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Mayple

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Everything posted by Mayple

  1. I really like the idea of using the warpseer to generate giant rats. I think spamming his command ability to summon a bunch of them could be a viable use of point. For instance, instead of bringing four 60-point giant rat units, you bring the warpseer and 200 points worth of cp. Excellent low-cost MSU approach that could circumvent the max size point reduction and still bring about the same amount of rats to the table. Keeping an eye out for such a strategy . Could prove useful. Doomwheels are nice, and take focus off the rest of your stuff. Don't expect them to pull miracles, and you should be fine. Strictly a flanking annoyance, unless you play a scenario that requires hero/behemoths to capture objectives. Them it is a godsend. I think Jezzails are strictly inferior to rattling guns in this edition, unless hunting monsters and high-value elite units. The -1 to hit heroes most of the time will see the prime reason for utilizing jezzails nullified. Rattling guns with the new warp token wording is really really strong, and will do more damage in conjunction with tokens than jezzails ever could, for a much smaller price I am of the belief that they are the new gems of Skryre 2.0. I'd suggest Rattlegun + Cp over the balewind, but that's just preference. Hard to go wrong with more cp.
  2. Let me introduce you to the wonder that is a unit of five ratling guns
  3. I'd suggest two units of Stormfiends then. If you don't have the tools to protect your guns, you can at least bring muscle to punish the enemy if they go for them. Stormfiends are terrifyingly effective to that end shock gauntlets if buffed, warpfire if not, is the general rule of thumb, but ratling guns could work for them in the new edition, and personal preference of course takes precedence. Avoid the mortars on them though! Since they're shooting, they lose nothing from splitting into 2x5. Run them around as a single group, even while split, by all means. Splitting them only makes them more durable, and gives you more units to work with in terms of map/objective coverage. To simplify: Wiping out two separate units of 5 is harder than wiping out one unit of 10 notable exception if you're trying to have less drops than your opponent. Although with Skaven in general, I personally gravitate towards having a much higher drop count than my opponent, to out-deploy them easily.
  4. The clanrats are there to die, tbh. Their sole purpose is to stand between the enemy and your guns. Even more important now that units in combat can not shoot out of it
  5. Split the acolytes into 2x5 Always work better. Otherwise, I think it's alright. Could consider 2xRatling guns instead of warplightning cannon to get more out of the 2.0 warptoken allegiance ability, and make your force a more compact, mobile force with good firepower.
  6. Their 2 wounds each might make that worthwhile, actually At 600 points, we get thirty wolf rats with a 60 wound total. They have more mobility than any other Skaven infantry, and can make themselves immune to battleshock if they're in combat, freeing up command points since we don't have to worry about that once they're in. If they're now 3+/3+, with the option of going down to 3+/2+ when they charge, with two attacks each and rend 1, we're looking at something that can rival gutter runners, and maybe even Stormvermin for offensive output. I haven't checked their base size yet, so that's the make-or-break for me
  7. Thanks Seems the community page bugged on my phone. I could only see stuff from yesterday. Really like the new Warpgnaw Verminlord. Crazy powerful, and much less restrictive in accompanying units Valid ally at this point. New fluff text is also great. The removal of the monster keyword from the warlord on brood horror was needed, but I'm wondering if the price is a bit steep. Any changes to the wolf rats? Unable to compare atm.
  8. Not a Khorne player, but got inspired by this nontheless. Would a 'Unleash the hounds/let loose the dogs of war' themed Khorne army work at all? A beastmaster + Khorne beasts army, to put it in broader terms
  9. So all the Skaven infantry are now on 25mm bases, and all the heroes on foot are 32mm. Much of the same, and nothing unexpected. However.. Plague-censer bearers are now 32mm? Does that seem a bit weird to anyone else? Certainly ruins my plan of converting up a dual use kit of Stormvermin/Censer bearers Edit: Nevermind, my brain was being silly. Plague-Censers have always been on 32mm ? What do we think about the base sizes for Skaven in general? Personally, I really like 32mm for our heroes. Looks a lot better.
  10. You thought correctly. No doubling mortal wounds
  11. I'm thinking about turning my 40 Stormvermin into 2x20 Plague Censor bearers. Comparable combat stats, and could be a cool conversion. I'll wait and see how everything looks after the release date before I commit. Their level of detail is the selling point for me
  12. I agree. That's one heck of a typo - I actually hope they stay at 40/500 rather than 30/400.
  13. Depends what you're going for, and your preference. It doesn't take long to build them all, but it can be really difficult to motivate yourself to paint 160++ of the same model. From recent experience, I'd say that Pestilens has the easiest horde-painting experience. Clanrats has so many tiny, and wildly different details that it's difficult to go through them all in one go. Online guides are very helpful in those cases. If you hate hordes, Skryre/Moulder are solid alternatives.
  14. @Kirjava13 Got us covered Check out the Verminus Thread!
  15. Alrighty! Big all-things Skaven post incoming, but I'll be promoting Pestilens, so we're good for thread focus Skaven do a lot of things really, really well - and some things moderately. They have, like all armies, weaknesses, but those are largely avoided or mitigated by clever plays, or allied units that balance out key weaknesses. It's difficult to list strengths and weaknesses for Skaven as a whole since their different factions can approach the game in such drastically different ways, but there's a few recurring elements. The good: - Hordes; Almost anything skaven can bring to the table, they can bring a -lot- of. Every clan except Skryre wants to swarm the opponent in some shape or form. - Base size: Every single horde unit is filled with models standing on 25mm bases. This means that stacking an absurd amount of attacks onto something is easily accomplished with just a handful of rats, and you'll rarely have to worry that your unit gets "clogged up" by it's own models due to bigger base sizes. A very good rule of thumb about this, which some people aren't aware of; 25mm is slightly less than 1", this means that models with 1" reach/range, standing on 25mm, can fight in two ranks, while those with 2" reach/range can fight in three; as long as there's no additional space between them. Thus, swarming an opponent is a very real thing, and you'd be surprised what seemingly weak clanrats and such can accomplish when they get to gang up on a large behemoth - Sacrificial pawns; As a Skaven player, you're often well aware of how expendable your units are. Your opponent is often unaware of this, and will very often waste time throwing their terrifying killing machines into units that you know you don't need to accomplish your plans. This very often turns into a win/win scenario, because if they ignore that throw-away unit, you're free to run them onto objectives. Skaven can be surprisingly fast; clanrats being an exceptionally good example of this (They get +2 speed if they run/retreat, and they're able to retreat and charge in the same turn, meaning you get to retreat them -past- a unit they were fighting, and charge them into a unit they can actually handle, like a lone mage, or a line of archers. In the new edition, where units can only fire at the units they're in combat with if they're in combat, this is doubly effective) - DAMAGE: A lot of Skaven units and warmachines have the possibility of dropping more wounds onto something in a single turn than you'd ever see from anything else. That's not to say that they'll -always- do this. Typically, Skaven damage output is flimsy, risky, and only half-reliable, but when it works, it -really- works. Think glass cannon, if that terminology works for you. This mostly goes for Skryre, who has the largest collection of "big damage, squishy" and "big damage, could kill itself" units available, but applies generally as well. For instance, Clan Eshin has a great, game-dominating unit called "Gutter Runners" - For 200 points, you get 20 of these killer rats, who can deploy off the map, and basically outflank your opponent. Now here's the catch; They -have- to show up at the start of your first movement phase. No choice, no waiting for the right moment - and if your opponent is ready for them, then there's not going to be a lot of space for them to deploy everyone outside of 9" in any effective manner. Well, great, they still get to shoot a bunch, but that's more of a bonus than anything else. The real risk, is getting off that 9" charge. If they do, they will more or less kill, or horribly maim, anything you throw their collective stabby-stabbing at. If they fail, they will be wiped out before they can do anything because they're super squishy, and has terrible bravery. Or, for 240 points, you get 40 plague monks, who can sort of match Gutter Runners in hit/wound rate with their foetide blades (but no rend) - but in return, they have no save whatsoever; which doesn't hold them back at all, but I'll get back to that later. - Heroes: Skaven has so many heroes, it's incredibly difficult to determine which one is the "best of the best" - As they're all great for different situations, especially in the new edition where you can use all of their command abilities. Interestingly enough, Verminlords are not always as good as their smaller counterparts, as you can easily protect your tiny warlord behind a rock, or a piece of scenery, while the Verminlord will take a cannonball to the face. Notable heroes are; Grey Seer, who's command ability will save a -lot- of rats over the course of a game, Plague priest w/censer; who's ability to once-per-game nominate a unit within 13", giving everyone who attacks that unit re-rolls to wound (Which is often a guaranteed death sentence with the amount of attacks Skaven usually throw out) - and the eshin Deathrunner, who gets the same artifact TWICE; one for himself, one for his clone! - Spoiler; In the new edition, chaos allegiance's "crown of conquest" makes all chaos units within 6" immune to battleshock; and now you have two of them - Spellcasters: If you wanted to, you could bring enough spellcasting to rival Tzeentch. You don't have a good way of increasing your modifier, but you can make up for that with the sheer quantity of spells you'd be able to cast. One can only unbind so much. Not neccesarily a very competitive way of doing it, but good to know, eh? The bad: - Horrible bravery: Your models will run away every chance they get. Expect to take just as much losses to bravery as you do actual damage - Luckily, and especially with the new edition, we're able to work around this. Pestilens and Skryre allegiance gives us +2 bravery per 10 models in the unit from that clan, which goes a long way, but the saving grace is how inspiring presence works now instead of how it used to work. Before, we had to pick a unit in our hero phase, and instead of using a normal command ability, we would give it inspiring presence, making it immune to battleshock until our next hero phase. Now, we pick a unit in the battleshock phase within 12" of the general (or 6 from a hero), pay a command point, and they succeed their battleshock test. No more guessing who gets hit hard - now we know, and we get to do something about it. - Super squishy: Everything is squishy except for some heroes (Arch-Warlock clocking in as the tankiest rat out there) - but what we lack in defense, we lack up for with mountains of bodies. As with all problems, the skaven solution is to throw more rats at it. Sure, you're losing 7 skaven to an attack you'd probably normally only lose 4 freeguild guards to, or maybe a single stormcast liberator, but there's TWO HUNDRED more where that came from. At that point, it's almost cute when the opponent starts dropping d3 and d6 mortal wounds onto a unit, for whatever reason. Normally that would be horrifying, but we don't care - there's always more skaven. - Lack of support: We're a little bit behind the curve. No new shiny rules or toys for us, so we make due with what we have; and make no mistake, what we have is good - made even better by other people -constantly- underestimating what skaven can actually do. They surprise even me sometimes, and I play them all the time I'd put it like this: Verminus: (MANEUVER) super-horde army, uphill battle, use right buffs at the right time, outmaneuver opponent. All about being adaptive, flowing; Terrible at breaking through a static line. Units rely heavily on heroes. Pestilence: (KILL/MOSHPIT) Horde army, loves to fight, loves to sacrifice low-value models to kill high-value models. Prayers; no spellcasting, but no one will unbind you. Units work individually, heroes can make them better. Skryre: (SHOOT/MORTAL WOUNDS) Elite/Weapon team army; The bane of other elite armies. Can kill pretty much anything, but tends to have a serious shortage in friendly bodies. Extremely weak/auto loss versus things that do army-wide aoe damage, since every single weapon team has 3 wounds, and they're the core of your army, one way or another. Clanrats are exceptionally good allies, and fix a lot of Skryre's weaknesses. Moulder: (BIG HEALTH MONSTER MASH//Frankenstein rats) Elite/Horde, everything is squishy, but some of the things heal. They have the hands down squishiest, cheapest heroes in all of Skavendom; Packmasters make the army go around, but don't be afraid to ally in a plague priest w/censer or two to -really- lay down the hurt. Good to note; Stormfiends don't need to be allied into Moulder, they're both a Moulder and a Skryre unit, so go crazy. Eshin: (ASSASSINATION/FLANKING): Great allies! Don't run it as it's own army unless you're bringing a Verminlord deceiver, who helps them out a lot. Everything in Eshin has -some- kind of movement shenanigans, and they're all faster than normal Skaven (7!), and have some kind of shooting, which Skaven troops normally do not have. Gutter runners are my favourite from these; think of them as your expendable suicidal special forces; send them in, torch/kill something, and watch them die. All according to plan. Masterclan: (ALLIES): A bunch of wizards. Everything is nice, depending on your overal approach. Not an army in itself. More so than ever before. The three new command abilities (Inspiring presence, re-rolling charge rolls, and automatic 6" to run) have given us access to reliability; the one thing that has been keeping us down At this point, any battle should be winnable as long as we play it well, which is a vast improvement to the earlier "Sometimes we can't win." - And I will eat my words if I can't prove it in time! Pestilens has caught my eye at the moment as a potential competitive pick. They got a point drop across the board (so did Moulder) - but I have yet to see their new allegiance abilities, so we'll see where they stand. Regardless, they're a very fun army to play if you're not put off by the horde aspect. Warpgnaw Verminlord + full blob of Stormvermin; With the new edition, we can finally pull off a deepstriking maneuver with some reliability. Previously, if we failed the charge with the Stormvermin, you've essentially wasted 500 points; 840 if they also killed your Warpgnaw Verminlord. No more! Those Stormvermin will massacre whatever they get access to! Plague Priest w/Censer bearer + Anything: It's hard to use this offensively, because it's in your hero phase, and only 13" range, but if the plague priest gets to target a unit with it's once per game ability, anything attacking that unit gets to re-roll their to-wound rolls; which turns things that are normally quite harmless like, for example, giant rats, into rabid swarms. Combined with any of the already good units, like Plague Priests, Stormvermin or Gutter Runners, you're looking at an exceptionally dead target! There's other combos, but I can't think of any right now. I mostly focus on movement and outmaneuvering, so the perfect situational "Aha, I have all my buffs, let's go" only plays out a few times over the course of a couple of matches We're bound to discover new combos now with the new edition as well. You let them charge you All the damage in the world means nothing, if all they get to hit the turn they reach you.. is a single unit of clanrats. 40 clanrats, or any other 40-rat blob can essentially reach across the table in a long line, forming a sacrificial wall. Then you hit them back with everything you got (i.e: only throw clanrats at something if the unit is weak, or if the clanrats are over 30 models, and are buffed by a warlord, so in this scenario; everything else) Fast hard-hitting armies often translate to someone putting their whole army within reach of your violent response. Who needs speed when the enemy parks at your doorstep? Alternatively, there's the "Onion/Wall/Net" Approach, which I explain a bit in-depth in my "Age of Sigmar Strategy" thread thingy. Check my signature, it should sort you out That's more of a stalling technique, but the principle is the same. Playing skaven is all about embracing the cowardly nature of your army. Your hero should NEVER unexpectedly get caught up in a fight. That's what your meatshields are for. Bodyguard, bodyguard, bodyguard. We are the tankiest of tanks, but we pay the price in sanity; painting all those models will change you No worries! I hope you got what you needed Mind that my moulder and eshin insight is lacking a bit. I have minimal Moulder experience, and only Gutter Runners have graced me with their presence from Eshin. I'm sure others can fill in whatever blanks or misinformation I might have on those.
  16. That's incredible. I figured the overal point drops would even out with the plague priest increase, but if it's the same then.. well.. It's a great time to get into Pestilence, clearly I do enjoy the fact that clanrats/giant rats are now amongst the few units, if not the only one, sitting at 40 rats for 200 points. Maybe challenged by Ungors or something? Good times. Good times! Skaven hordes are now truly amongst the cheapest.
  17. @Kirjava13 You are the chosen one! Immediate thoughts: - I've seen/heard that Plague Priests go up to 100 now, but your list here has them on 80. Typo on your part, or false rumour? - If they keep the Screaming Bell at 200, and the Warplightning cannon at 180, Pestilens has gotten a serious point drop, even compared to their counterparts. - Loving the 100 point Grey Seer. - That 290 Stormfiend cost is just GW teasing us, surely. They know we'd want Stormfiend + 2 packmasters, but no! We'd be 10 points too far for that! Pestilens and Moulder are the clear overal champions here But so many quality-of-life point drops makes Skaven life great-great regardless of clan affiliation.
  18. Sure I'm by no means an authority on the subject, but feel free to ask questions and I'll cover them as best as I can.
  19. Inspiring presence At the start of a battleshock phase, you pick a unit within 12'' of your general (or 6 of another hero) spend a command point, and bam, that unit succeeds it's battleshock test.
  20. 40 wounds is surprisingly difficult to chew through If you're denying battleshock casualties on top of that! Well.. Tanky through sheer health pool, as opposed to actual defense. Surprisingly effective. They also have a chance to deal a mortal wound every casualty in close combat, so you often want them to die. Honestly one of the few units you enjoy watching your opponent tear into!
  21. @hughwyeth The Verminlord Corruptor and Warpseer are the best all-around Verminlords. The Deceiver is good by itself, but a true beast when supporting gutter runners due to it's command ability. Warbringer is nice, but a bit on the expensive side for what it does; I've focused on Verminus most of this year, and I've rarely been able to justify bringing him, mostly due to his command ability being 'models within' and his unique spell being an unbindable, worse version of the plague furnace prayer. @Riff_Raff_Rascal is also very on point. At the end of the day, I'd suggest doing your own thing with the head, since that's where you can 'make it your own' and magnitizing the arms if you're unable to decide. Mind that the giant glaive helps balance the model a lot, so have a solid terrain alternative if you're not using it, or it will fall off it's base repedeately Fun fact: With the 'Blade of Judgement' Artifact from Ulgu in the new edition, the Corruptor becomes an absolute monster in combat versus heroes and other monsters. Other artifacts from other realms also serve to make him really dangerous. A hidden gem, that one
  22. The blade of judgement is very good on the Verminlord corruptor. Additionally, if you're using realm spells, the shadow spell that teleports your own units is a very good addition.
  23. That looks like a bike handle. At the very least the same braking mechanism as what is commonly found on one.
  24. Gonna let @michu's post cover that one. I have an easier time accepting helmetless Stormcast than Space Marines, tbh. Only one of those two have to actively avoid high-caliber bullets to the face
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