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shalvan

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  1. You can fit this in a one drop, if ratlings are hidden in clanrats they don't count as a drop.
  2. I tried the attached list in Hosts Arcanum. Throws around spells like it's nobody's business. DoubleBirbCEWrlrd.pdf
  3. Can coalition units be generals? I don't think so. If you swap a unit of pinks for screamers you can take a changecaster and end up with even 2000, then the changecaster can be the general.
  4. Now clanrats can use command abilities on themselves as long as they have a clawleader.
  5. It actually even has about 110 wounds. 95 on the Stormfiends, 6 on a warlock, 10 on the schools acolytes and 3 on the grinder. What would you use the grinder for? Is deranged inventor used in shooting?
  6. They need support and they kick butt. Don't take three small squads, it's bad for buff efficiency. My impression is that it's a very large opportunity cost to run them as a hammer. I put together a list with 9 Stormfiends, basically what you're left with is some MSU acolytes to fill the battlelines, then heroes to support the fiends. The thing is your need to protect them but you can't really screen and you don't get to use hidden weapon teams.
  7. The Chronomantic Cogs might be one of the better spells now to try and get into combat turn one with Tzaangors or Enlightened. Though map-wide +2 was surely better than +1 to charge only within 18 inches. I guess for a tzaangor list we'd get a Tzaangor Shaman general and also a Great Bray-Shaman for his movement aura. Enlightened on Disk are so fast they should generally be able to reach the enemy T1, while regular Tzaangors could enter from Ambush.
  8. Still possible to stack versus penalties to hit/wound (do they exist?) and rend such as Shining Company or Locus of Change.
  9. Do you think it could be possible to go for a Tzeentchy build focused on Tzaangors in the BoC allegiance? They got significantly cheaper now and they can hit like trucks. They do suffer from coherency though because of low attack range, and not having DoT agendas for bonus attacks after charge hurts. Have you tried such a build?
  10. I know you can. But I don't want to play straight Moulder I prefer Izzet over Simic, if you know any Magic lore.
  11. I am tempted to play them, but the fact that the toughened sinews is restricted to one unit coupled with the MSU of 2 puts me off somewhat, since you can only reinforce them once. I'd like a 6 or even 8-model unit of Rat Ogors, but that's not possible under the new ruleset. 4 models is still good, 24 wounds at 4+ with decent melee prowess for 190 points is certainly okay. Though I guess 6 models would have the problem of coherency ****** with delivering melee attacks. No matter what, this is at least one of our precious reinforcement slots to be impactful.
  12. I easily get salty. I am salty it is only Stormvermin and Clanrats. I want to hide them in Skryre acolytes especially, but could be fun to hide them in plague monks too, night/gutter runners less so because they are so fast. Giant rats is probably a stretch The biggest problem to me is you can't hide them in pure Skryre army, otherwise an amazing and flavorful mechanic. Though 6 weapon teams jumping out of the last clanrat is super silly
  13. Lore of Ruin is Grey Seer only, so I believe you can't take those spells on Verminlords? @Cosmicsheep The new builds with stormfiends seem super squishy to me as of late. Sure, they have 4+ save and lots of wounds, but it still ends up being less than other things. Still, I'm inclined to try something where the Stormfiends play the role of Archaon. Even based on your list: One Drop 2 2000 Battle Regiment Verminlord Warpseer 335 Arch-Warlock 175 Warlock Engineer 125 Skryre Acolytes-5 65 Skryre Acolytes-5 65 Stormfiends-9 945 Warplock Jezzails-6 290 Almost no screen and super glass-cannon, but with an aetherdust injector, spark and mmmwp this unit of Stormfiends can delete anything.
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