Enkyridion
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Posts posted by Enkyridion
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Hey guys,
I've noticed that in the app update you cannot give Thanquol none of the Grey Seer spells... Is that something new?
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Well, the hype is real!! Haha
Seriously, there's a lot to digest... Skavenbrew can be used once per turn now, the Clawlord can actually make a unit within 3" to ignore battleshock... I can see a Deceiver/Deathmaster with a unit of 15 Gutter Runners being battleline with 45 shot doing MW on 6s (or I'm crazy)... Monks seem to be worth taking as well due to the rend -2 with 6s, being line with a single Priest...
There are a bunch of combinations and lots of fun as Skaven should be
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So, I've been using this list and winning some games... Jezzails + 6 Fiends seems to work pretty well, 2 hammers that can remove support heroes very effectively at long range and opponents tend to split fire and that is the big mistake...
Army Name: Skaven
Army Faction: Skaven
Battlepack: Pitched Battles
Points Limit: 2000 pts
General: Arch-Warlock
Grand Strategy: Prized Sorcery
Triumph: Inspired
Units
Arch-Warlock (General)
Battlefield Role: Leader
Command Traits: Verminous Valour
Artefacts of Power: Amulet of Destiny
Points Cost: 175 pts
Verminlord Warpseer
Battlefield Role: Behemoth, Leader
Spells: Flaming Weapon
Points Cost: 335 pts
Clanrats
Battlefield Role: Battleline
Points Cost: 130 pts
Clanrats
Battlefield Role: Battleline
Points Cost: 130 pts
Clanrats
Battlefield Role: Battleline
Points Cost: 130 pts
Warplock Jezzails
Battlefield Role: Artillery
Reinforced: Once
Points Cost: 290 pts
Stormfiends
Battlefield Role: Other
Reinforced: Once
Points Cost: 630 pts
Stormvermin
Battlefield Role: Battleline
Points Cost: 110 pts
Endless Spells/Invocations
Emerald Lifeswarm
Points Cost: 60 pts
Total Points: 1990 pts
Valid: Created with Warhammer Age of Sigmar: The App
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Also, we could get something like the Dreaded Thirteen Spell of the Verminking changed to a similar version of the Gift of change of Kairos, that the summoned clanrats appear within 3" of the targeted unit or something like that... It would be on every list
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Many things don't work very well in AoS 3, Skaven book is really old and we've had some nerf that hurt... And I agree with the guys from Honest Wargamer... What we lack in order to become a really competitive army is reliability...
For instance... I've been using a Deceiver with shadow magnet trinket and I can throw him on the support heroes, expect to be charged and then scurry away on the enemy combat phase 😁
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21 minutes ago, Skreech Verminking said:
Yes-Yes
OMG 😳, now I understand why is he the most expensive one
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Hello fellow generals!
I have another question that came up when building a list...
Can I skitterleap leap away from combat (in case I'm already engaged) and then shoot and charge some other unit?
This of course with the Verminlord Deceiver
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Greetings fellow generals!!
I have a question for you:
Can I cast WLV through the Umbral Spell Portal?
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3 hours ago, Lord Krungharr said:
Stormfiend questions: the assembly instructions say the Doomflayer is the big spikey ball fists. Is that correct? I thought for sure the thing with the blade would be the Flayer (cuz it has a blade).
Just checking.
I have 6 Stormfiends, 1 unit with Ratling Cannon/Deathwind Launcher/Spiky Balls (Doomflayers).
Then I have another 3 I got for cheap but they are 2 Shock Gauntlets/1 Doomflayer balls. I have the bits left for the grinder fist and warpfire throwers, then I could leave a Shock Gauntlet on 1. Is that just a terrible armament for them? I can probably make some more ratling cannons from old dreadnought assault cannons or something. Deathwind Launchers could be made from Warpfire Throwers some how.
Yep, the spikey ball is the Doomflayer
I've been playing a unit of 6 and so far, out of the possible combinations... 2 Ratling, 2 Windlaunchers and 2 Shock Gauntlets has been the best one (for me).
The Ratling cannons and the missiles can be absolutely devastating with the Engineer buffs
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20 hours ago, treeclimber said:
As far as I understand it, the reason you can’t cast an Endless spell through the portal, is that it still has a range restriction on “set up”. Like, it does not matter that the spell has a 18”longer range, if the endless spell still needs to be set up within 13” of the caster once succesfully cast.
I got it now and, unfortunately, it makes sense
thanks!!
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Fellow Commanders, I've been trying to find the rule that prevents me to cast a WLV through the Spell Portal, can someone show me the light on this?
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@Cosmicsheep yes, my bad. I missed the 1 in between, I made the list on the Azyr app.
So the WLV cannot be casted through the Portals... That's a shame 😢
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Hey guys,
So, I've been playing on a local league for almost 3 months, basically is about playing all the battleplans on the GHB 2020 book, we are currently on the 6th round... It almost ends... And I registered with my dear Skaventide... We can change the list every round if we want, so I've been trying some variations of a Vermin-Skryre kind of list, trying to find the most competitive build.
Here's the final version of it:
- Thanquol 390 pts
Death frenzy
(4x Warp projectors usually)
- Warlock Engineer. 100 pts
General.
Deranged Inventor
Vigordust Injector
M.m.m. warp power
- Warlock Engineer. 100 pts
M.m.m. warp power- 40 x Clanrats. 200 pts
Swords
- 20 x Clanrats. 120 pts
Swords
- 40 x Stormvermin. 400 pts- 6 x Stormfiends 520 pts
2x windlauchers
2x darling una
2x shock gauntletsEndless spells.
- Warplighting Vortex. 80 pts
- Umbral Spellportal. 70 ptsTotal. 2000 pts
I have to say that I'm very happy with this list, I've won twice, vs lumineth and vs nighthaunt. My strategy is: if I start, I cast the portal and Warplighting Vortex on the enemy's face, take objectives and position my screen of clanrats for s possible double turn. If I go second, I do the same, always deploying the screens properly to avoid an alpha strike that hurts, then I counter fire on my turn with spells and buffed stormfiends.
Notes: I tried to squeeze points to increase the 20 clanrats but that would mean take out the portal or reduce the stormvermin, and I think stormvermin need to be 40 to be a powerhouse.
Another variation is to switch one engineer with a clawlord, to buff the vermin. And turn the general into a Bombardier.After several games I would say I prefer stormfiends over jezzails, I know they have a different role, but I just love how durable stormfiends are and the psicological pain they are for my oponent...
What you guys think?
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I have a quick question, in the new Morathi Khaine warscroll says that she is treated as a general in addition to the model that is chosen to be the general...
So, does that mean that she also has the temple trait? let's say I'm playing Khaileborn, can she also teleport a near by unit?
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22 hours ago, Coyote said:
@Enkyridion I like the list a lot.
@Coyote Thanks man!
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What do you guys think of this list?
I'm entering a tournament in one week and we're playing the Total Conquest battleplan, I don't know yet against who I'm going to fight but I wanted to make kind of a generic and powerful list... I always play Bell+Monks+Stormfiends, so I also tried to change it a bit...
Allegiance: Skaventide
Extra Command Point (50)
Heroes:
- Verminlord Warpseer (320)
General
Command trait: supreme manipulator- Verminlord Warbringer (280)
- Warlock Engineer (110)
Lore of galvanism: MMMWP
Artifact: Vigordust Injector- Clawlord (100)
Command trait: powerfulBattleline
- 40 x Clanrats (200)
spears
2 x bellringers
2 x standardbearer- 20 x Clanrats. (120)
Swords- 40 x Stormvermin (400)
4 x drummers
4 x standardbearerArtillery
- 9 x Jezzails (420)
Total. 2000/2000
So the idea... Warpseer for CP (highly needed with verminus) and battleshock immunity bubble, Warbringer for super deathfrenzy and re-rolls on stormvermin, maybe clanrats, clawlord for +1 attack to stormvermin and the engineer for the Jezzails...
So this is it!... Thoughts??
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If you give brutal fury to the Clawlord on Brood horror, he gets 3 extra attacks for the prehensile and the fangs and claws as well?...
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I'm so blind lol
I'm fixing the list to see what results, now I'm not sure if it worth including Master Moulder...
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OMG I thought the stormfiends had the keyword Moulder, it's showing on the app...
If that's the case, the yes, the packmasters have no reason to be lol... The idea of the master Moulder was to buff the Abomination and bring it back or the stormfiends... But if the keyword is gone then I should reformulate the list
Thanks for the comments!
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Hey guys!
I came up with this list, already tested it vs Nighthaunt and Gloomspite and it performed okay, the abomination escaping from dead because well... It's too horrible to die...
The idea was to mix the power of moulder and skryre in the more efficient possible way
What you guys think? Any modifications? Is Moulder Master worth playing?
AoS 2 - Skaventide Discussion
in Skaven
Posted · Edited by Enkyridion
Living the dream... I mean, not sure it works competitively but I would like to see my oponent's face
- Army Faction: Skaven
- Grand Strategy: No Place for the Weak
- Triumph: Inspired
LEADERS
Arch-Warlock (155)
- General
- Command Traits: Deranged Inventor
- Artefacts of Power: The Brass Orb
- Spells: More-more-more Warp Power!
Thanquol (415)
- 4 x Warpfire Projectors
- Spells: Flaming Weapon
BATTLELINE
Stormfiends (960)
- 3 x Windlaunchers and Clubbing Blows
- 3 x Ratling Cannons and Clubbing Blows
- 3 x Shock Gauntlets and Warpstone-laced Armour
Clanrats (100)
- Clanrat Standard Bearer
- Clanrat Bell-ringer
- Clawleader
- Rusty Blade
Stormvermin (135)
- Stormvermin Standard Bearer
- Stormvermin Drummer
Clanrats (100)
- Clanrat Standard Bearer
- Clanrat Bell-ringer
- Rusty Blade
ENDLESS SPELLS & INVOCATIONS
1 x Warp Lightning Vortex (80)
1 x Lauchon the Soulseeker (30)
TERRAIN
1 x Gnawhole (0)
TOTAL POINTS: 1975/2000
Created with Warhammer Age of Sigmar: The App