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Le Chef

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Posts posted by Le Chef

  1. 15 hours ago, woolf said:

    guys just came to mind, shouldn't eels be pretty strong as bounty hunters actually... that +1dmg on melee will spice them up real good and they obv have the movement to position for the charge..

    I think 2 or 3 Units of 3 Eels in Bounty Hunters can do a lot of damage against CV. They take the +1 damage very well and their movement is a very big advantage now. I just put them back in my list actually 

  2. 7 hours ago, HollowHills said:

    I don't think any of us should be surprised that we've seen eels get worse and other units get better. Remember how in DoK 1.0 you basically wanted tons of witch elves and the bow snakes were the worst? Then in 2.0 the bow snakes became incredible and witch elves dropped off a cliff.

    I've got 30 painted eels of various kinds, but only 10 thralls. Guess what's on the menu for the next few months?😅

    The only thing I can't get my head around is the turtle at 500 points. 

    The save buff was nice, but so we actually need it? We're already super shooting resistant and that has gotten better. All out defense is a thing, finest hour, cover. Plus we have more than one way to fight first now.

    Hit bonus on nemarti is nice, but again all out attack exists.

    If you look at what you could get for under 500 points, I'm not seeing a place for it right now.

    I would only take the turtle in Nautilar. It's a lot of points, but having something rend -3 in your army is quite valuable (especially with relatively little MW output). 

  3. 11 hours ago, Ghoooouls said:

    I've tested out manny in vyrkos with radukar and some cheap foot heroes alongside 3x 20 zombies, 1x10 wolves (and 10 summoned from rad) and a sprinkling of blood knights and units of 10 grave guard, worked really well - think it'll be too hard to get manny in with Bella and radukar unless you go really hero heavy. But manny + rad did some serious work alongside the blood knights with +1 attack from radukar and +1 to hit and wound from mannfred, absolutely amazing.

    Yeah Mannfred together with Blood Knights (and Vhordrai) is amazing. I recently switched back to Kastelai with Vhordrai, Mannfred, Vengorian Lord, 3x5 Blood Knights and 2x10 wolves. I had a good win against Ironjawz (maw crusha, rogue idol, pigs) where my opponent got a double turn and I didn't. I would think that the combination of Mannfred and Blood knights works better in Kastelai, but will also give it a try in Vyrkos. 

    Yesterday I watched the honest wargamer movie about LVO and heard there were only 2 Kastelai lists and 6 Vyrkos lists. I'm very curious what those Vyrkos lists would look like. 

    • Like 1
  4. So what would be a competitive Vyrkos army composition that would do well in tournaments? I have the feeling Vyrkos has more potential, but I have always had better results with Kastelai so far.

    For Vyrkos I would think  about 2x20 GG, some wolves (either 1 block of 30 or multiple blocks or 10?), Bella and/or Radukar? Furthermore I'm a big fan of both Vhordrai and Mannfred. They work well together, but might not both fit in a Vyrkos list due to their points and the other heroes + bodies that need to be included.

  5. I have to say that this is my general problem with Grave Guard. Once they get into combat they kill everything, but they can also die easily before getting into combat (or immediately after their first attack). This happened a bit too often now and I'm having a go with blood knights again.

    When running GG I'll also put them just within 3' of a zombie screen so they can counter attack. This however only works well against enemies without shooting. Simply hoping for the 9' charge after popping them from a gravesite (which can easily be guarded) is not reliable enough imo

  6. 2 hours ago, Skreech Verminking said:

    So from the looks of it Mighty skreech verminking might join the ranks of the dreaded dead-things.

    I personally am looking for a new army project (next to the great and powerful skaven, who will always stay my first and best-best love)

    and since I couldn’t decide between the ogors mawtribes (gutbusters and a bit of the beastriders) and the other elite vampiric armies, I have given the choice to my friends.

    And they m, well went with the dead-things since we currently have nobody playing them.

    Since my friends are more for the fun/narrative kind of play, I was wondering what you guys would suggest.

    I’m personally not looking for an army list to win with, but rather one that both sides can enjoy.

    When it comes down to the competitive sides of the game, my pact with the great horned rat, currently forces me (which I indulge myself into, with joy) to only use the skaven as my main and only tournament Army, so I really won’t be using them for such kind of events😉.

    edit: oh I also might wait till gw announces the rumored battleforces, With a bit of luck one of them might be one for us-us, the dead-things scurry-players

     

    Solid choice Skreech. Next to my much loved Skaven army I also started a Soulblight Army. Absolutely no regrets. It's a great army to play and instead of swarming the board with clanrats, you can now do it with zombies 😉 Vykros seems indeed a good and fun entry point, with a playstyle that can be somewhat like Skaven. Enjoy!

    • Thanks 1
  7. 13 hours ago, Psyfledread said:

    Hello good People 🙂

    Vampire counts was my first painted army(15 years ago) , and now I finally feel I can use them again. 

    I bought two sets of the zombie dragon/terrorgheist. One I've assembled as Vordrai, but I'm unsure if I should build a zombie dragon og terrorgheist. 

    Which one is better of the two, and why? 

    I think the combination of Vhordrai and VLoZD is very powerful, also due to the command ability. I played 2 games with below list and absolutely smashed my opponent. 

    Screenshot_20211004-094716_Gallery.jpg

    • Thanks 1
  8. 8 hours ago, BaylorCorvette said:

    I squeezed out a win by basically outflanking or putting everything in the graves, minus my heroes and two dire wolf units.

    Once again congratulations with great result. I have thankfully saved your list and ordered a Vengorian Lord. Usually I run a double dragon list (see list few posts ago). 

    As for the Blood Knights, can we put both units in reserve? I thought it was just 1 unit if we run 2 in total. Thanks 

    • Like 1
  9. Hi guys,

    I played 2 games with below list (against Big Waagh and Kruleboyz) and in both games I tabled my opponent in turn 2. Last game I used the Rousing Commander command trait (since swift and deadly wasn't really needed). In both games my blood knights were mostly not in range of my general (but performed very well elsewhere on the board). 

    Because of this I am considering to run this list in Vyrkos. I would then take the hunter's snare command trait and Sangsyron artifact (great combo with flaming weapon), and swap the unit of grave guard for 2 units of dire wolves. I think the list still has plenty of damage output but will improve the casting and survivability of Belladamma and improve objective play. What are your thoughts on these changes? 

    Thanks

     

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  10. On 10/2/2021 at 3:59 AM, Obeisance said:

    Funny you say that- a buddy completed my 4 big boi comission yesterday. Just in time for them to apparenty be amazing and a tournament tomorrow. 

    ...

    But yeah, that's what I like about Soublight for longevity, but dislike for trying to work out what I paint first. The whole book seems valid, which is sweet. The army is so full of stuff I don't know where I want to go first.

    I feel like a VZLOD and/or Lord Vhordrei is needed. Probably Manfred because he's really good at everything. I don't know if I want a Vengorian, I think it's kind of either that or a Vamp Lord general.

    Probably Grave Guard. I guess the question really boils down to.. do I want to play with a bunch of Blood Knights or not.

     

    I had some similar dilemmas and worked towards 3 main lists (2 Kastelai, 1 Vyrkos). They all have Vordrai or VLoZD, Belladamma, 20 grave guard, 2x5 blood knights, 20 zombies. Options are a Coven Throne, VLoZD, Vengorian Lord, 2x10 Dire wolves, 20 zombies. This is actually also my queue for painting.

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

    Just wanted to share the mvp unit of my last game with skaven/moulder. 6 toughened sinews rat ogors took a total of 5 wounds from a charging Frostlord on stonehorn. Granted they were in cover and had mystic shield, they are absolute TANKS that can do decent-good damage.

    20210724_191858.jpg

    Nice! I put Toughened Sinews on my HPA and works great. I really like those 2 models on the right, where did get them from? 

  12. 17 hours ago, vinnyt said:

    That's right, it's time for a SKAVEN battle report! One Stormfiend and the shackles are missing from the picture.

     

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    My list

    Thanquol w/Warpgale
    Warp Bombardier general w/deranged inventor, MMWP
    Warlock Engineer w/vigordust, MMWP (yes I know I can only attempt to cast one per turn)

    40 Clanrats
    20 Clanrats
    20 Clanrats

    6 Stormfiends

    WLV
    Soulsnare shackles

    1965 points 


    Battle Regiment and hunters (40 clanrats, fiends)

    Grand Strategy: Keep wizards alive

    Ok so this here is my attempt at a "Control" skaven list.

    General idea is to prevent the enemy from moving while WLV, shackles, and stormfiends cause an obscene amount of damage and clanrats suicide onto objectives. I'm still working on this list quite a bit and it's not optimized by any means.

     

    My opponent brought Fyreslayers, including Thanquol's most hated foe... GOTREK!!!! Will the Horned Rat's finest get revenge, or will this be another in the long list of ignominous defeats...

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    His list:

    Lofnir Lodge

    GOTREK
    Battlesmith with 12" ignore spell aura
    Runesmiter (deepstriking)
    Runesmiter

    10 Auric gun guys (deepstriking)
    5 Auric gun guys
    5 Auric gun guys
    10 Vulkites

    10 Hearthguard berserkers with poles
    10 Hearthguard Berserkers with poles

    So basically his army pretty much ignores one of the two ways I can deal damage by shrugging all my endless spell damage. I also don't really have any shooting beyond the stormfiends to dedicate into shooting off the anti-magic guy and I'm not sure it's worth devoting them to killing one character.

     

    We rolled up Apex Predators.

    I picked the stormfiends (for actually killing stuff), and the 2 engineers (for hiding to deny points). I figured Thanquol had a big ol target on his back and I'd rather not have him give up 2 points if killed (monster and predator).

    He picks Gotrek and the 2 Berserker units for obvious reasons.

    So, going into the game, I knew this was gonna be a super tough matchup with him ignoring spells and deepstriking. But he doesn't have a lot of anti-magic beyond that so I knew MMWP was likely going off each turn. I needed to box him in the middle and delete stuff or else I would be toast once a cheeky heroic dispel got rid of shackles and he was able to punch through the 40 clanrats.

    I get 5 warpstone sparks and make him take the first turn.

     

    DEPLOYMENT

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    Turn 1

    He declares Ferocious advance with his heroes.

    He pops the movement rune and moves everyone up. He surprises me by immediately bringing up the aurics/battlesmith and unloading 20 aurics into Thanquol. 11 wounds later I am very very scared of Fyreslayer shooting. No charges since he ran and he scores 5 points.

    I'm on the back foot but know I need to get the movement blocks going. I declare kill a battleline unit and point at the 10 Aurics in front. Thankfully I heal 3 on Thanquol and cast WLV and warpgale on Gotrek, effectively pinning him in place. I then cast shackles in front of the clanrats and MMWP on the fiends, with the help of a warpstone spark.

    Throughout the entire game, my opponent passed easily 80% of his ignore spell rolls, so I'm just gonna mention the few times I do sneak wounds through.

    The fiends open up and their inaugural volley erases the 10 Aurics. However, I only get 3 points since I can't get to the right objective and the center is full of dwarves.

    End of Turn one and it's 3-5 Fyreslayers.

    But then, in a classic AoS move, I get the double turn.

    END OF TURN 1: 

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    Turn 2

    Time to score! I select conquer for my battle tactic.

    Thanquol heals some more and my opponent makes one of his two huge mistakes- choosing to use his heroic action to dispel the WLV instead of the shackles.

    I move up the right clanrats to steal the objective from the vulkites. Magic is boring since the endless spells are up and thanquol gales Gotrek.

    The fiends shoot the rightmost berserkers and kill 8 of them.

    I score 5 points.

    My opponent picks Aggressive Expansion and uses his heroic action to heal Gotrek who had taken 3 wounds from all the chip damage from spells he'd been receiving. He fails to dispel shackles but rolls 4/8 6's to rally his Berserkers which are now back to over half health.

    He moves his vullkites to shoo off my clanrats on the rightmost objective who redeploy 5" backwards. Otherwise he sort of just shuffles. around to block me off that middle objective. By putting the shackles where I did, he won't be able to actually finish a charge move without his unit being on top of the spell which means that only Gotrek can actually charge me and he is half everything so the 8" charge is impossible.

    Shooting kills some clanrats.

    He charges 11" into my clanrats and wraps em up good with the vulkites who kill 9 clanrats. BUT, he charged so far he forgot to actually capture the objective he was running me off of... so he fails his battle tactic and only scores 1 point this turn. Sneaky sneaky rat tricks.

    Score at the end of 2 is 8-6 Skaven.

    I win priority for turn 3!

     

    END OF TURN 2

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    Turn 3

    I declare Aggressive expansion (I know I'll automatically get it since I still hold the rightmost objective thanks to his overenthusiastic charge).

    Hero phase I bring back up WLV and actually manage to kill his deepstriking battlesmith with the shackles! I also chip 3 more wounds onto gotrek from the multiple spell procs and warpgale which takes him to 3 remaining.

    Movement is boring.

    Shooting is less boring. I kill the hearthguard unit netting me a bonus VP from my apex killing one of his!

    I score 6 points

    He declares conquer for the easy 2 points and fails to dispel shackles again.

    Movement is a wash, with him pulling the vulkites onto the objective and otherwise kerfuffling around.

    He didn't want to pull the last hearthguard brick over to the left objective because he knew I would just move the clanrats to the center and take that one from him since he wasn't able to kill enough of them with shooting and couldn't get into combat with em.

    Shooting killed a few more clanrats. No combat.

    He scores 5 points

    Score is 14-11 skaven.

    I win priority again!

    END OF TURN 3 

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    TURN 4

    I declare Monstrous Takeover for the easy thanquol grab.

    I know I need to get that center objective for the additional points this turn so I choose to dispel WLV and throw my clanrat block up to snag the objective. I also manuever my left clanrats to ensure that it's an impossible charge for his berserkers and hit them with warpgale so they can't come steal my left objective.

    Stormfiends only kill 3 Hearthguard since I ran out of warp sparks.

    I score 5 points but know that's the last turn I'm gonna be able to contest 2 objectives...

    He starts his turn and declares broken ranks. He dispels shackles and shoots like 8 more wounds off of Thanquol who had been quietly healing in the corner not bothering anyone. So he's back on 11 wounds taken.

    Gotrek blends the clanrat block.

    He scores 5 points

    Score at the end of 4 is 19-16. It's coming down to the wire.

    I win priority for turn 5!

    END OF TURN 4 

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    Turn 5 

    Coming off this lucky priority streak I realize that he only has one priest remaining and that he's taken 2 chip wounds from all the spells.

    I declare savage spearhead for an easy 2 points with Thanquol and the back clanrat unit easily being in the weird opponent's territory of the scenario.

    I cast a bunch of spells and the stormfiends go "brrrrt" into the last priest and kill him.

    At this point we call the game. I would get 3 points for the turn. I figured the 10 berserkers and Gotrek would probably kill the stormfiends for the apex predator point and he would get his savage spearhead battle tactic which would give him a total of 6 points.

    So final score would be 22-22, a tie?!?!

    BUT NO!

    Grand strategy kicks in and final score is 25-22 skaven!!

    Thanquol gets his victory over Gotrek in an extremely close game.

     

    END OF TURN 5 (as we're halfway putting models away)

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    Postgame Throughts:

     

    Ok so that was a bit of an unusual game where my opponent could happily ignore my magical damage output which is a huge part of this list. However, his lack of dispels meant that I could easily cast MMWP and not have to worry about the stormfiends not being juiced up. I did get seriously lucky with the double turn and subsequent priority rolls and my opponent did make 2 huge mistakes so I'm aware this wasn't a victory easily replicated. That being said, here's my analysis and grades of my units for anyone interested. 

    Thanquol (B): He is excellent at casting WLV and warpgale. But I can cast those with any grey seer and it's an absolute joke that Gotrek is only 30 points more. The warpfire throwers were pretty wasted against my opponent but as my only monster and also general, he's not really tanky enough to survive concentrated removal. For 405 points, I feel like I could replace him without losing too much efficiency and add some more bodies. But, warpgale is an insanely good spell for what this army wants to do and Thanquol is really the only reliable caster for it. 

    Warlock Bombardier and Engineer (A-): Did exactly what they needed to do but often I didn't really have spells for them to cast since they were pretty far in my backlines to ensure the stormfiends got MMWP. I think I'll definitely swap out vigordust for the esoteric warp resonator for the free warpstone spark each round. Stormfiends really need the spark to do damage and I need to do whatever I can to properly buff them. Bombardier did about 3 wounds all game with his rocket but hey, damage is damage. 

    Clanrats (A)- Yeah they do exactly what they're supposed to. 40 of em can survive quite a bit of shooting and the +2 to running means they can scuttle around super well. You know em, you love em. 

    Stormfiends (A): They killed 10 Aurics, 13 Hearthguard, and a Runesmiter. They clearly are the stars here and the MVPs of the game. Only issue with them is that I ran out of warpsparks on turn 4 and that's absolutely crippling for their output. Obviously a star unit but you really have to sink resources into them to make 'em worthwhile.

    Warp Lightning Vortex (B-): Tough game to be a WLV. It's a great spell that still blows enormous holes in your opponent's army. Pinning them with clanrats and then just booming away is excellent against any buff-heavy bubble army that doesn't ignore spell effects on a 4+

    Soulsnare Shackles (A+): The real MVP's of the game. Adding an extra layer of protection for the Stormfiends while ensuring that the clanrat brick continually threatens to push up for objectives is unbelievably huge. Unfortunately there are multiple points of failure- I can fail to cast it, it can be dispelled, or it can be dispelled in the opponent's turn. For armies that don't do a lot of magic, it's amazing. But I'll definitely keep messing around with it. 

     

    All in all, this army did pretty well against a really very competitive Fyreslayer list. Being able to make Gotrek move roughly 4" a turn and keep him out of my army until turn 4 was game defining. The threat of unleash hell with Stormfiends is also a big mind**** for your opponents, even though without the warpsparks, the fiends don't do a whole lot.

    I think for the next game I'm gonna consider dropping Thanquol and trying to get some more bodies in there. 2x10 plague monks would be excellent gnawhole jumpers while being able to actually threaten small units. That leaves me like 250 points to mess with... 

     

    That's a great batrep and very interesting to read. How was the lack of a bell/warpseer for BS immunity? I think it should still be manageable, but not everyone always agrees with me 😉

     

    My standard list looks somewhat similar and in general I have Thanquol included. However, against certain opponents I also drop him, since he does not always make up for his points then. I would personally include a unit of 6 jezzails. It's decent MW output and together with the windlaunchers, you could do some nice hero sniping. 

  13. On 6/17/2021 at 10:16 PM, yukishiro1 said:

    Soulsnare shackles looks pretty ridiculous for ranged armies, too. Just straight-up prevents any unit within 6" of any of the 3 models from being able to charge. Er...what?

    Where can I find this needs information on the Soulsnare shackles? 

  14. Since I'm mainly playing against friends I adapt my list to the army I'm facing. I run either acolytes (with 2 doomwheels for sniping off support heros) or stormfiends (with the windlaunchers on the support heros). I use monks when rend and saves are less important and otherwise stormvermin (and the warbringer). Usually I switch between the attached 3 lists. 

    Screenshot_20210403-220138_Chrome.jpg

    Screenshot_20210402-174539_Chrome.jpg

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  15. 4 hours ago, gronnelg said:

    To my knowledge there are no known plans unfortunately. Skaven are pretty awesome as it is though. Although anything new or updated would certainly be welcome.

    Anything new would definitely be awesome but I really also do like the army as it is now. Although struggling a bit with the current meta, it's a very versatile army that gives you plenty of cool options for different types of opponents 

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