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robbobobo

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Posts posted by robbobobo

  1. 11 hours ago, Acid_Nine said:

    got any sauce for this fish-fry in tourneys?

    Ask and you shall receive 😃

    Facehammer 2019. Scroll down a bit to see it.

    Enclave: Dhom-Hain

    LEADERS
    Vulturnos, High King of the Deep (280) General
    Isharann Soulscryer (130) Artefact : Cloud of Midnight
    Isharann Soulscryer (130)
    Black Ark Fleetmaster (40)

    Allies 5 x Khinerai Heartrenders (90)

    UNITS
    3 xAkhelian IshlaenGuard(140)
    6 xAkhelianMorrsarGuard (340)
    3 xAkhelianMorrsarrGuard (170)
    3 xAkhelianMorrsarrGuard (170)
    3 x AkhelianMorrsarrGuard (170)
    3 x AkhelianMorrsarrGuard170)
    3 x AkhelianMorrsarGuard170)
    TOTAL: 2000/2000

     

    There are a lot of small zaps to soften single targets and is less susceptible to being corner tagged, rendering a big 9-man Morrsarr Guard without a strong charge bonus. The list seems to be able to take board control and have smaller counter punches.

     

    • Like 2
  2. Curious. The app has the rules for both Arcane Bolt and Mystic Shield but it doesn't say that they know it. Same goes for the Bombardier. Might be an idea to shoot a message to the rules team, otherwise I've learned something new today and have a need to apologize to several opponents...

  3. It depends on the game type and what kind of army YOU are fielding; if you have unbreakable hordes of Clanrats that you can rush up the board to clog the objectives with, go first. This puts pressure on your opponent to take you off the objective, they can't always chew through them all to steal them. If you don't feel need to do so and feel comfortable with your positioning and/or your opponents lack of mobility go second. Going second also lets you keep your heroes and critical units out of harms way if you deploy further back, they will be heading towards you in some capacity, if not directly.

    Though a point I do want to emphasize with list building in general, regardless of game/opponent, is to build lists that don't mind going second. I tend to do this as they are more adaptable and/or resilient.

    • Like 1
  4. I'd drop the extra Grey Seer; you already have six casts/dispels so having two more doesn't really help you here unless you blow out on the cheaper endless spells. Otherwise The list looks great.

    EDIT: There are never enough Clanrats. Never consider dropping any amount without thinking long and hard about putting yourself at a disadvantage.

    • Like 1
  5. 19 minutes ago, Darkhan said:

    I just noticed something, why take suspicious stone on a warpseer, when you can take Ignax's Scales for a +4 mortal wounds negate?

     

    Ignax's Scales only cares about mortal wounds.

    The Suspicious Stone negates both wounds and mortal wounds on a 5+.

    What's better; a Warpseer with a 4+ re-rollable armour save, then a 5+ Protection of the Horned Rat, then a 5+ Suspicious Stone? Or a 4+ re-rollable armour save, then a 5+ Protection of the Horned Rat, with a 4+ save against mortal wounds only?

  6. 2 hours ago, AngryPlatypus said:

    So two lists. What do

    List 1:

    Warpseer -General -Suspspicious Stone -Master of Magic.
    Bell
    Bombardier
    Warbringer

    x40 rats - spears
    x20 rats - Swords
    x20  rats - Swords

    x6 Jezzails
    x6 Jezzails

    Warp Lightning Vortex

    List 2:

    Warpseer -General -Suspspicious Stone -Master of Magic.
    Bell
    Bombardier

    x40 rats - spears
    x20 rats - Swords
    x20  rats - Swords

    x6 Jezzails
    x6 Jezzails

    x40 Plague Monks, woe staves + blades. Then full banner loadout.

    Warp Lightning Vortex

    Go with the second list; the Warbringer, while a substantial support caster, doesn't have good targets for DDF unless you feel like polishing those Clanrats. You also have another hammer in the list with the Plague Monks to move up once things have been softened up by the WLV and the Jezzails.

    2 hours ago, AngryPlatypus said:

    I'm considering dropping the bell for ??? - While it's fun, its peal is completely random and I hate babysitting the thing. Any recommendations there? Considering switching it out for a regular Seer with skitterleap for first turn bomb WLV shenanigans. But then I'd have 80 points left.

    I think you're taking the Screaming Bell for the wrong reason if you think keeping nine models around it is considered a chore. A Grey Seer on foot is a good choice. If you want to buff out the last 80pts you can fill out a squad of Clanrats to 40, run another 10 Plague Monks, take different flavours of Endless Spells (Soulsnare Shackles pairs well with WLV), or you could buy a CP.

  7. I see the general sentiment regarding the FAQ is:

    'Yeah, we saw it coming. No, we're not fussed.'


    Although, I am quite happy with the Stormvermin points drop. I'll take 80 and feel less guilty for wanting a little bit of fun =P
     

    38 minutes ago, Obeisance said:

    Also question.

    If you were going to build a second Verminlord- you already have a Warpseer, which would you make? And before you suggest it- waaay too many parts to magnetise. I was going to do that with my first one.

    Corruptor? Warbringer?

     

    I would go with the Corruptor; it has a good amount of attacks, great spell, loves Sword of Judgement and you actually want it to be in the thick of it with Plague Monks for those sweet rerolls. The Warbringer, despite having some nasty attacks, is more support oriented. You don't want him to die before casting Dreaded Death Frenzy and it's command ability is best served in the middle of a Verminus block.

  8. So, I had  my first game with Wanderers today at 1500pts. It As exciting as it was, I'm curious to know a few things:

    1) When is the right time to move up with Eternal Guard vs Boughing up?
    2) I've read somewhere in this thread that one of the more viable ways to deploy is to castle up and wait for them to come to you; what is the best way to go about that and/or is there a way to move up in a defensive ball and take objectives?
     

  9. Hey there,

    I really hate to add to deluge of 'new Wanderer player with list here' but I want to make this my GHB2019 army. The main plan is to have a wall to shield the ranged units whilst other units teleport around the board, secure objectives, nuke stuff etc. whilst having decent magic support with a Knight-Incantor ally (since the price drops make room for such things now).


    Allegiance: Wanderers
    Mortal Realm: Ghyran

    Leaders
    Nomad Prince (80)
    - General
    - Trait: Stalker of the Hidden Paths
    - Artefact: Forget-me-knot
    Wayfinder (80)
    Spellweaver (100)
    - Heartwood Staff
    - Artefact: Wending Wand
    Waystrider (80)
    Waywatcher (120)
    Knight-Incantor (140)
    - Allies

    Battleline
    10 x Eternal Guard (70)
    10 x Eternal Guard (70)
    20 x Glade Guard (240)

    Units
    20 x Sisters of the Watch (320)
    10 x Wild Riders (200)
    5 x Sisters of the Thorn (210)

    Battalions
    Waystone Pathfinders (160)

    Endless Spells / Terrain
    Emerald Lifeswarm (50)
    Quicksilver Swords (30)

    Total: 1950 / 2000
    Extra Command Points: 2
    Allies: 140 / 400
    Wounds: 120

    I am aware that you need to spend 50pts to gain a command point but I've left it as is for simplicity.  Hopefully I've gleamed something from this thread and I welcome any and all feedback.

    • Like 1
  10. 3 minutes ago, frostfire said:

     But what concern me is when facing Nagash, it might be hard to get my spell off because he can unbind 8 spells with +3 unbinding.  

    Your only option is to try and try again, cast what you  can, bait out the dispels, then try to get off one of your two Skitterleaps (Dreaded from the Deceiver, and normal from the Grey Seer, which forms your 5th caster) and try to assassinate Nagash. If not outright kill, then hurt him enough to make his cast and unbinds significantly weaker.

  11. 12 minutes ago, frostfire said:

    But how about fighting Nagash or other LoN armies? Or even FEC that can fly over the spell? 

    Dreaded Warpgale,  Soulsnare Shackles, Warp Lightning Vortex are good for taking care of fliers. You also need to consider where you place your spells since each model can deny movement. If they can't fit in an area they can't move there. Malevolent Maelstrom is a choice I've seen in a few lists to help against spellcasters, though it's not taken often. Dreaded Skitterleaping a Verminlord Corruptor with a Sword of Judgement usually solves the Nagash issue, if all goes well.

     

  12. 1 hour ago, frostfire said:

    I have noticed that Big Rats list with endless spells went amazingly well at several tournaments, how does it work so well with such a low body count? 

    The list works because Endless spells are classed as friendly models, so you can't pass through them normally. Some of the endless spells also deny movement or block LoS, like Vermintide or Prismatic Palisades, or are large models that make it difficult to move around them. They are used to control the board; an army that can't move effectively can't take objectives. Most of them also cause damage in addition to inhibiting movement, ie. Warp Lightning Vortex and Soulsnare Shackles.  If they dispel them, just cast them again, your wizards are probably next to Gnawholes anyway. If they teleport away, cast normal spells and stomp them, you have 4 Verminlords.

    EDIT: Casting 8 spells a turn is also very, very hard to stop.

    • Like 1
  13. 4 hours ago, Riff_Raff_Rascal said:

    @robbobobo You know I've been toying with the idea of taking advantage of the Gnawholes +1 prayer rolls in a mixed list like yours. As a 2 part combo whatchya think of adding a priest instead of the furnace (although I would take it anyways if I needed some epic mortal wounds to the face output)? You can pray your heart out onto your plague monks before sending them through a Gnawhole to cause havoc. Meanwhile you can stick to the masters of magic shtick . 

    I'll experiment for the both of us *scurries away* 

    I wouldn't take a Plague Priest solely for the extra MW output, there are better options if you put aside points for it.  For 80pts you're putting the PP where it doesn't want to be; close to the action. He's better off behind the Plague Monks. They also have different prayers and only the Plague Furnace's prayers buff Clan Pestilens rats. While you can send them through the Gnawhole, they're better off running down the field with the PF (who else is going to push it?) so it can continue to provide buffs, it's own MW passive and keep them in it's unbreakable bubble. If you want to throw artifacts around give it the Liber Bubonicus to ensure you never have to pick between Rabid-Rabid! and Filth-Filth!

    I'd take this with a grain of salt since my  knowledge comes second hand from consecutive whippings at the hands of a very accomplished Pestilens player.

  14. 1 hour ago, gronnelg said:

    Hey guys! I might run a list like the one below. Am I fine going with screaming bell, or should I rather go for plague furnace? As it is, the list basically has vanilla unbuffed plaguemonks. Not sure it that damage output is sufficient?

    Also, how do I hide text, like in the above posts? :)


    Allegiance: Skaventide

    Leaders
    Clawlord (100)
    Grey Seer (120)
    Grey Seer on Screaming Bell (200)
    Verminlord Warpseer (260)
    Warlock Bombardier (100)

    Battleline
    40 x Clanrats (200)
    - Rusty Spear
    40 x Clanrats (200)
    - Rusty Spear
    20 x Clanrats (120)
    - Rusty Spear

    Units
    40 x Plague Monks (240)
    - Foetid Blades

    War Machines
    Doomwheel (160)
    Warp Lightning Cannon (180)

    Endless Spells
    Warp Lightning Vortex (100)

    Total: 1980 / 2000
    Extra Command Points: 0
    Allies: 0 / 400
    Wounds: 196

    The Screaming Bell is just fine here. The unbreakable bubble it great no matter what its around, plus having another two casts/dispels is always useful. The Plague Furnace is would have be exclusively be pushed around by the Plague Monks to not hurt your non-Pestilens units, if you care about the Clanrats that its. If they're equipped with Woe Staves and Foetid Blades you're getting lots of dice rolls on the charge without any buffs considering they are in a block of 40.

    • Like 1
  15. 17 hours ago, gronnelg said:

    @robboboboAt first I was kinda skeptical, but I'm starting to like this list. Is well built around syngeries, centered primarly on the stormvermin, and then the warbringer will bring hell the turn brutal fury is activated. So possible drawbacks are that this list will probably be 1. a bit CP intensive, with both warpseer and clawlord wanting to be activated, 2. you have limited hero sniping abilities, and thus will find it hard to break synergies, 3. you cannot let the stormverming or warbringer get charged.

    I'm not concerned about the CP use since the Warpseer can generate 1 on a 3+, D3 on a 6, and benefits from Cunning Manipulators allowing for a potential refund on a 5+.  By the time I would have to consider using GGotB! I would have CP to throw around barring any Inspiring Presence use.  Still something to keep in mind.

    18 hours ago, Skreech Verminking said:

    @robboboboyour list has its similarity with mine, the only difference beeing that your going out more on endless spells and I went a bit more skryre.

    the Good part about mine list and yours in particular, are that we have body’s, enough to control almost all of our board.

    To be honest I was a little inspired by the monster mash/endless spell overload lists I've seen recently. I know further iteration is required, and I might end up going a different route by the end of it.

    18 hours ago, Skreech Verminking said:

    the problem we will face, us the destruction of our very expensive Stormvermin unit, which will need protection.

    A block of 40 Stormvermin looks cool, does cool things, and is cool to flaunt. If they die, they die. If anything it's a 500pt Distraction Carnifex that will turn attention away from the heroes or be misjudged and leave your opponent wondering why their hardest hitting unit got minced. Sure I could get 80 Plague Monks which do much more and roll more dice for 20pts less, but it's the spectacle that counts.

    • Like 1
  16. Hey there, fellow backstabbing kin!

    It's that time again where I stop lurking and start contributing again! After a hefty IDK binge I've decided to run Skaven at an upcoming 2-day event. I also hope to be on board to help others here again now that I have the time again. Other than that, I would like your opinion on this 2000pt list and any changes you would make to it. Any suggestions are appreciated.

    A bit late to the party but congrats to TalesOfSigmar for the impressive tournament report and results!

    testers.PNG

  17. 1 minute ago, TalesOfSigmar said:

    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. 

    I assume you know of the realm and what spells you have access to beforehand? In my experience they haven't been used or they have been curated to use the less powerful/impactful spells. I'd still argue that 8 casts is a bit much but do let us know how you perform. May the Horned One watch you.

  18. 1 hour ago, TalesOfSigmar said:

    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)

    I like this quite a bit, quite solid. If you do roll twelve for the PoD  go for either the VL Corruptor or Skreetch. Both have great spells and offensive capabilities.  If I were to suggest any changes, is there any particular reason why you're using the Arch-Warlock? Aside from two rerollable spell casts with a spark I feel you could save 60pts, get a CP and a Triumph if you downgraded to either an Engineer or a Bombardier.

    • Like 1
  19. On 3/18/2019 at 1:55 AM, Wilhelm Stürmer said:

    @robbobobo I would consider keeping the Knights to 5 models, unless you plan to run them independent of each other, as it's pretty difficult to get 30, or even 20, Knights into combat with an opponent unit. This would also free up points for Dracothian's Tail and Razordons.

    What is the rationale behind taking Dracothian's Tail? Is it simply to make the army a one drop or am I missing something?

  20. Hey guys.
    My friend is getting back into AoS after a bit of convincing on my end and he's keen on a cavalry heavy list with strong alpha striking potential. We've come up with this with what he has and I would love to hear what you think and things you could improve on. I'm no Seraphon expert, so anything helps 😃

    Allegiance: Seraphon
    Mortal Realm: Aqshy

    Leaders
    Saurus Scar-Veteran on Carnosaur (240)
    - Warblade
    - Artefact: Thermalrider Cloak
    Slann Starmaster (260)
    - General
    - Trait: Great Rememberer
    - Artefact: Incandescent Rectrices
    Skink Starpriest (80)
    - Artefact: Light of Dracothion
    Battleline
    10 x Saurus Knights (180)
    - Lances
    10 x Saurus Knights (180)
    - Lances
    10 x Saurus Knights (180)
    - Lances
    10 x Skinks (60)
    - Meteoric Javelins & Star Bucklers
    10 x Skinks (60)
    - Meteoric Javelins & Star Bucklers
    Units
    9 x Terradon Riders (360)
    - Sunleech Bolas
    Battalions
    Shadowstrike Starhost (180)
    Firelance Starhost (150)
    Endless Spells
    Geminids of Uhl-Gysh (40)
    Prismatic Palisade (30)

     
    Total: 2000 / 2000
    Extra Command Points: 2
    Allies: 0 / 400
    Wounds: 130

     
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