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BeerBoar

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Posts posted by BeerBoar

  1. 6 minutes ago, BeerBoar said:

    Oh dear, I did some digging and I am afraid this isn't true. Core rule 20.0 states that "Each friendly priest can chant one prayer that they know in your hero phase" and the new rules for all the invocations in the Blades of Khorne faq start with "this invocation is summoned with a prayer that has answer value of x".

    So yeah, no dice unless rules are changed, since as written invocations require you to use your prayer for the turn to get them on the table :(

    Buuuuut this is just reason to take moooore Slaughterpriests and Warshrines than ever before! 

    • Haha 1
  2. 2 minutes ago, Riff_Raff_Rascal said:

    @BeerBoar Your points are valid. Your evidence is founded. Your logic sound. 

    However....

    You're in the skaven chat my friend. We treat rules like pirates treat booty. We break the rules and take as many rules as we can. May the the Great Horned One smite @BeerBoar for his competent words.

    Hahahahahaah I shall learn-grow from this master. I am but a humble Moulder, new to my clan.

     

    But yeah, the rules as written are kinda hilarious though. Hats off to all of you here for the Skaven engineering.

  3. 40 minutes ago, CrimsonKing said:

    At least you can chant 1 prayer and also summon 1 invocation with one priest in each hero phase. Kinda pushes you to get a Judgement to maximize the use out of your priests.
    Perhaps when our book is updated there will be some 3.0 specific rules for that (artifact to buff priest prayer ability for example)

     

    Oh dear, I did some digging and I am afraid this isn't true. Core rule 20.0 states that "Each friendly priest can chant one prayer that they know in your hero phase" and the new rules for all the invocations in the Blades of Khorne faq start with "this invocation is summoned with a prayer that has answer value of x".

    So yeah, no dice unless rules are changed, since as written invocations require you to use your prayer for the turn to get them on the table :(

    • Sad 1
  4. On 7/27/2021 at 11:12 AM, CrimsonKing said:

    My take is most of it applies, modified by the new core rules page 25 on invocations, and the errata for Blades of Khorne. New points in 2021 General's Handbook.
    Errata states that Judgements are now Invocations, and gives the three sets totally changed datasheets, including wording for summoning them.

    Enemy Priests can now attempt to dispel them per core rules.
    They are still likely to dispel themselves end of each battle round based on BoK book, and often have wording in the Errata warscrolls to dispel after some effect is completed.
     

    From my reading a priest can only chant one prayer per turn now as well, since the core rules state that priests can chant one prayer per turn. Which means we can no longer chant blood boil, bronzed flesh, and summon an invocation all in the same turn with a single priest... 

    Would love it if someone can prove me wrong though! I have a warshrine and it too is in the same place by my estimation :(

  5. Deeper existential question: what happens to a unit that is garrisoning a defensible terrain feature, only to have it turned into a Gnawhole?

    My impression is that this artefact was overlooked, since before you could legally be on a Gnawhole, though now you shouldn't really ever be on one; the artefact as written seems to create a game state that 'probably' shouldn't exist.

     

    Very skaven though bahahahah

  6. 19 hours ago, umpac said:

    They can't move. Its a very niche gimmick and we have are spoiled with amazing artefacts so I don't see myself taking it if I want to go competitive. Your opponent  also knows you have it and can easily avoid it by not putting important stuff inside terrain. Its fun though and can offer some double turn protection.

    To me it feels like this was not really intended... but what a strange interaction! Has anyone actually tried this against an opponent? Just shared this with a friend in my play group, and he was mega sceptical.

  7. 34 minutes ago, Zamik said:

    I want to hear how Curse fares as a useful tactic, especially with Wrathmongers. 

    Me too. Curse has got me very interested in slaughter priests again. I don't have wrathmongers, but I run lots of flesh hounds, and they have lots of attacks to proc curse with...

    • Like 2
  8. On 7/23/2021 at 4:36 PM, greg19190 said:

    I used him with 4 Warp fire throwers and he wrecked an ogre gluttens block that was bs immune and deathfrenzy was very useful and reliable on rat ogres and Wolf rats... That and if he gets charged just burn what ever charges him and then retreat him off taking minimal Wounds...  

    Hmmmm I like this a lot...I keep forgetting that I can bail from combats I am 'uninterested' in or find 'beneath me'.

    hehehe

  9. On 7/20/2021 at 3:08 PM, Cosmicsheep said:

     Maybe switching out 2 or all of them for the fire throwers might have helped you with the 20 Phoenix guard? Just a thought 😁

    But i’m with you on the rabid rat ogres. My favourite unit at the moment and somewhat underestimated by your frenemy.

    Ohhhh dude I agree hahaha the phoenix guard are just such a pain, and the throwers would help deal with them! 

    Glad to hear you also appreciate the value of our my favourite creations :D

  10. Loved the batrep @vinnyt! I faced off against Gotrek too with this Moulder list:

     

    Allegiance: Skaventide
    - Grand Strategy: Dominating Presence
    - Triumph: Bloodthirsty

    Leaders
    Thanquol on Boneripper (405) in Battle Regiment
    Thanquol on Boneripper
    - General
    - 4 Warpfire Braziers
    - Lore of Ruin: Death Frenzy

    - Universal Spell Lore: Flaming Weapon (1 Spell Enhancement)


    Master Moulder (95) in Command Entourage
    - Artefact: Rabid Crown
    Master Moulder (95) in Command Entourage
    Master Moulder (95) in Command Entourage

    Battleline
    6 x Rat Ogors (285) in Hunters of the Heartlands
    - Mutation: Toughened Sinews
    - Reinforced x 2
    6 x Rat Ogors (285) in Hunters of the Heartlands
    - Mutation: Insanely Rabid
    - Reinforced x 2
    6 x Giant Rats (40) in Battle Regiment
    6 x Giant Rats (40) in Battle Regiment
    6 x Giant Rats (40) in Battle Regiment
    6 x Giant Rats (40) in Battle Regiment

    Behemoths
    Hell Pit Abomination (240) in Battle Regiment
    - Mutation: Toughened Sinews
    Hell Pit Abomination (240)
    - Mutation: Never-never Die-die

    Endless Spells & Invocations
    Warp Lightning Vortex (90)

    Core Battalions
    Command Entourage - Magnificent (Extra Enhancement)
    Battle Regiment
    Hunters of the Heartlands

    Additional Enhancements
    Spell (Flaming Weapon for Thanquol)

    Total: 1990 / 2000
    Reinforced Units: 4 / 4
    Allies: 0 / 400
    Wounds: 124
     

    I managed to pull Gotrek down with 4 Insanely Rabid rat ogors that I had cast death frenzy on! The sheer weight of attacks they ****** out, along with re-roll wounds from the Master Moulder bearing the rabid crown, is grrrooosssss.

     

    Was also not so impressed by Thanquol, he never managed a heroic-recovery roll, and I want to replace him with a grey seer on foot so I can run a third Hellpit abomination and spam more giant rat screens. The giant rats were mvp; they held up my Free City opponent's chaff line of freeguild guard with shields hilariously long, and slowed the advance of his demigryph knights.

     

    It was a loss for me in the end though, as a double turn allowed my opponent to rally his disengaged unit of 20 phoenix guard...I brought them down to like 3 models or less on three occasions during the game, but just couldn't finish them off! A third hellpit will surely help muhahahaha yes-yes.

     

     

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  11. 4 hours ago, Ahriman said:

    Very much so in my view - though with the caveat that I don't play in a particularly competitive environment.

    For me they're the thing that won me games in 2nd Ed, and now I just have more units of them.

    They're 40pts that help score objectives turn 1, without risking anything valuable in my army. 

    One or two units of them in front of each of my Rat Ogor squads means they screen enemies trying to charge me and help to make sure I can pick my fights.

    And with shooting units they were always great at tying up a unit of archers so they couldn't shoot at anything important, and now that goes for stopping Unleash Hell as well.

     

    They never kill anything, but its a waste of time my opponent trying to kill them (I have 8 units of 6 now), and if they don't kill them they'll be grabbing objectives all game and scoring Hold the Line at the end.

    Ohhh sweet, I shall endeavour to try them out then before I write them off! 

    I like the idea of using them to cap those objectives turn one without fear of losing something useful.

    I will be playing with 5 units of 6 later tonight, will report on how they perform. If I dig the experience, I will be sure to run even more. Got the models for it heheh

    • Like 1
  12. Hi everyone! Devastated Clans Moulder player here (I went kinda crazy during the first wave of Covid and collected and painted 3 waves of 40 giant rats...yes, I have 120 hahaha).

     

    So anyone think they are worth playing in min size sets of 6 for 40 points? 

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