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Gwendar

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Everything posted by Gwendar

  1. Either 3 Grinders or a Grinder + 2 Doomflayers would be my vote IF you can properly get off a charge. Cogs help a lot with this to get it down to a 7+. I stand by their purpose being almost exclusively on killing heroes/monsters/wizards. If you want utility, take a warp-grinder team with another unit to accompany (40 Clanrats). Although even without cogs I find those options to be superior to Ratlings, at least in my games. Also Skreech, I agree Shock gauntlets are a good all purpose, but with lower rend and a higher volume of attacks/hits I just find them better suited to being aimed at standard battleline units/hordes. Even unbuffed they still pull ridiculous numbers on average.
  2. Speaking of double battalions, has anyone had good success in going with (mostly) minimum Gore Pilgrims + Skulltake or has it generally been better to max out one way or the other?
  3. See, I did the opposite and replaced 2 Ratling gun fiends with a Grinderfist. I've found Ratling-Fiends to be a huge disappointment across the 8 or so games I used them in. On average, 2 of them would at most do 3-5 unsaved wounds (against 3-4+ saves w/ no Look out, sir), whereas using 3 Grinderfists has usually gotten me 7-15 unsaved wounds. Sure, you have to bank on getting that 9" charge, but since 2 Ratling-Fiends most likely won't outright kill your target anyway, you will most likely be charging them in regardless and hoping for that same charge just to be worse in melee. Most of the time I see people suggesting using 1 Grinder + 2 Doomflayers, but I prefer the more consistent 3 Grinders. As for Shock Gauntlets, I keep them in a group of 3 to buff them in the best way possible with packmasters. They're better for horde-clearing than hitting a hero\wizard\monster, which is what you want the Grinderfist team to be aiming for.
  4. @Num I've always said no, if they are dead they cannot use enginecoven abilities or pass off the re-rolls. The way all of them are worded imply that they must be alive in order to "order a unit to do x or y" or to have an Arch-warlock "pass on his maniacal insight". You cannot do things very well if you are dead. At least for non-Death armies I guess...
  5. I never use predatory spells as I just dislike the nature of them. That said pendulum tends to be the go to for most as it only moves one direction anyway. For Skryre, I mostly just use Shackles when I run with a lot of shooting units, and definitely the BW for the Arch-Warlock. Getting him on that while on top of Arcane terrain is just beautiful. Palisade has its uses, but I've found it gets dispelled far too easily.
  6. @Num I would consider Barons advice. If you tend to just play games that result in a massive slogfests in the middle of the table, I would rather use almost exclusively: Stormfiends, WLC's, Jezzails and Mortars. Your partner can just run the screening units and you provide the ranged damage\Stormfiend hammers.
  7. Yeah... He really liked the large demon models like Skarbrand and Belakor when he first started so I figured that would be enough of a punch while the chaos warriors provided a decent anvil. Considered maybe dropping 5 Knights for 10 more Chaos Warriors, but then no extra CP. Not sure on that tradeoff. In terms of this list setup, is it best to give all warriors shields, or something else?
  8. Hey everyone. So, I'm looking to finish up my younger brothers StD in time for the holidays as he's been away at college and unable to actually play. I feel like it would be a suitable present to get everything painted so he would be more inclined to play. Anyway, he has a bit of a focus problem so I tried creating a competitive, yet simple list that won't have him rummaging through warscrolls and remembering overlapping buffs so heavily. What do you think of the below? Not looking to win tournaments, but I want him to have a chance at a local level: Allegiance: Slaves To DarknessChaos Lord On Manticore (250)- General- Blade & LanceChaos Sorcerer Lord (160)- RunestaffSkarbrand (400)- Allies20 x Chaos Warriors (360)- Hand Weapon & Shield10 x Chaos Warriors (180)- Hand Weapon & Shield10 x Chaos Knights (320)- Chaos Glaives10 x Chaos Chosen (280)Total: 1950 / 2000Extra Command Points: 1Allies: 400 / 400Wounds: 141
  9. @Skreech Verminking I tried that more standard painting method for awhile when I first started, but I just couldn't stand the meticulousness of it with paint thinning, multiple coats, being careful of details, etc. This method works for a nice tabletop standard in an insane amount of time, which frees up me up to do a bit of detail work without it feeling like a chore. Here's a few skaven units I did with this method. I've started making my own glazes now instead of solely using Citadel washes, so future results should look better. I've had a few people compare them to looking almost cel-shaded in a way. Sorry for the bad quality, phone camera is all I have.
  10. Ha, pretty much the same way me and my girlfriend got into the hobby. I bought a Spire of Dawn because she liked the Aelves and I did not intend to have Skaven grow beyond 1k points. ~7k points later and I am about to get heavily into Verminus. Good luck with all the painting. If you hate painting as much as I do, I recommend going with this technique. It makes Horde armies incredibly fast to do. I painted 40 Gutter Runners with this technique (and a little extra detail\basing) and managed to get all of them done in about 8 working hours or less. I now do this glaze\wash painting on every model I own: https://jesterpaintingstudio.weebly.com/blog/how-to-speed-paint-skaven
  11. @5kaven5lave Well, he's 260 actually. But I tried using him a lot the first month or two of 2.0 before the spell portals got changed and he worked well with a magic bunker focused Skryre list. Since then he's lost most of his value to me, but definitely still up there. Clanrats just do everything better than the Giant Rats he generates, and they cost less. Happy to see more getting into Skaven. I started the hobby a little over a year ago with them and they will always be my "main army". LoN and Beasts of Chaos tomes should be a good indicator that we will have our time soon. But there's plenty of discussions about that all over the verminus/general skaven thread. Let us know how your games go.
  12. Yeah, monks and doomwheel boxes are the best source. You can use two of the small ones on one base or something if you want as they feel odd on a 25mm. Ebay is your friend too, that's where I got all 30 of mine for about $20. Still, 80 Clanrats will do more for you over a Warpseer and Giant Rats, which you need a lot of extra CP to summon in.
  13. @5kaven5lave Looks good. I've tried a doomwheel a couple of times in the past and have since shelved it, but I see how it can have good moments. I just prefer having more shooting output. 3 cannons will be interesting.. But you really need to keep them safe as they are paper thin and you're sinking a lot of points into them. What I would personally do without changing much is: Drop the Doomwheel and Packmaster and buff up your low Clanrat unit to 40 (20 of them will most likely do nothing, I'd rather bring a warpseer to generate giant rats and they would do just as well as a screen) and add in another Engineer or whatever else you want for 100 pts.
  14. @Riff_Raff_RascalVery true. The more I think about it the more I see that this can be incredibly versatile and easily able to respond to different scenarios, and hopefully the killing power is there. I had thought of leaving off 100 points previously for CP, but I think I'll have to take my own advice and just play with different variations to see how they go. All in all though, I'm quite hopeful for this. My previous pure Skryre lists haven't been doing well in competitive settings due to no bodies and I have since switched to using 40 GR's, but I've yet to play any competitive games with that setup yet. I'm a little more confident in this setup in comparison. Depending how I feel, may try out some WLC's at some point as well. You all will get updates soon, appreciate the brainstorming.
  15. @Riff_Raff_Rascal That's the idea. Curious to see how the locals deal with it and how I can pull out getting into Tzeentch\Death armies backlines to take out heroes. Most of them have wised up to deploying correctly so I cannot setup directly behind them. I'm mostly going to be keeping an eye on the Gutter Runner's performance. They have been pretty average most of the time for me, but I need to learn target prioritization with them. I really think this setup would benefit from cogs for the +2 Charge, but unsure how I could fit them in unless I drop some Gutter Runner's, at which point I would rather drop them all in favor of some more magic\endless spells like I said earlier. I really don't know that Gutter Runner's are useful outside of units of 20.
  16. The local meta mostly consists of DoK, Tzeentch, Various Death, IJ, Seraphon and Mixed Order. I planned to only use them against heavy hitters anyway as Clanrats probably wouldn't have too many issues with extra attacks in hitting chaff, especially since the retreat-charge generally allows them to get more attacks in than whatever they're hitting would. All that said, here is my "final draft" and probably what I will be building into in the next month or so: Allegiance: ChaosSkaven Warlord on Brood Horror (220)- General- Trait: Cunning Deceiver- Artefact: Crown of Conquest Verminlord Deceiver (300)Warpgnaw Verminlord (320)40 x Clanrats (200)- Rusty Spear40 x Clanrats (200)- Rusty Blade40 x Clanrats (200)- Rusty Blade20 x Gutter Runners (200)10 x Stormvermin (140)- Halberd & Shield10 x Stormvermin (140)- Halberd & Shield1 x Warp Grinder Weapon Team (80)Total: 2000 / 2000 Plenty of deepstrike shenanigans. I have some choice here on who brings who along, could even put the Stormvermin in a unit of 20 to go along with the Warpgnaw. Deceiver puts the Warlord wherever he's needed as suggested, could drop him for something else however. Other option consists of removing the GR's for an Arch-Warlock (Or Grey Seer)+BW & Cogs, along with a single Warlord on foot and a Priest (or take the extra CP). Curious to see how it works out. Appreciate all the advice that's been given. Excited to actually try out a different approach to Skaven. I feel like I need to practice movement phase now.
  17. @Riff_Raff_RascalI did consider the larger base coming into play for Crown, and I do enjoy self-healing units. I had considered using the Warpgnaw to take objectives regardless, but I also really like the idea of 9 Jezzails landing where I need them, hmm. I've had 0 luck with Jezzails in my Skryre lists as of 2.0, but may give them a shot here. Lots of options, so I will take all of those suggestions and give them a try! Normally I attempt to collect lists rather than models, but when it comes to Skaven I tend to just collect anything since almost everything is fun and aesthetically pleasing. Except Pestilens, no interest there. Appreciate the advice. At this point I may just get crazy with it and attempt to squeeze in a Deceiver somewhere. Oh the possibilities. @Skreech Verminking I had been thinking the same, but I think both approaches are valid depending on the game\your opponent. I will most likely give myself plenty of different combinations a try and see what I like best as an all-rounder.
  18. I will definitely give the MSU strategy a try first with a couple of Warlords, which would be less expensive than FW anyway. And isn't the horror's ability the exact same as a standard warlord in that you can only pick 1 unit wholly within 13"? I have used plague priests to good effect when combined with a Deceiver and Gutter Runners. Hasn't worked as well this edition with Look out, sir (RIP Jezzails) but I still do it anytime I play my Eshin as no one expects it. My current list idea based on suggestions: Allegiance: ChaosSkaven Warlord (100)- General- War Halberd- Trait: Cunning Deceiver- Artefact: Crown of ConquestSkaven Warlord (100)- War HalberdWarpgnaw Verminlord (320)Arch Warlock (140) 40 x Clanrats (200)- Rusty Spear40 x Clanrats (200)- Rusty Blade40 x Clanrats (200)- Rusty Blade10 x Stormvermin (140)- Halberd & Shield10 x Stormvermin (140)- Halberd & Shield10 x Stormvermin (140)- Halberd & Shield 20 x Gutter Runners (200)1 x Warp Grinder Weapon Team (80)Balewind Vortex (40)Total: 2000 / 2000 Obviously not familiar with the Warpgnaws value, but this setup would give me the ability to deepstrike 2 units of Clanrats and have the GR's going into their backline. An alternate version is to drop the Warpgnaw, bring along a Deceiver+Priest combo, and a Seer by dropping the BW+1 Stormvermin unit. Or drop the GR's to 15 and keep the BW. I have a feeling the increased magic and a debuffing a unit with the skitterleaped Priest may not be worth losing 10 Stormvermin however. Or I'm just insane and overvalue deepstriking units. Nighthaunt and Gautfyre have possibly ruined me.
  19. -I could easily go GA and throw in my WLC's or another 20 GR's for some shooting. I'm not as concerned with no shooting since there is meant to be a decent amount of deepstriking going on to counteract that. As for magic, while that is true, I think that yet again it just comes down to what I can fit in as allies. At this point I'll just go full GA and commit to more magic over shooting. I have enough heavily shooting armies anyway. -Regardless of how Stormvermin perform in comparison to others, I will be running them. I just love their aesthetic too much, and I really dislike Plague Monks outside of using them for conversions. I've been playing Skryre almost exclusively for the past year and a half now, so I could definitely throw in some Stormfiends for a good hammer, but I feel the urge to go full Horde (while trying to stay below 180 models or so) Also Is the Brood Horror Warlord worth anything, or is it generally just better to bring along 2 normal Warlords? I assumed it would be a little tankier and therefore easier to keep Crown up for the BS immunity. No, I guess I don't have to. I've used block of 40 Clanrats+grinder to drop in a backline\on an objective with my Skryre games to good effect. Gutter Runners generally have only provided a 1st turn distraction before getting easily wiped out, but they're cheap enough that I justify it. I have a habit of going after the wrong targets with them. I guess I hadn't thought of splitting them into MSU's of 10, so I could give that a go. I'll probably write up another GA list and post it soon. I appreciate the video, somehow I've never seen that. I've gotten a lot of advice from Dan in the past so that was useful to watch. Also how has the warpgnaw been doing in relation to other Verminlords? I'm playing with an idea now of 2 Clanrats blocks being tunneled in where needed along with the Gutter Runner's hitting a backline all at once. Then again, I think I just overly enjoy deepstriking my units in.
  20. So, despite my discontentment towards Horde armies, I have really been considering going into Verminus finally to give myself 1 real horde army and just use plenty of 5-10 man movement trays. I know GA: Chaos is generally the way to go, but I have been dabbling with some lists and after reviewing a few posts, I have a "final draft" below. Give some thoughts and heavy CC, I'm far too used to how to play Skryre and not so used to competitiveness with high model count Skaven. Allegiance: VerminusSkaven Warlord on Brood Horror (220)- General- Trait: Cunning Deceiver- Artefact: Crown of ConquestVerminlord Warbringer (280)Skaven Warlord (100)- War Halberd & Barbed Blade 40 x Clanrats (200)- Rusty Blade40 x Clanrats (200)- Rusty Blade30 x Stormvermin (420)- Halberd & Shield20 x Stormvermin (280)- Halberd & Shield 20 x Gutter Runners (200)- Allies1 x Warp Grinder Weapon Team (80)- AlliesTotal: 1980 / 2000 Idea is tunneling the 30 pack of Stormvermin to hit a flank and the GR's to tie up something else in the backline\go hunting for squishy targets.
  21. Thanks! Luckily most of the people I play against haven't usually targeted heros, and that goes for any army I use. My Arch-Warlock is a popular target since they really dislike the d3 MW's to 3 units, despite my Stormfiends completely deleting units in one turn. I think if I play with Olynder more and keep her a bit closer rather than so far back then they'll catch on. The last guy couldn't believe it when she deleted his Daemon Prince from almost full health. Good thing I have 2 extra Torments just laying around to use...we'll see how it goes next time. I have 2 more armies to build and another to start buying into and a lot of painting to do with all of that so I may take a break before I buy anything else for NH.
  22. Quick batrep for the 1500pt game against Tzeentch playing Battle for the Pass. Only made it to the end of round 3 before we called it since we had other places to be (Tzeentch hero phase and some passerby's talking to us caused the game to take longer than intended). Me:Olynder, GoS, Executioner, 2x6 and 1x3 SH's, Mourngul and an Execution Horde. Opponent:Ogroid, Gaunt Summoner, Blue Scribes, Curseling, 20 Tzaangor, 20 Acolytes, 2x10 Pinks. 1st: I go second and deepstrike in the Executioner and 6 Hosts to the left objective to deal with the Tzaangors, right side had the 3 Hosts unit move onto it. Other unit of 6 moved straight ahead into the Acolytes. Not much happened here. Score 5-1. 2nd: I get the double and leave ~6 Tzaangors left, 3 SH's charge a unit of Pinks with an 11 and kill them over 2 turns. Charge the 6 SH's in middle to the Acolytes. His turn, the middle SH's get brought down to 4 from MW's and left side w/ Tzaangors get reduced to 4. I decide to keep the Mourngul away since there is no good place to charge into his Wizard party. Score 10-2. 3rd: He gets the double, MW's the middle SH's down to 2 and with my suggestion (still a somewhat new player, so trying to teach him a bit about tactics as this was his first objective game) fly's his Scribes over to the right objective that is now empty and summons in 10 Blues on top of it with the goal of long-bombing another unit onto my home objective next turn. He also summons a Herald on Disc to moves towards the left objective and squeezes in another unit of 10 Blues to have just a few more to cap that objective as well. On my turn I replenish the middle SH unit back to 6, take care of the acolytes and then charge the blues on my left objective to regain control. Mourngul comes in the back, but fails his charge and does nothing. We call it ending with a victory of 12-8. Again, the SH's did alright, but nothing gets deleted turn 1. Against any melee strong army they will suffer if I do not hit them harder first and the Mourngul just seems better suited to take squishy hero's over massed infantry. I really am considering changing my 2k list to bring in either 2x10 or 1x20 Revenants w/ an accompanying Chainghast unit or Spirit Torment to have a decently mobile unit that can hit things in the flank over the Mourngul, but would love to fit both if possible. That would severely limit my battleline choice of SH's however. Overall, still have fun with it and people underestimate the amount of MW's that Olynder puts out and never seem to focus her down, being more scared of the SH's.
  23. I run 18 of them as 3x6 w/ plenty of healing (Olynder, GoS Beacon and Vamp Lord), but no Black Coach. Works well in tying everything up, at least in units of 6. Considering dropping my Mourngul in favor of 20 Revenants for only 20 points more, which really is sad to think about... so you should have no issues swinging around that Revenant hammer if you can keep it alive and charging into the backs of whatever your Hosts are tarpitting.
  24. It's still good to at least have a couple of wizards around to attempt to unbind or dispell, so don't go too far out of the way of magic usage. There are 2 Tzeentch players in my area that love unbinding almost everything I do (one uses the Curseling so sometimes things get fired right back at me) and it got frustrating until I started bringing a pack or two of 20 Gutter Runners and using 2 WLC's up from one. It's worked well. I would like to see what 3 could do, but I'm not sure if it's worth it unless you run them with an arkhspark to get 6 shots a turn. I've stopped using mortars entirely now as they were already very swingy, but If you do run mortars, I recommend at least using 3 and overseer to give them re-rolls to hits of 1. Just don't leave out units to screen all of this shooting. I typically run with 3x3 Stormfiends and ally in 40 Gutter Runners to deepstrike to take off pressure. I just wish Jezzails didn't turn so...worthless.
  25. I'm excited to get one out! Will probably start getting everything bought up in the next month or so...I may try a proxy game if I get impatient and see how it goes. I went back and forth on what artillery to use, but the Ballistas are undercosted for what they do and they easily allow me to fit in the Hurricanum and Luminark while still maxing out on 4 pieces of artillery. My second choice would've been rocket batteries, but I would have to take out too many important things for arguably worse artillery. Either way, 6 things having a chance to shoot twice per phase can be wonderful.
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