Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

Mayple

Members
  • Content Count

    955
  • Joined

  • Last visited

  • Days Won

    2

Mayple last won the day on August 14

Mayple had the most liked content!

Community Reputation

946 Celestant-Prime

1 Follower

About Mayple

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Mayple

    Who is the best?

    Objective and attrition falls firmly into Grot (any kind, but moonclan is the most solid contender) hands. There's not much contest, tbh. Only exceptionally killy (DoK, Nighthaunt) armies can actually punch through them in time. On objectives, the Grots outnumber everything, and come equipped with superior mobility, being barely outdone by their closest counterpart Skaven (but outnumbering them in return) Being actually somewhat decent in combat (curtesy of being destruction), they're able to punch back at whatever comes their way, but not neccesarily wipe it out immediatedly. Seraphon doesn't have many ways to deal with them, from experience. Extra summoning does not help them break through the Grot swarm, and Grots have plenty of tools to deal with whatever Seraphon throws their way. Attrition wise, they can die in droves, but as long as inspiring presence is available, they're really not going anywhere. Nurgle might still outdo them on that aspect, but not by much. Legions of Nagash might also be a solid contender for attrition. Edit: Also completely agree with alpha striking stormcast. Deepstriking balistas is.. Well. Painfull.
  2. Mayple

    AoS 2 - Clan Verminus / Skaven Discussion

    Crown of Conquest on the Arch-Warlock instead will ensure it sticks around much longer, is better positioned, and enables the warpseer to utilize his high movement to go where he wants to go, rather than being locked down by staying in optimal battleshock immunity range. You could consider the warpseer as general instead if you intend to use the deceiver offensively, but that's entirely up to your preference Both of those options are good, but cunning deceiver is more valuable the longer it remains in play.
  3. Mayple

    AoS 2 - Clan Verminus / Skaven Discussion

    Crown of Conquest on the Arch-Warlock instead will ensure it sticks around much longer, is better positioned, and enables the warpseer to utilize his high movement to go where he wants to go, rather than being locked down by staying in optimal battleshock immunity range. You could consider the warpseer as general instead if you intend to use the deceiver offensively, but that's entirely up to your preference Both of those options are good, but cunning deceiver is more valuable the longer it remains in play.
  4. Mayple

    AoS 2 - Clan Verminus / Skaven Discussion

    I have betrayed you all for Grots, but I'll chip in @robbobobo putting the crown of command on the warlord might be beneficial. Spreads out your value, instead of having your golden carrot sniped off the map in the hands of a squishy grey seer. This way you have some backup battleshock mitigation even if you lose the warlord instead. @AliKing Solid observations! I'd like to add that one of the biggest weaknesses of the verminus horde approach is the inabillity to break through enemy lines. Stormvermin will get the job done, but outside of that, the rats can be kept at bay. This is why so often the winning gambit becomes retreating around/past enemy units to take objectives, instead of fighting it out. Against a seasoned opponent, this maneuver will not be as easy. Quick note on your list; Splitting up the gutter runner unit and plague censer bearer unit into 2x5 will increase your overal flexibility and strength The double gutter runner units will allow you to deploy in hiding twice, giving you plenty of opportunity to see how your opponent deploys. Then being able to come in from two different places will put extra pressure on your opponent, and they can still carry their own. Splitting up the censer bearers allows you to fight on multiple fronts, since you mostly want them supporting your other units with their rend and mortal wounds
  5. But if that were to happen, don't you think one of the sub-factions within the battletome would very much be centered around the everwinter and the theme that the Beastclaw raiders currently embody, while simultaneously making sure that they're more viable in the game itself?
  6. Hah. Yeah! Or the ones that roll -really- fast, and pick up their dice immediatedly. Especially when they got a bunch of re-rolls. "I got twenty hits" Wuh? How? When? What!?
  7. Mayple

    Screaming Bell movement

    @Num I tend to get around +6 to +7 movement when I line clanrats all around it, leaving the front exposed. You could theoretically hit +9. Remember that you measure how many are in range at the start of the movement phase, so they can move away, and you'll still retain the movement bonus from them pushing it
  8. Mayple

    Skaven Warlod's Dilemma Part 2

    @Riff_Raff_Rascal Don't worry. You wouldn't be abusing anything Compare it to the Greenskinz orc warboss (most similar ability and theme as Verminus) and you'll quickly discover that our poor Skaven Warlord's command abilities are severely underpowered when viewed side-by-side. And while I think it is fitting that Skaven don't go out there and trample enemies to death so easily, there is a -massive- difference in offensive output. You really, really do not have to be afraid of stomping your friends by using Skritch's ability as written. Even then, it is very much on the weak side. Edit; To illustrate; That feeling you get when you buff your clanrats/stormvermin with a warlord, send them forth and drop a bunch of wounds on whatever enemy you sent them at? That feeling of accomplishment? Turns out most other combat based factions gets that from their normal units from the get-go For very much the same price. See Gitmob Grots, Greenskinz Orruks, and Brayherd Gors for examples. (Not to say that Verminus has nothing to offer (big fan), this is simply to underline the point that you're not exactly using any unfair advantages by going RAW, since that really only allows you to stay on par, at the cost of command points)
  9. Mayple

    Firestorm - Named Characters

    I haven't seen anything that suggests that, no. As long as you bring the right units, you should be free to grab whatever you'd like. That being said, it would make -sense- that certain named characters aren't part of a firestorm allegiance. Maybe someone with the books at hand can shed some light on the question
  10. Mayple

    Skaven Warlod's Dilemma Part 2

    Spiteclaw's command ability is actually different from the normal warlord in that only he can use his own ability, which gives an extra attack to a unit within 13" in the combat phase. A regular warlord can use Spiteclaw as a medium for their command ability, since the name of the ability is the same, but then it would be "wholly within 13" To put it simply; Spiteclaw can give an extra attack to a verminus unit within 13" of himself (and only himself) in the combat phase. No limitations on how many times you activate it. A Warlord can give an extra attack to a verminus unit wholly within 13" of himself, or any other model with that command ability (i.e: any other warlord, or Spiteclaw), but can't stack it several times on the same unit. (Interesting tidbit; The Warlord on Brood horror is also able to stack his command ability more than once, mind that this one specifically happens at the start of combat phase, as opposed to before you fight with a verminus unit, so you have to activate it earlier than you would the regular warlord's or Spiteclaw's )
  11. To each their own I don't mind that stuff at all, and I must say I'm actually a pretty big fan of the spread-effect (don't know what to call it) of ork (mostly 40k players apparantly?) shouting Waagh. Spreads across the whole room. Great stuff, tbh. One should never have to be ashamed for being passionate about their game, and it sure as heck isn't their responsibility to make the rest of us "look good"* - We're surely capable of that ourselves. There are worse apples out there. *Obviously there are exceptions.
  12. I think this is pretty spot on. There are always outliers, and exceptions (attack when strong, etc), but you're really onto something there
  13. Great initiative! I'll chime in more later, but for now I wanted to chip in on point 4 about how age of sigmar is a game of open information. As a contextual note, I have a great preference for "playing the opponent" (mindgames, deduction), which is likely to be evident in the following point 4) b) Learn to hide your intentions/gameplan within the confines of open information. Withholding information is a big no-no, but that doesn't mean you have to tell them exactly what you're up to, nor does it stop you from making false implications. For example, if an opponent asks you how much range you have on your artillery - you tell them the exact amount, and then immediatedly follow it up with the movement value. You probably don't intend to move at all, but now your opponent knows that you can, and has to make decisions accordingly. Same goes for command abilities and such that allows you to extend range, like spellcasting, movement (run and charge) and such. By pointing out that you -can- do it, the opponent will often think that you -will- do it. In short: be open and forthcoming about what you can do, and don't be afraid to overshare. Even if you're terrible at mindgames, the more your opponent has to consider, the less they're able to deduce your actual plan.
  14. I completely agree. When I first started out I was a bit baffled by how little weight was put on good deployment, movement and such, and instead how much of discussion topics were eaten up by math-hammer and list tailoring. Nothing wrong with that of course, but I personally believe superior maneuvering will always trumph superior list building, and experience has only supported that. Granted you don't ignore the list building part completely of course If a movement/deployment/strategy thread ever popped up, I'd be very interested in engaging with it. Hint hint, nudge nudge
  15. Mayple

    The Rumour Thread

    Legends say that every few pages, a hero will ask for rumours only please. If that request were to be granted, the world would become a gray, lifeless place.. (Make it a drinking game Heads up; Seems like the two new Shadespire warbands have been put up on the app
×