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Yes-yes warpstone

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  1. Holy guys i realized that gnawhole don't say anymore wholly within for teleport but only within😁 So guys one question, are weapon teams hidden inside going to fit some battalions? Or if I take them into a battalion I have to deploy them and not hide? Thanks
  2. Hey @fishwaffle2232, here my list that is similar to your if you want to try more versions πŸ˜‰ Unfortunately still to arrive my Thanquol 😭 -Thanquol skitterleap, 3 or 4 warpfire -Warlock bombardier general : overseer of destruction spell MMMWP manufatto: negate wounds 5+ -Warlock Bombardier spell: MMMWP -Warlock Bombardier spell: warp lighting shield -Clanrats 40 20 20 -2 warp lightning cannon -1 warp grinder -3 ratling gun -Emerald lifeswarm I think this list could be really strong, on turn 1 we have a ton of damage from wlc and ratling, should be enough for take out a big-medium hero and 1 unit. Battalions would be I think the artillery one plus the one drop, so we run into a 4 drop, could also be played with one extra enchantment and choose between more artefact or a death frenzy to Tanquol
  3. Fun to play? Yes a lot, transforming into rats is ever beautiful! I found him good like warpseer. I mean CP generated from Warpseer is good, but I found the king better in combat (rend - 3, eventually +1 to hit and with the spell +1 dmg eventually), then if you play a skitterleap is great since can be teleported near a gnawhole, run 13 spell and movement phase return behind his wall of rats 😁 I hope GW will give us back the 13 spell, other armies spend CP and summon units, pls give us back one of our most special magic 😍
  4. So next list I think to try. Warpseer 2 bombardier 2 cannons 1 hell pit abomination 2 warpfire thrower Clanrats 40 20 20 Emerald lifeswam 1915 pts. So 1 bombardier and cannons in artillery battalion. Now I could ad 1 plague priest that is not so useful in this list but would unlock me the battalion +1 enchantment +1 cp. Another change I was thinking about was to downgrade 2 units of 20 clanrats at 10 stormvermin, bring to 60 clanrats the third battleline and play Verminking instead of Warpseer so the list will be 2000 pts. One thing about this option is that inspiring presence is probably enough for not take battleshock with the 60 clanrats unit and let stormvermin run away if they survive (I don't think they never survive). About artefact i think to place skavenbrew for give Clanrats a chance to deal at least some damadge and the command trait still to choose. Another thing is about screening bell, i think right now is good since MW spam is even better this edition. Any other ideas?
  5. Hey guys, I played some other games this last evening. New rules are great, I'm really liking this kind of play (maybe is justan impression because are newπŸ˜‚). Some consideration from games, made 2 game Vs ossiarch and 1 more Vs slaves. I played with Warpseer, Grey seer, Arch, Stormfiends, clanrats 60 20 20 and 1 warpfire (have only one at the moment😭) So 1 game Vs 2 catapult, and stormfiend looked fine this game but nothing incredible. The other game was VS nagash, katakros and 4 mortek guard units and i won also this game thanks to missions, but the game felt really bad. Was like playing 2000 VS 600 points since his nagash stopped 100% of my spell for 5 turns and I never got a chance to kill him, I dealed like 10 wounds but the next turn was again full health (seeing that I think soulblight with summoning are really nuts). Basically this game was Clanrats VS his army, my other stuff did nothing and Stormfiends in this match revealed their big problem dealing pretty much no damadge. Warpfire Thrower best piece all my first 5 games in the new edition 😎 Against nagash for example he canceled 2 units of mortek completely alone before explode 😁 I have to say this game VS nagash felt really bad, there was not a single turn where I thought I could have done something, but playing for objectives and applying the typical rats strategy (RETREAT and Teleport) I got this. Really I like to underscore that, those games where really a lot strategic, more on positioning and getting control of board than dealing damadge. I mean if in the game we are able to deal our typically skaven damadge we obliterate people, but this rules give us also a great board control. For example happened all games that I charged only with verminlord for move again in combat. Last game I choosed to switch my skavenbrew with snotgrouvel robes, so Warpseer became a Verminking just for try, and holy also Verminking looked great. All his abilities where good, summoning rats was something really relevant in the game I played it, I basically won thanks to 13 spell stealing a lot of objectives during turns with random rats that he ignored cause he needed first to deal with Stormfiends (he played slaves). I good point about Stormfiends, are really hard to kill for people. Save 3+ thanks to CA is something great and they basically are ever sorrounded by walls of rats and also another thing that was really strong i games I played was to force the opponent to deal with gnawhole. Since I set up my fiends near one and thanks the smallest table the other 2 gnawhole (that typically I place near opponent deployment) couldn't be ignored and forced every game the slaves guy or ossiarch to place a unit there and keep it there. I felt like this kind of outplay (if we want to call like that) is not possible without Stormfiends. Now I'm going absolutely to try more Verminking😁
  6. There are a lot of way for play it but I was mainly hoping doomwheel was able to use monstrous rampage but seems like it can't. Would have been really beautiful in charge having 2 impact hit and destroying scenery with a 30" movement model 😁
  7. Holy I've realized now that doomwheel is considered behemoth but has not the keyword monster 😬 Was thinking about a 2 doomwheel list with the artefact for doblue move for take care of small heroes with the 2 d3 mw at 2+ and maybe scenery
  8. I'll try it a lot more for sure. I don't think I would change a lot my list except for a 2nd Warpfire in next 5 games, mainly for learn as better as possible the rules first😁 Anyway I finally buyed a thanquol and a second WLC for grow my rats army. YES-YES, ready for FIRE-FIRE!!!!
  9. Hi guys, yesterday I played my first 2 games at Aos 3 and found it at first impression really cool! Was playing VS Slaves to Darkness both games runned by a friend. List I played: Battalion 1 more enchantments Warpseer Grey seer (swath frenzy, skavenbrew) Arch warlock (general: repeat hit skryre, MMMWP, new artefact negate 5+) Clanrats 60 20 20 Battalion: no monstrous rampage against 60 clanrats and stofiends 6 stormfiends 1 warpfire He played first game archon and kn the second belakor and 2 prince daemons, In both list as units he got 2x5 cavaliers, 20 warrior, 3 varanguard. So first game archon died my t1 and that's all also I continued for 3 turns. The second one was close and we finished with a tie. The new rules looks great at first impression, also if we played without battle tactics (we remembered to late about this). About skaven, stormfiends looked really nuts. With MMMWP unleash hell was something really broken, the turns where I didn't passed MMMWP instead Stormfiends dealed a good amount of damage in my turns thanks to warpstone and the command trait but unleash hell was really bad. I got hard lucky with the dice and dealed just 1-2 damage, in another situation maybe 4 but really was like wasting cp withou MMMWP (also and mainly thanks to my opponent tankyness). In general we know that Stormfiends without the spell aren't so great and maybe is cause of that I found unleash hell not something incredible for them. On the other side they were really a good unit for cancel opponents units so for the moment I found them good. Still I'll keep playing this list for learn the rules and in future evolve it. One change I'm going to take is downgrade arch to bombardier and 1 clanrats unit to stormvermin so I got 70 points for the second warpfire. On other side I found warpseer good but not so great for support role/points, still to see next games how will work but on paper I'm not so escited by him cause he cost us 1 cp every turn and only 2/3 times we got this free cp, so maybe a bell with another kind of verminlord could be better.
  10. Hi guys, first list I'm going to try. Sorry if I don't know the English name of some stuff 😬 Battalion: vanguard (1 more cp, 1 more enchantments) Verminlord warpseer - 335 -spells: flaming weapon, ghost-mist Grey seer - 140 -spells: death frenzy, skitterleap -artefact: skavenbrew Arch warlock - 175 -spells: MMMWP, chain warp lightning -General: skryre repeat hit -artefact: amulet of destiny (new one, ward save 5+) 20 Clanrats -130 20 Clanrats - 130 Battalion: hunters of the hearth lands (gh battalion) 60 clanrats - 390 Warpfire thrower - 70 6 Stormfiends - 630 -2 ratling, 2 windlaunchers, 2 cac So thanks to the vanguard battalion (in my opinion best battalion for skaven with the artillery one) we got access to a second enchantment and 1 more cp, in this way we got 2 spells for each wizard and a second artefact and I am not totally sure of my choices here. In the second battalion we got immunity from monstrous rampage. Unfortunately I got space with this list to only 1 Warpfire. There are some changes could be done like downgrading Arch warlock to a Bombardier and got 50 pts for an endless spell. Also another thing could be playing screaming bell instead of warpseer+Grey seer and we got other 210 pts that I should anyway spend on an hero for get access to vanguard battalion and also I want to play at least 1 monster. With the double spell on Grey seer I think this battalion is really busted (skitterleap+death frenzy or could choose to swap one of this with the spell the breaks coherency). Actually listing without FAQ is not easy but for the moment I want to try something like that, any suggestions? Edit: Holy guys I realized now that we have a command trait masterclan that steal command points at 6. With all this command points being generated could be really great some turn take from the opponent 1 or more command points and negating him in this way some abilities
  11. We should make this kind of discussion on stuff like Facebook, Twitter or Instagram on the official page of GW, maybe the company seeing that there is also a big fan base ready to help and give their improve to the game will start looking to evolve the game (like happens for 100% of videogame and 98% of tabletop games, Magic The Gathering is the best example I know). About that I would underscore that this kind of process I think it should not be compared with videogames. This kind of games are extremely easy to fix since the mother house has all the global data about the game itself and just need to work with a little change on the algorithm. Pls guys we should stop complain here and make genuine discussions on social. I think if we ask answers and want answers the only way is on social. Edit: about comparison with videogame I mean that GW should take example.
  12. I think the biggest "mistake" if we want to call like that, is mainly about plague monks. Some skaven clans are horde and this min size has cutted orders to some clan (considering to play a full pestilens or Mulder list). Looking this way I think stormvermin maybe was fine the change, but for monks really this make no sense for me, seems something like killing what skaven are. Looking to armies in general I think playing skaven will still feel like an horde army since our units are anyway 10-20 or 20-60 rats instead other armies units of 5-10 people and the table got smaller. Also pretty much entire book need be FAQ, maybe they change our alliheance ability to 10 rats +1 hit and 15 rats +1 to wound (? Maybe tooooo strong?). Or stuff about shields or jezzail save. Also there was some points changes that I don't really get it. WHY warlock bombardier and warlock engineer should cost the same amount of points (125) when they are the same thing with same abilities but one has a better shooting weaponπŸ˜… (GW here something smells a lot) Feeling like skaven now are really strong thanks to new rules, and I'm looking for the GH day for start playing this new great aos, and with time I think there would be a point decrese for all armies when things would be clear about what is nuts and what bad.
  13. Well, skink 75 pints for 10, clanrats 130 point for 20 (65 for 10). The 2 units have the same profile except skink has more bravery and shoot. LOL.
  14. our monsters got a lot this season, and thanquol maybe could be a competitive piece now. Same for warpseer. The main problem with thanquol is his bravery 7 now 😬 About that I think warpseer is a great piece right now, but he disappointed so much during games that until I tried it again I don't trust in it πŸ˜‚ Anyway yes is possible to fit a lot of clanrats but you will not have enough points unfortunately for support them and add to your list some pieces that deal damage I have to say guys, doesn't matter what the GW want to do with new edition but clanrats I think should have been decrease by cost and not the opposite. My think about jezzail is that: they didn't got increase and personally I found in 2.9 they where our best unit, I usually played a unit of 12 and with our stuff one shot whatever I faced every turn. But with a unit of 6, the magic is good anyway like @Cosmicsheep said, but d3 MW to them in a unit of 6 in a lot i think, and there is also the point thay you can have only +1 modifier to save (so only 5+ save for 2 wound mow). For this reasons a think 6 stormfiend now are better than 6x2 jezzail. Maybe I'm making the mistake of considering jezzail only on 12 but a single unit of 6 I think is not worth, it has not the dmg to one shot 800 pts models. Any other ideas/opinions? (Like I sayed I'm trying to figure out our best and not what I prefer play at least for the moment)
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