at 5+ save. which the green knight still haves. The diffrence with them is 3 wounds, the moungul has´-1 to hit and can regenerate. The green knight instead can come back from the dead, negate wounds on a 5+, actually hits better and has the ability to do 5*1d3+1 mortal wounds on the charge on a 5+, which is easiliy improved. Perhaps the green knight should loose his blade of old, and foliate shield. And even then he should still be set at perhaps 220 point cost. My two cents. best regards
  15. I think the crossbowmen should be better than peasant archers. I havent dont the math on the crossbowmen. But the danger with the bowmen is the once per game ability to autodelete most things. 3+TH reroll 1s(token), 4+ TW reroll 1´s with 90 attacks, gives me an average og 42 wounds for 30 bowmen. I would like to warn about the retreat and charge. With puny slow skaven clanrats it can be a game-winning map control move, for fast moving high damaging bretonnian knights, it takes them up a power level for sure and changes their gameplay drastically, making them almost impossible for opponents to tie up/respond to. Haven´t tested it with knights, but I have used skaven tactics a lot;-) Best regards
  16. Very nice work with the tome so far, I am impressed and really like the idea. A few comments on what I have seen so far: 1/ Why have you chaged the spell of the Fay enchantress to give +1 TH and +1 TW and casting 8? I think it makes the spell very risk/reward. But also the +1 TW would make 10 grail knights mortal wounds machines, dealing 30+ mortals and equally many rend -1, which sound like too much to me.. 2/ the favour tokens, love ém. But the retreat/charge mechanic seems very un-bretonnian, and also extremely potent. Being able to break from combat and doing a charge 20 inches awar from the combat perhaps even with the above mentioned buffs... what map control! 3/ The spell that offers +2 to save seem imbalanced. combined with mystic for +3. Does really¨get the normal AoS feel with such powerstacking. 4/ achers, making them hit on a 2+ doesn´t feel right for peasant bowmen... What I could remember after a quick read :-)
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