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TalesOfSigmar

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  1. 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.
  2. 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
  3. 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.
  4. 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
  5. 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.
  6. 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.
  7. 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
  8. 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.
  9. 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.
  10. 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.
  11. 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
  12. I've got 40 points spare in my list for this weekend. Trying to decide on which endless spell to take; Geminids Bell of Doom Vermintide Pendulum Any suggestions?
  13. Yeah think at Warhammer World they announce the realm at the beginning of each realm and you have access to the full realm spell lore for that Realm.
  14. Cheers mate, the Arch-Warlock is in there because Heat 2 uses the realm rules, with 8 casts a turn I can get out my offensive spells while also using a good quantity of the realm spells as well. Plus a 3+ save hero (2+ if in terrain) is pretty decent for a little dude. Thanks, I'm thinking more the Deceiver for horde killing, but an avg of 5.5 damage is a bit meh. To be honest the chances of me roling 12 at the event is highly unlikely but want to get one done spare because sod's law would say if I didn't my first roll would be a double 6! Original choice was the Corrupter for the Dreaded Plague, might just keep him in, will be more reliable than the Deceiver.
  15. So settled on this list for Heat 2 next weekend, getting a couple of practice games in tonight. Trying to decide on which Verminlord to build incase I summon one, I originally was going to go for the Corruptor for his Plague Spell, but I'm feeling the Deceiver will be better for the combat punch. What do you guys recommend? 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 : Warpgale 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 Geminids of Uhl-Gysh (40) Warp Lightning Vortex (100)
  16. I've made some Magic Cards for the Skaven battletome in the style of Hearthstone, hopefully people will enjoy.
  17. Version 1.0.0

    89 downloads

    All the magic spells from the Skaven Battletome including the two magic lores and all the Hero's unique spells designed in the same style as the Hearthstone card game.
  18. Primed my Screaming Bell at lunch yesterday and spent the evening painting it up. Fairly happy with it despite being speed painted; https://twitter.com/talesofwargames/status/1121321556683251712
  19. Cheers for the advice mate, might try your suggestion by dropping the 1 x WLC and Stormfiends and adding the 9 Jezzails. Yeah I wanted to utilise the Realm Spells all weekend as much as I could and the fact Skaven get so many 2 Cast cheap Heroes it's great! Last few events I've been to I've painted up a new army a week before so this should be fine, just need to decide on a colour scheme that'll work across the army. Thinking potentially pink.... I may regret that when I start painting.
  20. Hi Guys, Currently putting together a list (including building and painting) for Heat 2 next weekend, I'm set on the majority it's just what to add extra. Think I'm either settling on either two; Allegiance: Skaventide Leaders Grey Seer on Screaming Bell (200) Grey Seer (120) Verminlord Warpseer (260) Arch-Warlock (160) Battleline 20 x Clanrats (120) - Rusty Spear 20 x Clanrats (120) - Rusty Spear 20 x Clanrats (120) - Rusty Spear Units 9 x Warplock Jezzails (420) War Machines Warp Lightning Cannon (180) Warp Lightning Cannon (180) Endless Spells Warp Lightning Vortex (100) Soulsnare Shackles (20) Total: 2000 / 2000 Extra Command Points: 0 Allies: 0 / 400 Wounds: 130 or Allegiance: Skaventide Leaders Grey Seer on Screaming Bell (200) Grey Seer (120) Verminlord Warpseer (260) Arch-Warlock (160) Battleline 40 x Clanrats (200) - Rusty Spear 40 x Clanrats (200) - Rusty Spear 20 x Clanrats (120) - Rusty Spear Units 3 x Stormfiends (260) War Machines Warp Lightning Cannon (180) Warp Lightning Cannon (180) Endless Spells Warp Lightning Vortex (100) Soulsnare Shackles (20) Total: 2000 / 2000 Extra Command Points: 0 Allies: 0 / 400 Wounds: 170 My only issue with the second list is having to paint 100 Clan Rats in a week.... And not sure whether using 9 Jezzails would be better to shoot things off. Any suggestions would be greatly appreciated!
  21. Something pretty easy and covers you for the first two weeks. Means you can summon more Knights or 20 Ghouls turn one. Allegiance: Flesh Eater Courts - Grand Court: Blisterskin Leaders Abhorrant Archregent (200) - General Battleline 6 x Crypt Flayers (340) 3 x Crypt Flayers (170) Endless Spells Chalice of Ushoran (40) Total: 750 / 750 Extra Command Points: 0 Allies: 0 / 200 Wounds: 43
  22. At the moment the new Fiends are only available in the Wrath and Rapture boxset. I'm sure they'll be released as a separate kit during the Slaanesh release
  23. Cheers guys, have amended the list and going to give this a shot once I've got it all built. On paper, I prefer the Dracolines just for movement alone, they're not stuck to 5" move and the re-roll charges is just an added benefit. Not sure whether the Stormhost is the right choice though. - Stormhost: Celestial Vindicators LEADERS Lord-Arcanum on Celestial Dracoline (240) - General - Command Trait : Single-minded Fury - Artefact : Stormrage Blade - Spell : Azyrite Halo - Mount Trait : Pride Leader Knight-Heraldor (100) Lord-Ordinator (140) UNITS 6 x Evocators on Dracolines (600) - Lore of Invigoration : Celestial Blades 20 x Sequitors (400) - Stormsmite Mauls and Soulshields - 9 x Stormsmite Greatmaces 5 x Sequitors (120) - Stormsmite Mauls and Soulshields - 3 x Stormsmite Greatmaces 5 x Liberators (100) - Warhammer & Shield - 1 x Grandhammers WAR MACHINES Celestar Ballista (100) Celestar Ballista (100) Celestar Ballista (100)
  24. Wondering what people thought of this? Not sure how Dracolines compare to normal foot Evocators. I just like the movement and built in re-roll charges. Not sure whether I'm too hero light, could always drop the Comet for another hero/drop the Judicators to a unit of Libs and then make the Sequitors a unit of 20. Allegiance: Stormcast Eternals Leaders Lord-Arcanum on Celestial Dracoline (240) - General - Mount Trait: Pride Leader Knight-Heraldor (100) Lord-Ordinator (140) Battleline 10 x Sequitors (240) - Stormsmite Mauls and Soulshields 5 x Sequitors (120) - Stormsmite Mauls and Soulshields 5 x Judicators (160) - Skybolt Bows Units 6 x Evocators on Dracolines (600) War Machines Celestar Ballista (100) Celestar Ballista (100) Celestar Ballista (100) Endless Spells Everblaze Comet (100) Total: 2000 / 2000 Extra Command Points: 0 Allies: 0 / 400 Wounds: 108
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