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462 Celestant-Prime


About TalesOfSigmar

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    Lord Castellant
  • Birthday October 12

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  1. Mine arrived this morning in the post. Although I'm currently finishing off a Seraphon army for a tournament next week so trying not to touch these until the army is done... the struggle is real!
  2. Taking a fun list in a couple of weeks time for a local event. Not expecting much but hoping I can summon quite a bit to be a pest and let Gotrek do his thing. Allegiance: Seraphon - Mortal Realm: Ghur LEADERS Gotrek Gurnisson (520) Slann Starmaster (260) - General - Command Trait : Great Rememberer - Artefact : Gryph-feather Charm - Spell : Stellar Tempest Engine of the Gods (240) Engine of the Gods (240) Skink Starpriest (80) - Spell : Celestial Apotheosis UNITS 10 x Skinks (70) - Meteoric Javelins & Star Bucklers 10 x Skinks (70) - Meteoric Javelins & Star Bucklers 10 x Skinks (70) - Meteoric Javelins & Star Bucklers BEHEMOTHS Bastiladon (280) - Weapon : Solar Engine ENDLESS SPELLS / TERRAIN / COMMAND POINTS Chronomantic Cogs (80) Balewind Vortex (40) Emerald Lifeswarm (50)
  3. Hey Guys, just a quick heads up that the Tales of Sigmar Podcast has returned! In this episode we've covered our hobby break and also reviewed The Howling 2019 that we attended last week. Cheers, Chalmers https://www.talesofsigmar.co.uk/2019/11/episode-27-soupgate-howling-2019.html
  4. Do we know if there are any allies for the army? Maybe a big block of skellies if possible for some numbers is worthwhile.
  5. Nope, that's only if you have a Maniak Weirdnob as the general. As it doesn't say Icebone has to have a Maniak Weirdnob as the general, any other general can take whatever command trait they want.
  6. I'm running this next week at The Howling, got my first practice game against Daughters tonight should be a fun list to push around the table. Allegiance: Bonesplitterz- Warclan: IceboneLeadersWurrgog Prophet (160)- General- Trait: Master of the Weird- Lore of the Savage Beast: Breath of GorkamorkaManiak Weirdnob (120)- Artefact: Kattanak Pelt- Lore of the Savage Beast: Breath of GorkamorkaWardokk (80)- Lore of the Savage Beast: Gorkamorka's War CryWardokk (80)- Lore of the Savage Beast: Brutal Beast SpiritsWardokk (80)- Lore of the Savage Beast: Kunnin' Beast SpiritsBattleline30 x Savage Orruks (300)- Stikkas30 x Savage Orruks (300)- Stikkas20 x Savage Orruk Arrowboys (240)20 x Savage Orruk Arrowboys (240)BehemothsRogue Idol (400)Total: 2000 / 2000
  7. It's got to be a normal Mangler squig if you take it unfortunately as it's the unit name not keyword. If it said MANGLER SQUIG in bold and capitals then you'd be able to take either choice. But because it's lowercase and non-bold it's the unit name.
  8. Off to Facehammer and the GT Finals over the next two weekends and rocking the Squigalanche. Not expecting anything bar a few fun games. Looking forward to all that random movement! Allegiance: Gloomspite Gitz Mortal Realm: Ghur Leaders Loonboss on Mangler Squigs (280) - General - Trait: Fight Another Day - Artefact: Gryph-feather Charm Loonboss on Giant Cave Squig (110) - Moon-cutta - Artefact: The Clammy cowl Fungoid Cave-Shaman (90) - Artefact: Rockjaws - Lore of the Moonclans: Squig Lure Fungoid Cave-Shaman (90) - Lore of the Moonclans: The Hand of Gork Battleline 10 x Squig Hoppers (180) 12 x Squig Herd (140) 12 x Squig Herd (140) Units 10 x Boingrot Bounderz (200) 10 x Boingrot Bounderz (200) Behemoths Mangler Squigs (240) Battalions Squig Rider Stampede (140) Squigalanche (90) Endless Spells / Terrain Aethervoid Pendulum (50) Purple Sun of Shyish (50) Total: 2000 / 2000 Extra Command Points: 2 Allies: 0 / 400 Wounds: 146
  9. Only in certain situations, with Jezzails you're rerolling to hit if you don't move anyway. If you really need to move the extra 6" then it's probably worth using MMMWP because otherwise you're only hitting on a 4. and you need Jezzails to hit as hard as possible.
  10. Yup, like Skreech says, using the Warpstone token to make them +1 damage is vital to make them really killy. The More-More-More-Warp-Power spell from the Skryre Lore is also great to get those re-rolls to hit and wound if you need to move them. But just remember the D3 MW at the end of the next Hero Phase which could get rid of one stand of Jezzails.
  11. You could do, I'd worry about losing that ranged damage though, you'll potentially drop 9 damage a turn (if buffed by Warpstone) at a 36" range which to me is too valuable for sniping out heroes etc. The Pendulum did work in 2/5 games for me, guaranteed D6 MW is great but it's still only 14" range when setup (setup within 6 and move 8). I think I'd rather keep the Jezzails that can hit longer and more frequent. Happy to be proved wrong though
  12. A tactic I used quite a bit in the games that I didn’t mention was combining Skitterleap with the Gnawhole. Basically I would cast Skitterleap on the Grey Seer, redeploy on the table wholly within 6” of a Gnawhole halfway up the board, use a Warpstone token to cast Vortex on 3D6 picking the two highest and then in the movement use the tunnel to teleport back to safety in my deployment zone. Was great to get that range and then get back to safety without having to worry about being stuck in the middle of the battlefield unsupported.
  13. Cheers, good luck in your future events, I remember my first one all those years ago, haven't looked back since! In answer to your questions; 1. MMMWP is the Skryre Spell More-More-More Warp Power, it lets you re-roll hits and wound rolls for a Skryre unit however they then suffer D3 MW at the end of the following Hero Phase. 2. I think you could probably run 40 Plague Monks by themselves and do alright with them, though the Furnance buffs them up with the prayers plus the Furnace itself is a pretty durable unit. Think if I wanted to run 40 Monks and a Furnace I'd have to sacrifice a bell and drop some rats and the Pendulum and have something like the following though to be fair that's still a pretty decent list (if anything it's got the combat punch I was missing while also keeping the decent ranged/spells); Allegiance: Skaventide Leaders Grey Seer on Screaming Bell (200) Arch-Warlock (160) Verminlord Warpseer (260) Plague Priest on Plague Furnace (180) Battleline 40 x Clanrats (200) - Rusty Spear 20 x Clanrats (120) - Rusty Spear 20 x Clanrats (120) - Rusty Spear Units 40 x Plague Monks (240) - Foetid Blades 9 x Warplock Jezzails (420) Endless Spells Warp Lightning Vortex (100) Total: 2000 / 2000 Extra Command Points: 0 Allies: 0 / 400 Wounds: 182 3. If I did the list above with the Monks I'd probably run Death Frenzy, with my original list that I took to the heats, I needed Plague to deal with Hordes and I needed Skitterleap to leap around the board with Heroes, so there wasn't a place for Death Frenzy. Anyway a Clan Rat piling in and a attacking again is still a clanrat, it's not really going to do any damage.
  14. So back from Heat 2 and finished 14th with the Skaven army which I built and painted in a week…. Had such a good time with the army against some proper tough matchups. Here’s a quick rundown of the event. List I ran was; LEADERS Grey Seer on Screaming Bell (200) - General - Command Trait : Verminous Valour - Lore of Ruin : Plague Verminlord Warpseer (260) - Artefact : Suspicious Stone Arch-Warlock (160) - Lore of Warpvolt Galvanism : More-more-more Warp Power! Grey Seer (120) - Lore of Ruin : Skitterleap UNITS 40 x Clanrats (200) - Rusty Spear 40 x Clanrats (200) - Rusty Spear 20 x Clanrats (120) - Rusty Spear 9 x Warplock Jezzails (420) WAR MACHINES Warp Lightning Cannon (180) ENDLESS SPELLS Warp Lightning Vortex (100) Aethervoid Pendulum (40) GAME 1 vs Sylvaneth Gnarlroot (Total Conquest – Realm of Life) Wasn’t looking forward to this game one, lots of spell casting, one drop, lots of woods to block line of sight. I basically bunkered up around two Gnawholes knowing that I’d have loads of Dryads in my front lines turn one. They covered the table in woods as expected and then captured 3 out of 4 objectives. Managed to get Plague off on a unit of 30 Dryads and rolled ridiculous to wipe half the unit, the Vortex went off surrounding the Treelord, and two more units of Dryads and continued to whittle them down over the next couple of turns. Allarielle cast the palisade to block los from the Jezzails but I managed to teleport to the second Gnawhole in my deployment which left a big alleyway through to Allarielle and with the Warpstone Token took her out in two rounds of shooting. Crack’s Call from the Screaming Bell on the Treelord Ancient saw me roll a 12 on the 2D6 and remove the remaining wounds from the TLA. With the big threats down I basically cleaned up the remaining Dryads and held all the objectives for the rest of the game. MAJOR VICTORY GAME 2 vs Stormcast (Three Places of Arcane Power – Realm of Fire) I was quite fortunate in this game, my opponent had one hero that had a artefact and then a unit of 20 Evocators…. He supplemented this with 4 Ballistas and a couple more heroes. I chose to go first plonked the Bell onto one objective, Verminlord on another right next to Mystical terrain (meaning he had a 4+ rerolling save, 5+, 5+, 6+ wound/mortal wound save afterwards) and then the Grey Seer ran onto the middle objective. Got both the Vortex and Pendulum off into his deployment killing two of his heroes straight away and damaging some of the Evocators etc. I surrounded my heroes with Clanrats making it harder to get rid of the heroes. Ballistas dropped down with the Ordinator and targeted my Jezzails with all four Ballistas. Evocators teleported using the banner 9” away from the clanrats surrounding the Verminlord. Failed their charge. Stormcast got the second turn and charged the Rats, Grey Seer died and Ordinator took the objective, Evocators charged the Clanrats and killed all 20 straight away (knew it would happen), then threw 22 Mortal Wounds onto the Verminlord with their blast, with all the saves only 5 went through!!! Next turn I could retreat out of combat with the Verminlord and stay within 3” of the objective to continue to hold it another turn (before subsequently dying next round from the Evocators). Clanrats with Inferno blades took out the Ordinator and Ballistas. And by then I was too far ahead in points for him to come back with only the Evocators to score. MAJOR VICTORY GAME 3 vs Idoneth Deepkin (Focal Points – Realm of Light) – On Warhammer TV Yup I was on the stream game 3 and for some reason knowing on TV really threw me, I deployed like an utter idiot basically allowing 18 eels to just run up the board and hit me turn one. I also deployed so half my units were out of the Bell battleshock immune range. Also didn’t help that I couldn’t roll to save my life. Vortex went off and then failed to roll a 2 or 3+ to do Mortal wounds to the eels, the Arch Warlock re-rolling casting failed to cast anything, all my spell casters were rolling like doyles. Basically nothing went my way. Even my Verminlord at the end of the game needing a 7” charge rerolling failed it. It was just one of those games. It was still a great game against Will and we had a great laugh including a Grey Seer vs Soulscryer combat that went on for three turns (yup we were both that awful in combat). Would love to play that game again with a clearer head as I would’ve properly bunkered up in the corner out of range and then hit back with spells/shooting etc. MAJOR LOSS GAME 4 vs Flesh Eater Courts Blisterkin (Starstrike – Realm of Death) This was against Scott Smith who’s a friend from the Scottish scene and one of the hosts of the Northern Invasion podcast so it was great to play a mate first thing on the Sunday. I knew how quick Blisterkin is and knew they could redeploy their units 9” away so I basically bunkered everything up in a 26” bubble of the Bell with all the decent stuff surrounded by 100 Clanrats. I know how good the screams are against bravery 4 rats so I was expecting heavy losses turn one. He teleported/ran up the board turn one 9” away and then screamed at a few rats but rolled pretty poorly only killing about half of the unit of 20 in the middle and then a couple off the units of 40. I took the front row off meaning he had larger charges to make and then proceeded to fail them all! I basically then cast every spell in range into the Flayers, got the Vortex off, Pendulum off, shot units with the Jezzails. By the end of my first turn he had the Terrorghiest, and two unit of flayers left! The issue was the comets all dropped on the far sides meaning I had to properly move across the table to get to them. His Terrorghiest went through the rats like nothing, and to be fair with Scott he was still in it until the last turn. His issue was he ignored the Jezzails who basically picked a target every turn and shot it off the table. MAJOR VICTORY. GAME 5 vs Nurgle (Border War – Realm of Shadow) So this was a Nurgle allegiance that had 3 x 10 Plaguebearers as battleline and then 120 Plague Monks…. I knew this was going to be tough, no way of fighting the Plague Monks on my terms and he could just sit on objectives to score. I actually outdropped him and gave him first turn to move within range of my spells etc. Didn’t realise in the Realm of Shadow the Spell Portal is deployed anywhere on the table! Verminlord Corruptor then proceeded to take out 17 Clanrats with the Dreaded Plague (thankfully they were wrapped around Mystical terrain so it definitely helped). I then used the Realm of Shadow spell to teleport the Bell near the Plague Monks on one flank and cast Plague on them and rolled like a boss taking out 1/2 of the unit! I knew getting rid of the Furnaces was going to be key to make the units fail battleshock, yet I kept splitting my Jezzail fire (despite saying I should never do it) and my opponent kept making his 6+ armour save to keep the Furnace on one wound, I ended up charging the rats into both the monks and Furnace to do the final wound and make the monks pop. His Monks got onto my home objective to score 4 points and I had to combine the shooting of the Jezzails and then charge them into combat with the Plague Monks to kill them and reclaim the objective. We were running out of time (120 plague monks take forever to roll dice just with the quantity of them). But knew we needed to play the next two rounds in 15 mins, we then proceeded to speed play the game, Verminlord Warpseer took out one unit of Plaguemonks on his own on the left with spells, shooting, Vortex and combat. The Bell charged 3 Plaguebearers on the left and because we were speedily playing I stupidly thought the rusted spikes were 4s and 3s and rolled 6 3s for the hit, looking back I now know it’s 2s to hit, so I probably would’ve taken them out and held the objective to win the game! Clanrats retreated onto his objective and we were level on points. He needed a 5” charge with his Verminlord Corruptor on my home objective or a 9” charge with 10 Plaguebearers he summoned, failed all charges including rerolls for them all! It mean we needed to add up points and I got the MINOR VICTORY! Meant I finished the event on 3 Majors, 1 Minor and 1 Major Loss, also got 4 Favorite Player votes and 1 Favorite army votes meaning I finished 14th and qualified for the final! Over the moon with the result and more delighted to get 4 fav game votes. Jezzails were MVPs every game, adding +1 damage to them made them ridiculous for both sniping out key things or even dealing with hordes. Being able to re-roll hits if you don't move is great and using MMMWP when you really need something dead for those re-roll wounds is great. I have thought getting two units of six but I think one single unit of nine is just as good. I’m planning on changing up the list though, didn’t roll a 12 on the bell once and it lived every game until turn 5. I found the Warp Lightning Cannon did absolutely nothing all weekend, think I rolled a 1 once in 25 turns and it was more of a liability. Think if I drop the Grey Seer and Cannon I can take another Screaming Bell to increase my chances of a Verminlord and then buff up the unit of 20 rats to 40. Means I’ve got 20 points spare probably for the shackles. The one thing I found I was lacking was any combat punch, Clanrats give a little tickle and die in their droves (exactly what they're meant to do) but I cannot justify swapping around the list to fit in 40 Plague Monks and a Furnace.
  15. List is below, I know alot of people swear by Geminids but I find them a bit meh, like you said if they come back in your face then it's kind of counter productive. I had an idea of casting Skitterleap within 6" of a Gnawhole on the side, throwing either the Pendulum straight into their ranks to cause havoc and then in the movement phase use the Gnawhole to teleport back to safety in the deployment zone. LEADERS Grey Seer on Screaming Bell (200) - General - Command Trait : Verminous Valour - Lore of Ruin : Plague Verminlord Warpseer (260) - Artefact : Suspicious Stone Arch-Warlock (160) - Lore of Warpvolt Galvanism : More-more-more Warp Power! Grey Seer (120) - Lore of Ruin : Skitterleap UNITS 40 x Clanrats (200) - Rusty Spear 40 x Clanrats (200) - Rusty Spear 20 x Clanrats (120) - Rusty Spear 9 x Warplock Jezzails (420) WAR MACHINES Warp Lightning Cannon (180) ENDLESS SPELLS Warp Lightning Vortex (100
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