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Gwendar

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Everything posted by Gwendar

  1. I'm a big fan of the WLC, especially in 1k games were there are fewer heroes, meaning it can be more critical for your opponent if they lose one by it being sniped. At the same time, you have some very squishy units that could use a screen. You could even drop the ratling gun and 1 unit of acolytes for 2 more warpfire throwers, take a blob of 40 Clanrats and put the warpfire throwers inside/behind them. You're more or less trading off ranged sniping capability for a blob of death that if anything charges, will get melted by the warpfire throwers and your acolytes. I run an Arch Warlock, Engineer, 2x3 Stormfiends and a Cannon for my 1k. It tends to do the job well as Stormfiends are generally fine on there own while the wizards and cannon hang back and mortal wound everything down.
  2. @Nikobot I've decided to take a rattlegauge+arkhspark to the tourney this weekend after a long debate with myself. I was stuck between bringing 6 jezzails and 2 cannons, or 9 jezzails, 1 cannon, endless spells + an extra CP. Overall I think I may prefer the latter. Like you were saying, the risk vs. reward factor comes into play a lot. For jezzails in a rattlegauge; taking d3 MW's (2d3, if you vigordust them for the +1 to hit) hurts, so you have to create a bit of a buffer to that by running 9-12 of them instead of 6. Same goes for running 2 cannons with arkhspark; you're essentially just taking out an insurance policy and creating a buffer if something goes wrong. What I would really like is for someone to math out 9 jezzails vs 6 jezzails vs 1 cannon vs 2 cannons in some variety. Cannons not being affected by look out, sir puts them ahead in my book, but I still want to justify jezzails in some way and I'm just not sure how. I may try both, but no matter what I will always vouch for using the battalion most of the time as having that drop count can be crucial. Granted with endless spells, it can hurt a bit less if you move their spells back onto them if they take the double turn, but I know our toys can do more damage so I always want to have the option to decide who goes first by having a 1-2 drop list.
  3. Ah, see I thought it would count as a move considering the wording of it being "this counts as that unit's move for this movement phase". If that isn't the case then that definitely elevates them, plus I wouldn't mind as much if sisters got charged due to the better melee profile+shooting on charged. Most local players have been quite aggressive with the way the play, no matter the army. Looking forward to seeing how the deal with the constant teleporting/shooting.
  4. Had you considered a 2nd unit of 20 GG over one of the sisters units? I'm trying to justify it, and (assuming that the sisters do not get double shots by moving) would it be any better to not be penalized for moving/shooting, 2" extra range and another unit to have a -3 rend shot on? I suppose I'm not taking the shooting when being charged into account, but I think the whole point is to keep moving away in order to shoot more and I assumed the GG could potentially do that better with twice the shots, even with 4s/4s. How often were you able to keep your Sisters in range and not moving in order to benefit?
  5. I've always ran my units of 40 with spears if they're run in blobs. If I string them out as a screen I use swords. Just remember how many rows you can fight in when it comes to the range and the fact they're on a 25mm and that's probably the deciding factor.
  6. Yeah, I know. I'm working on plenty of other armies for more and more variety so I'm not too concerned. I still play my Skryre almost exclusively for competitive/tournament play and still have fun with it, Eshin sometimes when I feel like running a horde army which is not very often. I know that we will most likely be waiting until 2019 MINIMUM since we already know there has to be a Darkoath and a Grot release coming in the very near future along with Light/Shadow Elves at some point. Slaanesh seems to be getting something too eventually, and since the Great Horned Rat is currently taking up her seat in the pantheon.... Well, I can see something coming from that possibly.
  7. @Skreech Verminking All of them would definitely be better than nothing, and I would especially love to use the Eshin one for an even more mobile army. It would definitely make my Eshin army a bit stronger against certain match-ups. I'll just continue to wait and hope we eventually get something. I want to really believe it'll be a LoN style book with a new Eshin range since they have been mentioned so heavily as of late. Pirate Skaven works too I guess.
  8. For matched play? No, very doubtful. No points should be a red flag that they cannot be used for matched play in my opinion. Most likely they are only there for people playing open/narrative.
  9. Thanks for another right up. Been lurking around trying to get ideas for starting my own wanderers at 1k (primarily for use in doubles with my girlfriends DoK). I really love the style of going pure ranged. May expand out into 2k at some point as well, so do you have anything more you would change in your list competitively? Does it generally work well to deploy a unit with RW and to get their shots off and then have then back out before anything charges you? Thinking of doing this myself for 1k, not sure on realm artifacts outside of just the allegiance ones. Thoughts? Allegiance: WanderersWaywatcher (120)- General- Trait: Stalker of the Hidden Paths Nomad Prince (80)Waystrider (80)- Artefact: Forget-me-knot 30 x Glade Guard (360)10 x Sisters of the Watch (180)10 x Sisters of the Watch (180)Total: 1000 / 1000
  10. If we've only really seen 2 miniatures, who's to say the rest of the line isn't more unique? If I recall, they're meant to be more Norscan instead of just slaves to darkness/Chaos marauder type things and have a lot to do with beastly themes, possibly even combining beastmen in some way from what I've heard. That sounds unique enough to me. When FW already has everything Chaos Dwarf related (and seemingly selling quite well as of 2.0 with the new rules), why would GW do anything with them over an entire new faction which has been something they are doing more and more.
  11. Probably better, but considering he get's 3d6 per use I prefer to hedge my bets on rolling at least 10. Sure I can roll three 1's but..Hasn't happened so far. I tend to average at least 8-14 of them. Guess it's really up to what sounds better to you, especially since they can't move the first turn. And I'm saying 1st turn + battlaion CP + 1 extra if I leave the 60 points to purchase a CP = 3 uses. So basically; my math was wrong because I was way too tired and bored when I wrote that up at work, lol. I do want to experiment with swarms, but I just love my cannons too much to justify dropping one for some, essentially, objective holders. I'm just not willing to trade a potential hero deleting unit for a few 5 attacks 5/5/-/1 hits. Even with 4 wounds a piece my free giant rats fulfill the same purpose of tarpitting. Neither have a save value, and while swarms have 4 wounds a piece and generate themselves for free I will almost always generate at least 4-8 rats minimum which equals the same amount. I play against some rather aggressive players and I really just feel that the swarms would literally only last 1-2 turns before they get deleted which is about the same amount of time the giant rats last. So I guess to me, it's about the same tradeoff. I may experiment with a proxy of them in a fluff list I want to mess with next game; a ridiculous amount of jezzails, cannons and maybe try the swarms with that.
  12. Well, that's what the warpseer is for; to generate bodies. Sure he can get sniped, but generally by that point he'll have at least generated 12d6 worth in the first phase by blowing at 2 CP on his command ability. I've never tried rat swarms but I hear great things. On paper I really don't see myself using them when they're so vulnerable. And for 110 each, I would rather have that extra cannon+the 60 points for a packmaster, spells, etc in my list. In order to have 2 units of them, I would need to give up both of those to make it work and I don't think that trade-off is worth it for a few more bodies. Especially since many of the objectives just require you to tap it, not keep anything on it the entire game unless you're afraid of someone stealing it.
  13. To me, that seems to be one of the most likely scenarios, especially with Eshin being so heavily represented in the stories as of late. I see a LoN style book, with Clan Eshin being our "Nighthaunt" sub-faction focus that they got. Or so I hope...Now I almost wish I didn't convert 80 Nightrunners and 40 Gutter Runners if that ends up being the case.
  14. Oh, they definitely get targeted after people see what they can do. Most people have caught on to and focus them as much as they can, but the only thing that I've ever had an issue with is shooting, however there are not very many shooting armies in my area that I've ran into. The movement can be an issue against magic heavy or shooting armies like I stated above, but overall I tend to have enough wizards for dispels. Honestly, that 60 points that I play around with for either a CP or packmaster can easily be used to bring cogs for some extra movement. Maybe even a palisade+other spells to block off a sight-line which could be useful for getting to an objective/flanking easier and can be combined with shackles, or a maelstrom for even more unbinds. I've had a cannon blow up after the first shot twice before (which is one reason I like bringing 2). I just tend to roll 5's and 6's for things that I shouldn't, like battleshock and cannon shots. With the amount of summoning/death/hero heavy armies that seem to be around locally, having all the MW output from cannons or spells has been the key to crippling all of them early on, before they can summon or buff up units properly.
  15. @NikobotI've been up against Tzeentch and a heavy Shooting/Magic list with SCE and both proved to not be too much trouble. For the SCE I just used giant rat summoning to block off his cav units trying to get to my wizards and proceeded to nuke away using MW spells and cannons (and the d6 MW mortar shot in hero phase) which cleared out his heroes while Stormfiends neutered his shooting units. His 10 man liberator screens couldn't stand up to a buffed unit of shock gauntlets. Tzeentch was a bit more difficult, but so far I have only played them in 1k (newer player, still trying to build up his army) but I really rolled like absolute trash in our most recent. Across the whole game I maybe got off 3-4 spells across my arch-warlock and engineer 2 of which were unbound even with my spark re-rolls..it just wasn't a good day for my dice. He has generally only ever been able to generate enough fate points to get back a herald on disc or pink horrors, which really did nothing for him since it was so late in the game by the time that could happen and my stormfiend units + cannon have no issues dealing with anything in his army outside of his more resilient Tzaangor unit of 20 (soon to be 30) that can hold up the fiends for a turn or two and whittle them down. Overall the same concept applied: Shoot heros with cannons and MW everything down with the wizards. At that point it's a simple game of playing cleanup with everything else. I will say that normally spark re-rolls have been the only use for sparks, but occasionally that 1 extra damage is useful in order to finish off a hero that saved just enough wounds to be at 1 wound left, and I will opt to use it for that instead. I wouldn't say I rely on magic for anything, I put most of my heavy lifting into cannons and stormfiends and so far it has worked well.
  16. See, I had considered that as well honestly, but with all of the wizards I get anyway I wasn't too sure how to feel about the balewind benefits for 1 wizard when I could just generate more bodies with the same 60 points. I do have a unit of 1 Grinder + 2 Ratling gun fiends I use occasionally, but they tend to whiff on their rolls more often than not. Vigordust+Packmaster practically guarantees a unit deletion most of the time, and so far I've had better luck with that. It just depends on the army honestly. Deepstriking? Drop the packmaster for more rats to screen my backline wizards. Shooty armies? More giant rats or maybe just throw in a palisade to protect the stormfiends marching up the board. The overall core does decently, but those 60 points can make a huge difference, depending.
  17. I ended up settling on this. I tried a few games without the extra cannon and instead added in some more mortars, but wasn't a huge fan frankly. I prefer to be able to shoot with the cannons 3 times per phase and almost always get some wounds out than gamble with the mortars doing anything at all (they usually miss). I may try out dropping the packmaster for his buff on the shock gauntlet unit and use those 60 points for another use of the warpseers command ability. Getting as many of those out 1st turn so they can move in the 2nd has been crucial in my games. Previously I did what most people do and used clanrat screens, but these have worked well enough on their own without the use of any additional screens. After all, the clanrats save value may as well be nonexistent like the giant rats with the amount of rend I come up against. Allegiance: SkryreLeadersArch Warlock (140)- General- Trait: Masterful Scavenger - Artefact: Esoteric Warp Resonator Warlock Engineer (100)- Artefact: Vigordust Injector Warlock Engineer (100)Verminlord Warpseer (260)- AlliesPackmaster (60)- Shock-Prod- AlliesBattleline3 x Stormfiends (290) Shock Gauntlets3 x Stormfiends (290) Warpfire Throwers5 x Skryre Acolytes (60)5 x Skryre Acolytes (60)Units1 x Poisoned Wind Mortar Weapon Team (60)War MachinesWarp Lightning Cannon (180)Warp Lightning Cannon (180)BattalionsClan Skryre (80)Arkhspark Voltik (70)Gascloud Chokelung (70)Total: 2000 / 2000
  18. I still play Skryre almost exclusively most of the time. The warpspark faq hurt a bit, but overall I never relied on it anyway in either aos 1 or 2. Jezzails have become mostly useless over just taking more cannons in my opinion, and I've yet to lose across 4 games while running an Arkhspark+Gascloud with 2 cannons. I highly recommend adding a warpseer so you can generate giant rats. They work exceptionally well as a screen or at grabbing objectives while the rest of the army does all the work. Overall I think Skryre feels about the same, some things just shifted a bit but we're as good as previously I would say. There's a tournament at the end of every month at my flgs so may have a batrep then to post up.
  19. What's the general consensus on using two battalions competitively? For example I'm thinking of running an execution horde + artillery train with 3 magmas. Would get me a 3 drop with the extra Smith I would bring and obviously the benefits are great. Either that or considering dropping artillery train (and thusly the iron daemon) keeping 3 magmas and adding in 2x3K'daai instead but then I'm at 8 drops with an additional Smith here too. I always lean more towards the K'daai list as it still has 3 cannons in it anyway, but maybe I'm selling the iron daemon short on its worth as well as not having a 3 drop.
  20. True, I kind of thought the same. I've had it blow up on me first turn before, and in a the current meta of "kill all heroes/wizards asap" I would find that more valuable...plus, yeah, I never hit anything with mortars and even if I do it can only do 6 damage now over 12. Basically sums it up. I put a lot of work into converting 9 for them to be useless over a cannon now. Love the idea of them, and still try to use 6 in a mixed Chaos list but overall the cannon always pulls more weight since no one leaves their hero units unattended anymore. I tried with vigordust one game but it just wasn't worth it, especially over using it with shock gauntlet stormfiends. Maybe they could lower the cost, but then I imagine the MW's mechanic would be lost to compensate knowing GW, but even then hitting a hero(their sole purpose imo) on 5's would be horrendous unless the to-hit went down a point as well.
  21. True, maybe drop the hammerers altogether and go 2x20 Ironbreakers, 2x10 Longbeards and 2x20 Irondrakes w/ 2 Copters/Bombers as allies?
  22. I do, but I also really just like shooty units/the idea of copters. Hell, I'd love to just bring 2x40 drakes and call it a day. No matter their army, the local people play rather aggressively
  23. Maybe take out 10 Ironbreakers for 1 unit of 20 and a unit of 10 Hammerers? Or 20 Ironbreakers and 20 Hammerers and 10 Irondrakes? Either way I would be building towards models for 2k so whichever works better. Are copter better than bombers due to the steam gun? Being able to potentially cause d3 MW per bomber with a decent gun and 1 more wound seems better but I'm new to the dwarfs after all. Maybe I just need to look at the copter as a 80pt throwaway unit to cripple a large shooting unit and that's it? Maybe 1x10 Longbeards and 2 Copters instead of the below? Maybe: Allegiance: DispossessedLeadersWarden King (120)- GeneralRunelord (100)Runelord (100)Battleline20 x Ironbreakers (280)20 x Ironbreakers (280)30 x Hammerers (420)10 x Longbeards (100)- Great Axes & Shields10 x Longbeards (100)- Great Axes & ShieldsUnits20 x Irondrakes (360)War MachinesGyrocopters (80)- Gun: Steam Gun- AlliesTotal: 1940 / 2000Extra Command Points: 1Allies: 80 / 400Wounds: 129
  24. So, how about this in a competitive setting? Trying to have all bases covered. What realm artifacts have you all found useful since all that's good for Skryre allegiance is vigordust? Considering an alternative version that drops 2 Mortars for another cannon, unsure of which would be better. Allegiance: SkryreArch Warlock (140)- General- Trait: Masterful Scavenger Warlock Engineer (100)Warlock Engineer (100)Verminlord Warpseer (260)- AlliesPackmaster (60)- Shock-Prod- Allies3 x Stormfiends (Warpfire) (290)3 x Stormfiends (Shock Gauntlets) (290)5 x Skryre Acolytes (60)5 x Skryre Acolytes (60)1 x Poisoned Wind Mortar Weapon Team (60)1 x Poisoned Wind Mortar Weapon Team (60)1 x Poisoned Wind Mortar Weapon Team (60)Warp Lightning Cannon (180) Clan Skryre (80)Arkhspark Voltik (70)Gascloud Chokelung (70)Total: 1940 / 2000Extra Command Points: 2Allies: 320 / 400Wounds: 92
  25. Hey everyone, been reading through and came up with this list. I'm looking to make my next armies Legion of Azgorh and Dispossessed. How would this fair for 1k? Local players have a bit of everything from Seraphon, DoK, IJ, LoN, SCE, Khorne/Nurgle. 2 Runelords 3x10 Ironbreakers 1x20 Irondrakes I was looking to expand into 2k with something like this: Warden King 2 Runelords 2x20 Ironbreakers 1x30 Hammerers 1x20 Irondrakes The other 440 points are up in the air for me. Are gyrocopters or bombers any good? I thought they may add some mobility for objectives/hit backline units, was thinking 2x1 of those. Maybe add in long beards somewhere? I would love another 20 Drakes but that would put me 20 over unless I drop some ironbreakers, and 2 units of 20 seem too good over 2 units of 10 or 1x20 & 1x10. Maybe even just add in a couple of cheap units to hold objectives? I'm at a loss honestly. Not a fan of the older models like warriors/thunderers/quarrellers/etc. But I love heavy shooting armies.
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