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greg19190

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Everything posted by greg19190

  1. If it could give out the battleshock immunity that the plague furnise dose then I think it could be work taking, just a small rules change to make it more useable
  2. That I love... Hasn't someone already done this for aos? Or for each mission you have a total of 10 cards and you pick 3 out of them and then you can try to gess what your opponent has drawn.
  3. If it's fine cast/gw resin it is a pain to work with, brittle, loads of mould lines, superglue small joints means it won't stick and best of all it saggs (bad experiences with doomflayers among others)
  4. .** All three are cast in resin. Miss for me...
  5. Stuff to soak up there charges/stop them from charging is important to stop your damaging stuff from being killed off or giving them bad targets... That said maybe offence is the best defence so maybe just having more is better
  6. To be honest that is how it worked out last night, could not get a good charge in to the target unit and then got beaten up but enough survived and then just retreated them out and charged in again and form 2 lines going back and one at the front like a box with 3sides so the doomflayer were with in 3 and having a single line of clanrats at the front stopping the in this case stonehorn from piling in on them, still worked with 21 clanrats. The clawlord was useful by stopping the stonehorn from piling away from the unit of clanrats also he survived 2 rounds of combat with the frost lord only taking 2 damage some clanrats may have died in his place but they are self replacing... He also fluffed all his attacks each round even though he had 8.... The doomflayers worked first one blew up on a 7 did 3 damage (why do they blow up on a 7 what law reason is there?) secone one only got 4 attack did none and the last one got 10 and did 8 damage so was megga
  7. just had the best game with skaven this year against my normal opponent with beastclaw raiders. a doomwheel lifted 2 ironblasters and a mornfang, and another one got rid of 3 mornfang 2+ mortals is really consistant. i used the 60 clan rats and 3 doomflayers trick and killed the frostlord on stonehorn with them. 2 stonehorns and the priest one with the dirty snowballs battered the clanrats lifting 39 of them in a combat round, then the clanrats stopped the frostlord from charging and from having a combat phase for 2 turns by bring back clanrats at the end of the battleshock phase and putting them in 3 of the frostlord, then when they take damage from monstrous actions removing them... such a good game, the additional -1 from the clawlord is realy good in general and having a 3+ pass it on makes him really survivable then picking one of the other command ability's to suit realy liking the new book
  8. that and the season is nearly over so not really worth getting in to now.
  9. ok excuse some bad photos charge in as expected but leave a box so your doomflayers can fit in 3.5 away. clawlord top left with warpstone charm, Skryre Acolytes are enemy on 32mm bases but can represent most nasty hitty enemy and exactly the same if were a 25mm base or something bigger. then add doomflayers (only have 1 at the moment) and pile in and attack clanrats... enemy hits back and kills ****** loads of clanrats and clawlord can passes off on 3+ if heroic action is used then you can pile in your doomflayres 1 at a time laughing knowing that you are the only thing that can kill your doomflayers that turn... you can add more or less doomflayers just make the box bigger. -3 rend on the doomflayers and the clan rats also have -1 as well, all this for 605 points and an artifact thoughts?
  10. I will be playing a mock practice, game game later I will get photo evidence of instruction 😁
  11. I have been thinking about using them with out dieying and the way I came up with is having a block of 60 clan rats with 3 of the doomflairs in it a clawlord near by with the warpstone charm get the clan rats in charge with clawlord but leave lines were the doomflayrs go 3.9 away thecnacly they charged so clanrats go first then enomy unit hits back then the doomflayrs pile in one at a time with - 3 Rend
  12. It says heal d3 wounds allocated to that unit instead, as it says unit not model wouldn't that mean you can bring models back to a unit?
  13. @SevenXes you will get a more diverse army, unless you want to fish for 6s with Eshin stuff put the ogre on the back if that's what you want to do its not 40k were different guns on the marines means stuff most people probably won't notice. the verminlord corrupter he gives pestilence stuff +1to hit and wound in combat so yer good fit. you can but there are a lot of cool stuff coming out of 3d printers that arnt that expensive for plague censer bearers. no restrictions on hellpit at all, you just wont get the upgrade from the master Molders army ability. the unit is quite ok by its self as there arnt to many buffs you can give it to make it better, the skaven pack stuff gets most out of buffs from the master molder and pack masters, there is way of making it better. rat ogres would be a good wounds sponge and hammer if you have the reinforcement points and if you have the master molder you can bring them back on a 3+ when the unit dies with a cp and get your pet hellpit to have an upgrade. enjoy your games.
  14. I have used it and it will stick arround for 2 combat phases in the worst case, depending on what verminlord you compare it to it will do well enough in combat to kill some stuff, it gunks stuff up as they cannot retreat from it which is sometimes very useful. Having thankwell and it in an army works well as he does a different job overall. I would say useful and now the model is easily acsesable worth a try it out
  15. Just had a look at what you have, as you are limited on models use the night runners and storm vermin as gutter runners to get more of them, they will be able to chip away at stuff. Make sure the deathmaster is in the unit of night runners to make him an annoying road block after the unit dies if you want to still use him. Ditch most of the stuff that isn eshin so use the clan rats as night runners. And use them as a screen that the gutter runners can come behind. Giving you 1 or 2 turns of having all the gutterruners shooting and combat potenshal. I think keep the unit of 15 of them as a good sniping unit for nigash if all 15 of them can shoot and get in to combat and pop the deceivers one per game fight first it should be game over for him... Getting the wheight king early would stop a load of cp generation...
  16. Fair enough glad to have you back for the glory of the horned rat after fantasy though. try out what has been talked about so far but To be honest I haven't played around much with having 3 master clan in a list yet so would be interesting to hear about how you find it effects game play, but the master molded side of things it works very well as long as you can dely how many 3+ rolls you have to make per turn and have the space to put the rat ogers back in a good place hence the screens. Hope this helps though
  17. It's almost like they meant to have the normal inbuilt warscroll one as a 5+... Pass damage on on a 3+ is good though
  18. They die... 😏 But they are more useful as a wound battery for your hero's so they can be protected from range attacks and bad placement so they can still do there thing, screens are a must at torniments and giant rats seem rubbish but having something that can soak up a charge or steal a galavets only point is megga think of a megga guargent not having an objective cause 1 giant rat is on it all ways funny... Maybe swap out the warpseer for an extra reinforsed ratoger unit and some giant rats (which come back on a 3+) and gray seer... Or if your trick is to do the death frenzy more use a warbringer. Have you been able to play with this list alot?
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