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Gwendar

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Everything posted by Gwendar

  1. @Nikobot He did about 4-5 MW's on the charge, gave himself extra attacks and then didn't miss pretty much any attacks and I couldn't roll a save to save my life. All in all he ended up killing around 20 of them, so without a CP to spend as he went first the rest battleshocked off.
  2. Honestly, you just need to search the steam workshop for your models and look for Deinoks table to play on.. he has all the battleplans and terrain among other things that you can select and it automatically sets the table. I would also say to join the following discord groups to find people to play and many of the people there (including me) will teach TTS to anyone just getting in. Tons of tournaments going on pretty often if you're into that as well. https://discord.gg/mxTX9A2 https://discord.gg/3yRWYsB And thanks for reading.. I enjoy making them and TTS has kept me sane after not being able to play for 3 months 😅
  3. For those interested, I just put up my batrep against another Skaven player using a heavily magic (and not Flamers) focused Tzeentch list. Painting up these models as soon as I finish my Fyreslayers (only 19 more models to go) so figured I would get some practice in as they're a refreshing break from playing Skaven.
  4. For those interested, I just put up my batrep against another Skaven player using a heavily magic (and not Flamers) focused Tzeentch list. Painting up these models as soon as I finish my Fyreslayers (only 19 more models to go) so figured I would get some practice in as they're a refreshing break from playing Skaven.
  5. My List Skaven List T1I outdrop him and let him go first. Not much happens other than him getting right outside of my spell-range and getting off Vermintide for a free FP. He kept his Acolytes back a bit, which will come to hurt him later. Skaven end of T1 On my turn I get off Spellportal and kill enough Clanrats on the left to BS the rest off the board while ensuring that nothing is range of his 9 Jezzails other than Kairics if he ends up going next. Skyfires knock a few wounds off the Bell but not much else. 2-2 End of T1 T2 He wins priority and goes first. He clears off 10 Kairics with the Jezzails and charges in 40 Clanrats. Luckily, none of his Acolytes are in range to do anything on the right, but the left side ones take 4 off of Be'lakor. After combat he has a little over half the Clanrat unit left and saves them with a CP as they were outside the range of the Bell. He ends up having 1 more model on my objective to claim it. Skaven end of T2 I put pretty much everything into those remaining Clanrats to take them down to ~10 remaining.. but the Changecaster whiffs horribly rolling 3 MW's total across Pink Fire and Bolt against the Bell, bringing it down to only a couple remaining wounds. Be'lakor runs straight past the Acolytes on the left to take his unoccupied objective. Skyfires shoot off 4 Jezzails and charge into the 20 Acolytes and wipe them while both remaining Clanrat units get counter-charged by Kairics to keep him off objectives. 7-7 End of T2 I win the next roll off and he concedes. At this point I would easily be able to table him (except for maybe 2 heroes hiding around the building in the back) and he would have no way to catch up. Tzeentch Major Victory Overall Thoughts So yeah, playing not Changehost is pretty fun. It definitely feels light not having any Pinks on the board and just 30 Kairics, however it should be able to somewhat reliably get 10 FP on T1 to at least get some Blues out if needed. Definitely need more practice with it as it's the first time I'm running it, but I see a lot of potential. While Be'lakor didn't get to use his ability (I wasn't going to use it until T3 if his Jezzails or Acolytes had potential to get closer) I think his usefulness is perfect, even though Enfeeble was obviously useless against an all shooting Skaven setup. His biggest downfall was not having his Acolytes trailing the asses of those Clanrats really; he needed to be very aggressive against this list but he only managed to be aggressive with Clanrats, which were no threat to anything.. especially with the anti-horde spells I was able to throw out. Planning to run this list along with some other ideas for awhile (with a scattering of Fyreslayers 😉) to take a bit of a break from Skaven. Thanks for reading, as always.
  6. Alright, finished up the 3 game tournament using the meme-list of 24 Jezzails last night. Short summary; it should stay a meme and not be taken seriously 😅. While I think it can do pretty well against some armies, I think overall it doesn't perform super well but.. then again I didn't expect it to anyway. To further summarize each game since I didn't do full batreps on any of these: The first game was against a meme OBR list (Nagash, Katakros, Zandtos and 3x10 Mortek). That was really lost from me due to target priority of aiming at Nagash for 2 turns rather than killing his scoring units in the Mortek as well as not being aggressive enough to push out with my 120 Clanrats.. of course I mis-deployed and Zandtos charged T1 and deleted a unit of 40 alone with BS casualties. Next was a mirror match with Skaven using a similar Grinder + Stormfiend list I've ran myself. The biggest mistake here was me placing a Gnawhole that allowed him to use it against supremely well. The SV used the Grinder this time but failed a charge and the Fiends killed a Clanrat screen.. but when he got turn priority for a double that pretty much sealed it as the SV and Fiends finished off 80 Clanrats and 12 Jezzails. So yeah, that was on me for not knowing how to deal with 6 Gnawholes being placed down 😉 Last game was yet again another mirror match, this time vs 2 DW's and 2 WLC's in a double Arkhspark battalion. ON T1 the guy summons a Warpseer and puts it right in my face.. and honestly, this massively swung the game. I was pretty certain I had nothing to worry about and the Jezzails could easily delete 1-3 units a turn with split-firing carefully.. but that Warpseer instantaneously turned the game in his favor. I had 12 Jezzails blast at it only missing once or twice for him to roll eight 5's and 6's for his DPR save.. took it down to 2-3 wounds left and that hurt my soul. I ended the game with only 9 Jezzails left, but let me tell you those 9 pulled their weight. On my T2 I split those 9 shots in such a way that the single unit killed a DW with 3 wounds left, a WLC with 5 wounds left and the other WLC with 6 wounds left (just barely). I couldn't believe it... but I think that is what won me the game and ended up being the turning point. That last game was probably the best game I played out of the 3 as I continually held the objectives to get about a 10 point lead on the guy going into T4.. but I think it would've been lost had those absolutely mad-lads of Jezzails not split fire and kill 3 units. I wouldn't try that at home unless you really had no other option, which was the situation I was in; if any 1 of those 3 things was left alive he would've been able to finish off the Jezzails and that would've been it. Anyway, here's what I'll be running as my competitive list going forward, in case anyone was curious: Alternatively I could drop the WLC to a DW, and go down to 40 Clanrats total. That gives me enough for a Clawlord and an upgrade to the AW if I wanted.. at the very least I may drop to a DW just so I can grab an AW for the hell of it. Another alternate take would be drop the SV and run minimum Clanrats with 80 Monks instead. Also, I'll have my first Tzeentch batrep up later for anyone interested. I ran a heavily magic based list I got from someone rather than the "standard" Flamers + Changehost ones that are popular... definitely a lot more fun and challenging to use.
  7. It's rough. It's going to depend on the battleplan\deployment and your ability to put heroes\important stuff far away but a lot of the time it won't be possible with the guns having the range they do. Sometimes there's just bad matchups and not much can be done without a lot of luck (or your opponent having bad rolls). I still think a Warpginder with 6 Fiends is really a good way to go to keep a major threat off the board. Alternatively you give them plenty of choices to shoot at, but if each of their threats can wipe one of yours then.. yeah, it can be difficult to deal with. Here's to hoping they're fixed with the Winter FAQ, but I doubt it since they aren't keeping track of TTS tournament results which is where a ton of data is coming from right now.
  8. Odd, isn't it? I don't think they should've been able to take other factions endless spells, personally... just being able to auto-cast whatever you want was fine. Things like what you're describing, Changehost with 12+ Flamers and Seraphon with Run + double shooting Bastiladons and\or Skink (buffed units of 30-40 can do a lot of MW's at range and melee) Salamander spam are all very top tier in the meta. It's a big reason why I'm really thinking my 21-24 Jezzails lists may have some legs but I also think that 6-12 Fiends and warpgrinders as @Verminlord mentioned are looking to be necessary to keep our big threats off the board for a turn. KO's "weakness" is that they want to blow up as much stuff T1 and hope for a double. If they don't do that, then generally they will lose if you get priority and can start taking out those ships. Again, hiding units off the board greatly increases those odds.
  9. Eh.. it can't really include much else honestly. I have a Bell with Plague along with the Bridge to throw the Fiends forward, but you could drop both and take a Warpgrinder (not worth having 2 unless you plan to bring them in during a different turn) and another foot hero (Grey Seer with Skitterleap ideally) or Clanrats.
  10. Shields in nearly all cases I would say. MSU's are generally holding objectives or taking lightly guarded\free ones.. the shields lend well to either scenario. I believe the Pick vs Handaxe situation actually maths out about the same on average vs a 4+ save, but the Handaxe is better vs 5+ and 6+ saves.
  11. Didn't get a chance to play it yet unfortunately. I played my first ladder tournament game with the 4 DW's +2x20 Acolytes vs Skink spam with Kroak and 3 Shoot-twice Bastiladons.. everything taking -1 damage. Needless to say I lost that pretty horrifically.. but I don't expect much with that list anyway since it was for fun. That Seraphon list was 100% a direct counter to mine since you really want things to come to the Acolytes rather bringing them to things. They don't work as well in a heavy shooting meta where things constantly outrange them. Doesn't help that for 2 turns, 4 Doomwheels caused a grand total of maybe 8-10 wounds. I planned to try 24 Jezzails tonight if I can find anyone wanting a game. If I do then I'll be sure to do a batrep. If anyone wants the link to the discord server to come watch or play TTS then just PM me. I stream every game I play.
  12. What new changes, specifically? As far as I know nothing really changes.. you setup Gnawholes after territories are chosen but before any models are placed. The same rules will apply for setting them up (keeping X" away from other terrain and objectives) and that's it.
  13. I think the trick is getting your Bell and Bombardier to be the last things to deploy. Doing this with the Grinder can kind of hinge on a double turn or else those Fiends will likely be pretty exposed. In this case, they killed about half the HGB unit and a few more ran from BS. The ones left along with the Irondrakes managed to kill 3 Fiends thanks to him winning priority. That could've been a lot worse, but if I got a double it would've been game right there.
  14. Had a good game vs KO today (Dwarf united list with 20 Deepstriking HGB and 20 Irondrakes with Runelord). Didn't think to get details for a batrep due to my horrible deployment and letting his 2 Frigates get in range to kill heroes. I assumed the game would be over within 20 minutes... however he didn't manage anything but the WLC and 14 Clanrats. In the end, I won 13-3 on Forcing the Hand: List I think this will be my go-to template for any future competitive lists with Fiends. Having them come in via the Grinder works exceptionally well, the only big thing that needs to happen is Skitterleap but worse-case scenario a Gnawhole is nearby. Still not sure how keen I am on the Bell... but I would suffer without that BS bubble with the SV in particular.. and I found I was using all my CP on charge re-rolls (all of which failed) which was nice. SV could also be swapped with 40 Monks + 20 Clanrats, which could be something I experiment with in the future.
  15. This is why I play TTS; to test ridiculous stuff out and see if it works. After that I'll be trying 12 Stormfiends as it's done reasonably well for some others.
  16. Right, and this was just a general overview to get people thinking. Bottom line is that we just have bad matchups but that's where measuring threat ranges comes in. You can't pre-measure against a double turn generally as you'll just be on the edge of the board and they'll still probably reach you on their double, so that's really just down to luck. Deployment is definitely the hardest thing to master in my opinion. A lot of the game matters in just those first 2 turns and it all starts with how you're setup. I learned a good deal from this in that regard so... I think I'll try my 24 Jezzails list out today 😅
  17. Coach just released this. A very good watch, I would definitely recommend it:
  18. Oh I don't, but the HPA one is free, even if they don't come back at full strength 😉
  19. Thanks! I had that feeling too but I mean.. I can admit I didn't use them as well as I could have. They were often out of range of +1 attack after they charged which is what elevates them above Monks in my opinion. The fact that I felt like I had to keep them back multiple turns because Death Frenzy would absolutely not go off hurt them as well. I may give them another chance in a Double DF list with a Warbringer, but outside that I still think they're overcosted compared to just running Monks.. hell, I would even consider running 2 HPA's over them. Funny you mention that about Fiends though.. had some more Discord discussion last night. I think I'll be giving 2x6 Stormfiends a shot, honestly. No matter what we're always going to have issues with things like Kroak and Tzeentch wiping heroes off the board easily, but against anything else? Man.. they would shred. Even if you're careful with T1 movement and using Bridge then you can give those armies a run for their money. If you count the damage in melee as well then 6 Fiends (Shock Gauntlets) can easily be putting out ~70 damage vs a 4+ with all 3 buffs. Even buffed with just Deranged and a Spark, you're looking at ~50 damage. As for Rat Ogres.. I would've like to have seen them at 70-80 points, but that isn't to say they're bad at all. Completely unbuffed Fiends vs unbuffed Rat Ogres (including the Fiends in melee with Shock Gauntlets) is actually the same damage on average (20). Giving them +1 to hit brings them up by about 5 which isn't huge, but being able to counter all of the -1 to hit running around is useful. I really like the thought of them, it's just that I keep coming back to 40 Monks. They're cheaper than 8 Rat Ogres and will put out more damage until they drop below 30. All that said, sitting here for the last 30 minutes practicing mathhammer has led me to the following. Fiends don't get hurt too much from losing that +1 to hit from Vigordust so long as they still get MMMWP (and even with just Deranged + Spark they get ~50 damage vs 4+) and Rabid Crown boosts Rat Ogre damage by a decent amount. I think you can really make the two work together: Now.. the next question is what would be better; 8 Rat Ogres + MM or 2 HPA's? Average damage say's the HPA's, but 2d6" movement and being heavily bracketed can change that real quick. Best against hordes as you can get a lot of bases within 3" and re-rolling those MW dice on the charge means they can do a ton of impact damage, unlike the Rat Ogres. They also ignore spells on a 4+ which is nice, as well as potentially coming back to life and keeping a unit tied up another turn.
  20. I calculated them vs Jezzails and WLC's when it came to killing heroes and just... yeah, not great in that capacity either because of my most repeated phrase; Consistency. Catapults are pretty badass, I agree, Just a shame the mortar teams were usually better and those aren't even a thing anymore. Honestly I would say a Clawlord is a top pick to give those Stormvermin +1 attack. Without it, they do closer to the same damage as 40 Monks anyway. True, they do combo well, I just tend to have better luck with Jezzails.. that 4 DW list is really just for fun but I wanted to have Acolytes in there for something that can actually delete things that DW's or WLC's can't. But yeah, I agree on our bad matchups.. with all the shooting combined with superior mobility\range that's been introduced with CoS, Tzeentch, Seraphon and Lumineth we really fit in best against combat armies who need to come to us and our short-range guns (barring Jezzails\WLC's obviously) that are hiding behind Clanrats, if you're playing purely ranged at least. All the above shooting\magic armies will just target whatever they want and remove it before it can do anything. That can be partially solved with the Bridge still, but with the biggest damage coming from 12" shots with that method then most opponents aren't going to leave you with anything they care about when it comes to target selection. The Bridge works best against things that are already halfway up the board and\or when you want to go big on a double turn. I have my 4 DW + 40 Acolytes list and this one I've been thinking of trying since all I can do is make meme lists after the last 2 unsuccessful weekend tournaments: Alternatively, drop the Acolytes for 40-60 more Clanrats (60 would mean no Bell though). Oh, and @Kramer, the best thing about AoS reminders is that you can actually play an army you've never played before on TTS and just act like you're an expert by taking overly long sips of your drink while you read what you're supposed to do in that phase on your other monitor 😉
  21. Both reasonable suggestions.. I was having this discussion with my local competitive guys and they suggested the same things. Keeping CP is hard for some armies though (especially with all the things around that can steal\negate your CP or force you to use 2 like with Lumineth) and others (including us with a Warpseer) can just get more easily, giving them an advantage. I'd say I probably prefer getting a + to the roll or make it somehow affect objectives. Perhaps you can't take any new objectives or the ones you have are worth nothing. That way you can still have an incentive to take a double and table someone, but they may have an extra turn of getting points with what they have left? Just some thoughts. I know you didn't ask me, but I just wanted to chime in for what it's worth. That's our advantage as Skaven is that we can compete in each stage.. though you don't exactly have to, especially with pure Pestilens. That said, yeah Plagueclaws aren't great.. they're like the Mortek Crawlers in that they're very all or nothing except that the Crawlers will actually do something more often than not 😉. The issue isn't the 3\3\-2 profile so much as it's only 1 attack with a random d6\2d6 damage, so it's super swingy by comparison. Also, if you're running more Monks then I would vouch for Staves. I think that mathhammer says Blades, but by a very marginal amount. You can easily get 30+ of them in range with the Staves which is also when the unit is hitting at it's best anyway. Monks aren't there for attrition, they're there to hit things.. so once they drop below 20-30 then the benefits of the Blades aren't as helpful anyway. Those would be the 2 I would go for. Warpseer can fit into anything you have while the Warbringer works well with lots of Clanrats\Stormvermin.
  22. Many would disagree with you and I tend to see both sides of it, though I lean more towards disliking it. The common argument I see is "well if you got doubled then it's your own fault for not setting up right" but I mean.. it's a gamble. I either setup to get priority myself, or I don't; I can't see into the future. It's why I tend to play so cagey and reactively, but since most of our shoot is short range that's hard to do properly unless you're against melee armies. Bottom line, if someone outdrops me, makes me go first and I'm already as far back as possible in deployment (or alternatively move Clanrats up to create a wider screen) and they can T1 charge or shoot everything important off the board and then get a double to do it again then... Well, what exactly was I supposed to do there? It's literally been the cause of me to win sometimes, but obviously I attribute that to luck of getting a higher dice roll than my opponent and being able to make use of it. I think if it's going to stay, something could do with getting changed to make it less impactful (but still impactful overall).
  23. This is the answer, actually. So, each of those heroes is going to be able to use the allegiance abilities for their Clan.
  24. Yeah, and that was the goal.. I really felt I had that OBR game but taking out my Acolytes due to him getting a double and then just having 24 SV completely bounce off 20 Mortek was all that needed to happen. I always have at least 2 other armies I play, but having not played at all for about 3 months due to COVID I just wanted to get back into with Skaven but man... these strings of losses just really hurt. We'll see how the 4 DW's + 40 Acolytes list goes. I don't expect much but I may be surprised when I finally deviate away from standard builds 😉. Even if not then I have Tzeentch and Fyreslayers (may even give 4-5 Stonehorn lists a try too until we get Giants) to get reacquainted with.
  25. Next 2 up. Went 1-2 again unfortunately.. all explained in the reports. Needless to say I'm happy to be taking a break from Skaven (aside from 1 or so a week for the next tournament) and focusing on something that plays a bit differently like Tzeentch or Fyreslayers. People seem excited about the 4 Doomwheel list so I'll probably be testing it out some this week.
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