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robbobobo

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Everything posted by robbobobo

  1. BACK TO THE STATUS QUO, YES-YES. EDIT: Check out this sweet, sweet nerf the Warlord on foot got, same wording as Spiteclaw. There's some other changes too we should look at.
  2. The Warpfire Throwers did what Warpfire Throwers do best: burn-burn all the surface dwellers. Fielding two of these is normal for me and they have performed quite consistently. If they're not taking the heat they're spewing it, otherwise they do draw fire from other characters. The Poison Wind Mortars, however, I'm not sold on. This was the first time I've used them and the 3+ to hit on a horde isn't bad, it just feels gutting when you miss the single shot. Having a second one compounded how underwhelming they felt. They only died if they were close by a unit that was on a warpath which speaks to the lack of target priority they hold (meaning other stuff gets targeted that I'd rather not get shot). I might give them another go and if they don't serve their purpose I'll try Skryre Acolytes for the same cost. Shorter range, they get the same +1 to hit benefit but only D3 damage and will probably convert to a higher amount of hits/wounds in comparison. On the books, though, are Ratling Gun Teams. On paper I just think they're funky =P
  3. Ok guys. Here is my right up of the FLGS monthly. Before we go on I would like to state a few takeaways from today's event: 1) I clearly need to reread the rules. There are gaps in my knowledge starting from the core. 2) This edition feels very much like Herohammer than before. Losing your heroes feels worse (though you can still be in it and win it without them depending on the scenario). 3) DON'T FORGET ABOUT THE STORMFIENDS. THE CAPS IS FOR MY BENEFIT ALONE. ? So, now that that's out of the way, let's get underway. Game 1: Clan Verminus vs Stormcast Eternals - Starstrike The list was pretty normal, nothing too odd. The only new stuff I saw was the Knight-Incantor and the Celestial Comet. The two did wonders with the Comet crashing into the board for a few turns. This game only went for three turns so it wasn't a full game but I was able to get the Clanrats up the board to take the objectives as they fell. Vanguard-Raptors were my bane as they sniped key models that were wounded by the comet. The Screaming Bell made some pretty good peals to help the Clanrats dish out damage (Roll 11's, they're sweet), the Verminlord Warpseer managed one summoning before he was promptly sniped and the Deathrunner was a worthy investment until the real one was crushed by the comet. I was able to kill one 5-man squad of Liberators while my opponent wiped everything but one 40 block of Clanrats. Despite this, I had full control of the objectives as they came down allowing me to take the major victory 11-6. Game 2: Clan Verminus vs Legions of Nagash - Focal Points Went up against the AoS Coach himself. This game also went for three turns before time ran out. A frontal assault by the Terrorgheist, Mannfed and a Vampire Lord on Zombie Dragon tore through the Clanrats and co. on the left, leaving a fair few Clanrats dead along with most things but the Verminlord Warpseer and Poison Wind Mortar. The heroes came more into their own in this game as I was able to use a few of their command abilites and dish out a respectable amount of damage back to the trio with the surviving Clanrats. The right side of the board charged the Skeletons if only to stop the advance while keeping the Screaming Bell back for support (Peals for days. Seriously though, roll 11's). The left flank crumbled as Mannfred and the Terrorgheist tore through them, though not without dealing a hefty amount of wounds back and killing the other Vampire Lord. This game I completely forgot about the Stormfiends, which could have shored up the left flank and turned it around. The Legions of Nagash put the rats in their place, taking the game 12-4. Game 3: Clan Verminus vs Beastclaw Raiders - Places of Arcane Powers. Here's how it went down, I just need the next 20 seconds of your time. Jokes aside, I conceded turn 2 as I learned the very hard way how the army works. I loosely knew that they were hardy but I did not expect 6MW on 2+ from the three Thundertusks, with more vicious shooting afterwards, knocking out key characters within the first turn. The rest is rats stabbing haplessly at things many times their size. A few observations from today's event: - The Verminlord Warpseer managed to do enough to warrant very accurate cross hairs pointed its way. Summoning Giant Rats did manage to tie up less threatening units, I wouldn't bank on them taking a game over. - The Deathrunner combo kept those pesky rats from feeling to battleshock and I will be definitely keeping this in the lists I make going forward. - Don't forget about your Stormfiends if they're tunneling. - A lot of the armies present were looking to try a lot of new things or spins on old so you may see quite a few odd lists or new attempts to redefine the army. That's my write up, I hope it was enjoyable to read. Feedback and questions are always appreciated.
  4. I'll be rocking this list at a FLGS monthly tomorrow. I made a few tweaks to accommodate for being Warlord-less (that being having one) and potential large unit summon spam. Any thoughts and feedback is appreciated and I'll be sure to do a write up afterwards, complete with photos.
  5. It seems as if we're all veering towards the strength in numbers gameplan, so I thought up this list. I'm on the fence about the ranged options and I feel naked without a Skaven Warlord but I would love your input on it.
  6. Batch painting. Batch painting everywhere. I personally don't use movement aids in case the terrain becomes disagreeable, plus I tend to move a block of 40 rats pretty fast. It's a skill acquired overtime =P
  7. Skreech, love the list, they can't kill them all. Just a few things that might need consideration. 1) Aside from the PP with Warpstone-Tipped Staff you lack any interaction with magic. A Grey Seer or Warlock Engineer wouldn't go amiss so you don't get run over by magic and Endless spells. 2) Is is just me or do you have 40 Stormvermin for 500? 3) You have 100pts to spare, were they for two extra Command Points? Sorry for the poor formatting if this post looks wierd, posted via phone.
  8. Wolf Rats are now: - 12" from 10" - 5+ save from 6+ - 3+ to wound from 4+ - Don't take battleshock tests within 3" of an enemy, up from 2" - Charging adds 1 to wound rolls instead of hit rolls.
  9. They released all of the Forge World rules today, so we're happy and so are those Chaos Dwarf players. Here is the page.
  10. It's been hit by the 'wholly within' rewording, but at least he doesn't have to wound something to regen anymore. Aside from sticking him in the middle of Clanrat blobs I don't see him covering whole units wholly within 13" when we need it to cover our lacking bravery. He'll survive shooting attacks which I'm ecstatic about, mine usually gets sniped before I get to move it =P
  11. Unfortunately Stormvermin are, indeed, 30 for 500 unless they change in the FAQ two weeks admitting to a mistake. Otherwise I'm left wondering why they would drop the max unit size and not change the max cost. EDIT: Not sure why the image here is not as good as the zoomed in one on Imgur... Here's the full leak, it's the 5th image down.
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