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Gwendar

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Posts posted by Gwendar

  1. 5 hours ago, Kugane said:

    I think it would be nice to see Eshin as its own thing, but judging from the shadespire release they are likely working on verminus models right now. The warband seemed too detailed to just be a single release to me. A lot of the poses could be easily used in Eshin though.

    That said, a boxed gutter runner release could fix lots of issues, they are really strong. Surprisingly strong in fact. I want dynamic awesome ninja rats! Make it a thing GW! XD

    At least one of those poses is extremely Eshin like, and they've been specifically mentioned pretty heavily in the latest stories which leads to many people believing they'll at least get a DoK treatment and be expanded upon. 

    Currently I'm looking to sell 80 Nightrunners/Gutter Runners that I've kit bashed from the slave/unarmored clanrats and have used witch aelf hands to make them all dual wielding. I'll buy actual ones if they re-release them, but that will depend on whether they intend to go more horde oriented with it or more elite, again like DoK having the choice between witch aelf battleline and melusai for a more elite low model count army. 

    • Like 1
  2. 2 hours ago, Neck-Romantic said:

    Gwen; I usually toss the Pendant on a STorment, as the mKoS is fast enough on his own; and that way their rerolls keep up the pace better

    I would consider that as well. Honestly it may just be of better use to have the pendant with the SH's in order to get them into anvil position easier for the Revenants to  swoop in later in the turn.

  3. 16 minutes ago, Tropical Ghost General said:

    The killer combo is Anniversary GoS's spell, pendant of fell wind + cogs. Gives +6, +3, +2 (+11 total move), with the +2 to charging. A unit of grims, blades or harridans can move 19" with a +2 to charge. It's awesome. 

    Oh, I hadn't even considered the other GoS. Though, I really do like mine coming with Spectral Lure + Beacon, especially with not having Olynder around. But maybe it's overrated. I had considered Pendant with the KoSos, but still up the air about it. I suppose it would be nice to have to get to the next fight after the first turn charges from reserves.

  4. True, but even with Nagash the spellportal is nothing compared to what it used to be since it only allows 1 spell to be cast through it per turn. Then again, there are no Nagash players in my area so I cannot really testify to how useful that auto-unbind is outside of just looking at it on paper, even taking Hand of Dust into account I wouldn't care for it...Then again I just really dislike Stormcast. (I'm just dressing up my Ordinator and replacing the crew of the Ballistas with kitbashed models).

    The damage potential may be situational, sure, but personally I would rather have a bit more damage potential, a 6+ aura save and +1 to unbinds on top of the beam. The spell is just insurance against someone potentially bringing that blob which is still pretty likely to happen in this meta, especially locally where I have Fyreslayers bringing blobs of 30, 20+ units of Witch Aelves, Seraphon Skinks\Undead\etc...Bottom line is tons of things have these Save ++'s now that your ballistas would need to get through regardless. I would rather have even a small answer to a Horde situation than nothing.

    I guess looking back, I'm more in favor of the Luminark for what it could do in my area, rather than at some big tournament which I would never bring a list like this to anyway unless I just wanted to mess around. For 140 points more, I would rather max out on the "go big or go home" war-machine\magic-machine aspect than having another standard wizard. No matter what I plan to have 4 Ballistas and 2 Tanks for my list, so I would never consider dropping any of that for a Luminark, I just sacrificed some of my Guard in order to make it work.

    Also, the Hurricanum and Luminark have wonderful potential to be kitbashed. I've played against Tom Lyons Luminark before which is essentially a Dwarven Deathstar shown near the end here: 

     

  5. @Tropical Ghost General That would be great, or at least allow him to be healed by giving it the Summonable keyword. At least he looks nice...and I still plan to use it extensively in my above list, but for competitive play I will leave him out. After doing some mathhammer on buffed vs unbuffed Revenants, I can't not take them at this point, at least competitively. Especially combined with coming in as reserves and cogs allowing for 7+ charges w/ a CP re-roll from the KoSos coming along with them.

    @Nevar Yeah, it's broken again. But if you add the units under the "Other" section and they are battleline, it will add them to the battleline section.

  6. @Tropical Ghost General I just wrote up my own list to try out that's pretty similar. However, I only had 2x10 Revenants in place of having a Mourngul or Lady Olynder, which either way is a huge damage loss in comparison I am starting to realize.

    Looking at your artifact choices instead, I had the Executioner use the Tome in order to cast Reaping Scythe on himself. It worked decently last game to ensure I killed off that Kairos, but I can see Slitter being infinitely more useful, especially against players who string out their models. I had my KoSos using ruler of the spirit hosts to have available for Revenants, but he has the movement speed to get elsewhere if needed (although that would leave the Revenants vulnerable).

    I think this list is far more aggressive than the one I used during my report, which was mostly just hyper-defensive\model return, and I really like the idea of it. I just hate that my Mourngul is sort of looking more and more like a 300pt paper-weight when I can just take 20 Revenants and do 80 attacks with the KoSos.

    • Like 1
  7. @Frowny Exactly, and it essentially does what the archmage already does without a spellcast, granted at a lower range. I hadn't even thought about the Hurricanums +1 to hit aura for the beam; even better as it can allow you to delete the average hero character since it will be hitting on 3's with Look out, Sir in mind.

    I wouldn't call it an exaggeration all that much. Best case scenario in mind, it will do 3 MW's to a unit of 20, 1 wound each models which then gets tripled to 9. Hit with the 6 damage shot to bring the total up to 15. Assuming they do not have a CP available to use for IP or some other battleshock ability, then battleshock will most likely take care of the rest. Even if not, you took that unit of 20 down to 5, allowing for something else to do some easy cleanup.

    Is it a stretch? Maybe, but even on average it still does decently against the right target in my book. And I can't argue with it's aesthetic obviously making it seem better than it may or may not be.

  8. @Nevar Yeah, thought it was a little odd in you saying you didn't want to use the spell so I assumed you misread it. And while I see your points with the Luminark, I just appreciate it aesthetically. It would probably be better to leave it out in favor of more bodies, and while it isn't an artillery piece, it almost acts like one regardless of it gets buffed or not. Especially if you take its spell into account as well and not just the beam. A 3+ (or 4+ with Look out, sir if you target a Hero) is still pretty good.

    You already have disparate ranges with the tanks, handgunners and the ballistas 2 different profiles, so adding a Luminarks 30" shot range doesn't change this. Your ideal range is 16" as you have said, which lets you have everything in range. So really, you're just adding another Steam Tank in with the Luminark, except it gets a nice anti-horde spell, since it has the potential to do 12 MW's against a unit of 20+. Add in the -2 rend Luminark shot and you have a good chance to delete a 10-20 man unit in 1 phase from 1 unit alone. To me, Burning Gaze reads that you double or triple the wounds it inflicts, so it isn't actually 2d3 or 3d3, you roll 1d3, and then double or triple the result. At least, that's how I read it unless there is an faq stating otherwise, which I have yet to find. This seems to be the way everyone uses it.

    I'm not making a case to use the Luminark over the Hurricanum for an artillery-based army; It's a no-brainer that the Hurricanum is best for that. I was only making a case that as an inclusion to work alongside the Hurricanum in such an army, it can be pretty great and can potentially help keep your weak frontline around a little longer with its aura. Also, you get another unbind which is great in todays meta, not to mention the Hurricanum's +1 to casting and the Luminarks +1 to unbinding work with each other (and themselves since they're auras).

  9. 14 hours ago, Nevar said:

    Comet of Casandora is funny, but could backfire badly, so I imagine that wizard would throw Shackles or Arcane Bolt.

    I like the list, largely what I have decided on but I'm doing Guard over Handgunners and throwing in a Luminark. That Luminark shot can be nasty, and it's spell is great vs. hordes.

    Anyway, I don't think the Comet really has that much capability to "backfire" since your opponent has to select one of their own units, so either way you will be doing d6 MW's to something of your opponents.

  10. 7 hours ago, Tropical Ghost General said:

    In short, yes. 

    Nice report, it's my belief that the more battle reviews we have from players, the more we can learn as a group.

    If you're going to start with writing them up then have a look at how others are done. There are a lot out there and unless you play one of the factions featured in the report they are normally not that interesting. So study up but definitely give it a go, photos are a must as well. I started doing my own with ghosts back in 1.0, but due to not having everything painted I stopped, will probably start again when I get my current force painted/nearly painted. If you want I can link the one report I did to give you some ideas for doing your own stuff. 

    Tzeentch are a janky army to play against and I've only played one player who has played them correctly and he's a friend as well. If some odd stuff happens in games against Tzeentch I also double check with my mate and it usually turns out that my Tzeentch opponent wasn't just playing them wrong, but was playing them really wrong ?. If in doubt call it out. I had a local 1k tournament, 4 games in a day, where I suffered some janky play by a lizards player in game 3, I thought it was wrong, but didn't want to be 'that guy' calling it out. Because of losing that game I placed 10th out of 12, had I won I would have placed at least 5th, maybe higher as it was Swiss pairings, It takes a while to fully learn an army and all it's units off by heart and we all make mistakes.

    If you can, try and get that list to go against another faction with fnp saves, such as nurgle or LoN. It would also be worth testing it against a more combat focused list, like Khorne, deepkin or DoK. As the list works on staying power and against Tzeentch we can out combat them fairly easily, we just suffer to the magic onslaught. 

    Right, that was more of a redundant question than an actual one, that's why I followed it up with a "definitely". I may try bringing a proxy group of 20 next time for my 2k list by dropping a chainghast and spirit host unit, I really think that would solve my 'no-hammer-for-the-anvil' situation.

    But thanks! I typically do photos, I just completely forgot to bring my work phone that I take pictures with. I wouldn't mind reading up your old report though, I tend to ramble with my reports so I'm trying to clean them up with each new one that I do. Some of my Skaven ones are just ridiculous.

    I play another guy that uses Tzeentch pretty often, although I typically use my Skryre army in doing so. But he has a solid grip on his rules, so that's why I knew this guy was doing things very, very wrong. I feel the same about not wanting to be 'that guy' especially when we were having a good time regardless. The local AoS scene is nowhere near the 40k scene (as usual) so I take whatever games/players I can get and try not to scare any off, which unfortunately has also caused me to hold back in my competitiveness which is not good preparation for tournaments that I plan to attend in the future.

    There is a FLGS tournament at the end of every month, so I will possibly be bringing them to the one in October or November, and we have a DoK player so that will be an interesting matchup. Thanks for the help!

    • Like 1
  11. Report from todays 1500pt game against Tzeentch (no pictures unfortunately). No objectives as he was learning his army a bit (as was I) and just wanted to slug it out. Let me know how I can improve on typing up these reports as I feel like I could shorten them to make them more enjoyable to read:

    My list
    Allegiance: Nighthaunt
    Lady Olynder, Mortarch of Grief (240)
    - General
    - Lore of the Underworlds: Lifestealer
    Guardian of Souls with Nightmare Lantern (140)
    - Lore of the Underworlds: Soul Cage
    - Infernal Lantern (Artefact): Beacon of Nagashizzar
    Lord Executioner (80)
    - Artefact: Midnight Tome 
    6 x Spirit Hosts (240)
    6 x Spirit Hosts (240)
    3 x Spirit Hosts (120)
    Mourngul (300)
    Execution Horde (100)

    His list
    Allegiance: Tzeentch
    Kairos Fateweaver (380)
    - General
    Herald Of Tzeentch On Disc (140)
    - Staff of Change
    Daemon Prince Of Tzeentch (160)
    Unamed Wizard (He may have gone over 1500?)
    10 x Pink Horrors Of Tzeentch (200)
    10 x Pink Horrors Of Tzeentch (200)
    10 x Pink Horrors Of Tzeentch (200)
    Chronomantic Cogs (60)
    Balewind Vortex (40)

    1st BR
    He goes first, proceeds to do typical Tzeentch thing and cast a bunch of spells without targeting to generate fate points and then move everything up and that was about it.

    My turn, I mystic shield 6 Spirit Hosts in front of Olynder and GoS, Executioner casts Reaping Scythe which was a mistake since he wouldn't be getting into combat that turn anyway, so I gave him a free fate point. I bring out my Mourngul in his backline and then proceeded to get 2 10+ charges with the Mourngul into a unit of Pinks and the other 6 Spirit Hosts on the left into another unit of Pinks+His herald (where they would be the entire game due to only ever killing all but 1 horror every combat phase). Mourngul killed all but 2-3 Pinks in charge phase combat, no damage was taken thanks to that wonderful -1 to hit from the Mourngul and the fact Pinks hit like wet noodles anyway. He uses destiny dice to auto-pass battleshock on both Pink units and bring more back.

    2nd BR

    He wins priority, only gets ~3-4 spells off that I failed to unbind and fails the rest. He retreats his Herald back to where the unnamed wizard is behind a unit of 10 pinks, and then summons 10 Blue in front of my 6 Hosts in middle. Blues + Pinks shoot and kill 1 host in middle unit, all of his other shooting was directed at the Mourngul/Left side Host unit who took no damage. Charges his Daemon Prince into those 5 Hosts w/ Olynder & GoS behind them and decides to charge Kairos and another Pink unit into the Mourngul. Daemon Prince actually does decently and kill off 1 another host and puts a wound on another. I decide to swing back with the Mourngul into Kairos and take him down to 8 wounds and hits back to bring my Mourngul down to 6 wounds. His Pinks do a whole bunch of nothing while my 4 Hosts unit brings the Daemon prince down to ~4 wounds left. More fate dice shenanigans to replenish Pinks.

    My turn, I lift the veil on his Daemon Prince and finish it off with 5 MW's. Shield + Reaping Scythe are re-cast and I spend 2 CP to bring back both dead Spirit Hosts to the middle unit and heal the other with GoS. I move everything into charge range and bring my unit of 3 Hosts in the back to charge the unnamed wizard + herald on disc, which they do with another 11 and put a couple of wounds on the Herald and Mystery wizard. Executioner charges into Pinks and piles in to be in range of Kairos. For combat, Mourngul swings at Kairos again doing no MW's and bringing him down to 3, Kairos swings back while being at -2 to hit thanks to Executioner debuff + Mourngul and takes the Mourngul down to 3 since I began to only roll 3's to save for the rest of the game. Lord Executioner finishes off Kairos and the 3 Hosts unit finishes off the Mystery Wizard + Herald on disc, leaving him with no Heros left to summon...speaking of...

    3rd BR
    I win the roll off, but I notice that he rolled another 9 destiny dice, which I called him out for but he said Tzeentch re-rolls a fresh set of 9 dice every turn which I knew was not the case. I knew he had already lost at this point so I went with it, but I definitely should've pressed the issue further so it doesn't happen to anyone in the future. He was also under the impression cogs gave +1 spell cast to EVERY wizard, rather than just the one that manipulates the cogs, but luckily he didn't do this the entire game anyway. Anyway, he tried to summon in more, which I told him only hero's could do as he was under the impression that any Wizard (thusly, the Pinks) could summon. Once he checked his GHB to see that only Heros could summon, he knew he had lost but decided to finish up this round.

    The rest is pretty self-explanatory as the Hosts and Mourngul finish off the Pinks and Blues and he calls it at the end of my turn.


    End thoughts
    Overall, it was a fun game despite no objectives. I printed off a few color coded cheat sheets to use to remember all of the auras, allegiance abilities etc, but found that I still forgot to look at them from time to time and forgot some rules, like the Host unit in the middle getting the +1 to wound from the GoS. My opponent is a great dude and really look forward to playing him again, but he may want to read up a bit more on all the rules beforehand for Tzeentch. He's mainly an IJ player, so all of the stuff going on with Tzeentch was a little overwhelming I think and some rules were unintentionally misread, especially when he hasn't played much AoS lately, especially 2nd edition so I knew he wasn't attempting to cheat or anything.

    I enjoy this playstyle of Nighthaunt, but I think I will need a few more games to see how they perform against other lists, and my 2k list has a bit more healing in it as well. The Mourngul did his job exceptionally well as a distraction and managed to almost kill his most expensive model, so that was worth it to me, but I really think people underestimate the Hosts. Would units of 20-30 Reaper blenders be killier? Definitely, but I enjoy the endless healing aspect, assuming I can keep my Heros alive. Had he actually been able to get some spells off, things could have went a little differently for him.

    • Like 4
  12. @Skreech Verminking I'm about 90% on board with a combined tome. Some people raise an important note with that though; If we get a combined tome, it would be likely we get the BoC treatment in the sense were we won't really get new models, and as many have pointed out, we really need some new models. Especially Eshin and Moulder.

    That other 10% of me not being on board with the BoC style tome is just that; I really would love if something like Eshin got the DoK treatment and was expanded upon to be more their own thing or get new models at the very least. I don't think it's likely we would get a separate tome for each however.

    And I do agree that base Grey Seer power level seems odd, he should definitely get at least 2 spells.

    • Like 1
  13. @flamingwalnut True, but including both the Archmage and Luminark together would be tough unless I drop some artillery, which is kind of the point of this list Not sure if losing 1 ballista is worth an Archmages shield.

    I can't think of anything that could screen better at their point cost, plus I have a nice conversion in mind for the Guard anyway. Like I said, definitely more of a fluff list and I don't expect to win anything from it other than an opponents eyes gleaming at all the artillery + magic carts. Thinking on it I don't think there is much I could really do to make it more competitive without losing more of the fluff I want. May just proxy some models and see how it goes.

  14. New ideas, especially now that I really like the idea of a Hurricanum. Unsure of realm artifacts to give out.

    Allegiance: Greywater Fastness
    Celestial Hurricanum With Celestial Battlemage (380)
    Archmage (100)
    Lord-Ordinator (140)
    20 x Freeguild Guard (160)
    - Swords and Shields
    20 x Freeguild Guard (160)
    - Swords and Shields
    10 x Freeguild Guard (80)
    - Swords and Shields
    Celestar Ballista (100)
    Celestar Ballista (100)
    Celestar Ballista (100)
    Celestar Ballista (100)
    Steam Tank (260)
    Steam Tank (260)
    Balewind Vortex (40)
    Soulsnare Shackles (20)

    Total: 2000 / 2000

    This gives me +1 to hit from both the Ordinator and the Hurricanum, and plan to have everything within 18" range if possible. Archmage provides some defensive buffs with Elemental Shield to everything within 18" as well, which is increased with the BW. Again, meant to be a fluff list, but if it could be made  a little more competitive I'm all ears. I realize this is mostly an ultra-turtle list and objective capture will not be in my favor.

    The other option I considered was adding a Luminark and dropping 10 more Guard, Archmage, and endless spells. Thoughts?

  15. @Tropical Ghost General Good idea, hadn't thought of that.

    True, I guess after the investment I made into NH a few months before the drop, I just didn't want to add more to my collection. Not to mention I have no desire to run another horde/semi horde army. I may consider proxying 2x20 reapers to see how they do. As for the Mourngul, I realize a Black Coach would be a better investment, especially when you consider the healing it can put out, but frankly I didn't care for the model..far too obnoxious/too much going on for me with the over-extension past the base. Hoping the Mourngul does well enough as a 300 point distraction at the very least.

    • Like 1
  16. Anyone been having any luck with a Spirit Host heavy list? I've got a 1500pt game on saturday and am considering running 3x6 SH's, a Mourngul, Olynder and a GoS. Leaves me with 100 left for something, not interested in endless spells however.

    I know the flying blenders that are the Reapers are probably best, but I decided to try for the tarpit route + heavy healing (@2k I have a ST and Vampire Lord as well). I figure with Olynders command ability (unsure if that is better over Ruler of the Spirit Hosts) and the guardian healing with Beacon It could be reasonably survivable.

  17. 2 hours ago, Lord_Skrolk said:

    6 buffed Witch Elves were still instantly deleting my screens.

    Sounds about right. It can be a hard matchup as we lack the same level of CC effectiveness. DoK lists with an aggressive player behind them are usually pretty nasty, I lucked out in that my matchups against them were a little less so and I could sit back and shoot/MW away to whittle them down.

    It took getting my ass handed to me by Tom Lyons to see the huge errors I had in my Skryre list so it's always a great learning experience to get destroyed by a tournament player.

    • Like 1
  18. 2 hours ago, RaritanAnon said:

    That's fair. I know Clanrats are more survivable than Monks are, by far. Even with a 5+/6+ save. It's just that, in my head, if I deepstrike my monks, I will only have the firefiends and the shockfiends to weather any charges or fire, for any of the turns my tunneling fails. Even on a 3+ it'll happen. 

    I can negate that by maybe grabbing a small unit of Clanrats and/or summoning Shackles, or Palisade but it still seems scary. 

    I think I'll stick with the 3x fire/3x shock/3x grinder for my fiends though. That seems to be the best mix. 

    Allegiance: Skryre
    Arch Warlock (140)
    - General
    - Trait: Masterful Scavenger 
    Warlock Engineer (100)
    - Artefact: Vigordust Injector 
    3 x Stormfiends (290)
    - Warpfire Projectors 
    3 x Stormfiends (290)
    - Shock Gauntlets 
    3 x Stormfiends (290)
    - Grinderfists 
    1 x Warp Grinder Weapon Team (80)
    20 x Clanrats (120)
    - Rusty Spear
    - Allies
    40 x Plague Monks (240)
    - Foetid Blades
    - Allies
    Warp Lightning Cannon (180)
    Warp Lightning Cannon (180)
    Balewind Vortex (40)
    Soulsnare Shackles (20)
    Prismatic Palisade (30)
     
    Total: 2000 / 2000
    Extra Command Points: 0
    Allies: 360 / 400
    Wounds: 140
     
     

    I see what you're saying, and 20 Clanrats could do that for at least a turn against a reasonable deepstrike against your cannons. I just believe that 40 monks should be treated strictly as a combat unit and with the threat of a unit of them and the grinderfists popping up somewhere, it should make your opponent cautious. Just keep in mind almost all objectives can be moved off of once they are capped on your turn, allowing you to counter charge before they can touch it with the right turn priority. Oh, and I have a lot of love for the palisade in every army of mine, especially with my Ironjawz.

    Like I've said, the best thing you can do is take a few different lists like you've shown and just experiment. We all have different playstyles and everyone's local meta is different, so what works well for me may not for you and vice-versa. I think everything you've suggested has been great under a certain scenario, so just go give them all a shot and be sure to write up a battle report so we can see how it worked out!

    • Like 1
  19. @RaritanAnon If you want bodies for objective control I would advise you to use 40 Clanrats over Monks. Monks are less resilient but more punchy than clanrats (especially outside of pestilence buffs), hence why they are great for tunneling and charging a unit. Plus you save 40 points by going with 40 clanrats, who are still great to tunnel in should you decide to go that route, and what would be better for taking some damage.

    Outside of that, I've never been a fan of using a mix of Warpfire+Grinderfists as you have to tunnel up more than 9" away, meaning your Warpfire stormfiends will not be able to hit anything the turn they pop up. At that point it's just better to have ratling guns (don't) or a melee unit to get a 9" charge in.

  20. 3 hours ago, RaritanAnon said:

    Hm. You're probably right. It's 140 points so I can consider some options. That sort of just leaves a Grey Seer, for Skaven wizards unless I'm missing one. No reason to double up. He could help against hordes in theory. And that's enough points to take an Pendulum I guess, which is good. 

    If I wasn't deepstriking the monks, I could do a plague priest and a Packmaster for buffs, too. Or even take a small unit of Clanrats to help guard the Cannons? 140pts is a lot for Skaven. 

    I agree, while it's no gaunt summoner, the spell is still good at knocking a few notches off a horde unit, which we lack power in doing unless you bring a few mortars. I've stopped using them as of 2.0 as they were never really reliable anyway. I'd rather have more unbinds from another wizard. 

    All in all I think you should just experiment a bit with what works with you local meta. I would say regardless you should keep the tunneling unit of 40 monks, outside of that a Grey seer or 20 clanrats as you suggested could be nice additions. Just don't expect those clanrats to last more than a turn or so at screening anything. 

  21. Looking back at previous conversations, I've redone the list a bit. Perhaps this is more attractive/competitive:

    Allegiance: Greywater Fastness
    Freeguild General (100)
    - General
    - Stately War Banner
    - Trait: Inspiring 
    - Artefact: Phoenix Stone
    Lord-Ordinator (140)
    Excelsior Warpriest (80)
    20 x Freeguild Guard (160)
    - Swords and Shields
    20 x Freeguild Guard (160)
    - Swords and Shields
    20 x Freeguild Guard (160)
    - Swords and Shields
    10 x Freeguild Greatswords (140)
    10 x Freeguild Greatswords (140)
    Celestar Ballista (100)
    Celestar Ballista (100)
    Celestar Ballista (100)
    Celestar Ballista (100)
    Steam Tank (260)
    Steam Tank (260)

    Total: 2000 / 2000

    An unbind+heals from the warpriest, and bit more CC punch from the greatswords. I started to feel like handgunners weren't really needed with the emphasis on artillery, and hopefully 20 guard can hold an objective decently after artillery soften things up. My other idea was to drop a ballista and get in an Archmage for the Elemental shield spell, further improving the guards defense. And that would be an additional unbind.

    The second option is dump the ballistas, priest and Greatsword units for 4 rocket batteries. I've no experience with the ballista or rocket batteries, but the 4 rocket battery averages seem good when combined with the Ordinator and that's not counting Greywater allegiance. Not sure how 4 ballistas compare to 4 rocket batteries. Thoughts?

  22. @RaritanAnon I would honestly leave out the jezzails. Unless you're taking them in units of 9-12 (with or without the battalion) they are simply not that great anymore from my personal experience. It would probably be better to just save those 140 points for another wizard considering magic being heavier this edition. A case could possibly be said for 1x3 of them plinking at something and getting lucky, but I wouldn't hold my breath on it. I had a unit of 9 last tournament with the battalion, and even against witch aelves it managed only 4-8 wounds on average per turn, and again, that was with nine of them shooting twice per turn. Granted I rolled horribly most of that game, but the entire time I wished I had just brought a second cannon or more bodies. I like going with a 3 wizard minimum in most of my armies since my local meta kind of forces those unbinds.

    @deumosd There are plenty of ways, a lot of that was covered back in the old thread. Most of us use plague monk bodies or blood-bowl team bodies and then various throwing arms/backpacks. Personally, I went with plague monk bodies, electro-priest arms and skitarii ranger backpacks and I would just hit up ebay for 40k backpacks and see what you can get that you think looks good. For the orb, I just used a plastic airsoft BB. But there are many more options, I just found that was the quickest/easiest way without needing to greenstuff anything. If you really want gas-mask style heads, you can also look into veer-myn heads from another game, but I wouldn't recommend doing this if you want to use them at a GW store (unless they allow 3rd party bits).

  23. @RaritanAnon Shock Gauntlets and Grinderfists for sure. I run 1x3 each of Grinders, Warpfire and Shock Gauntlets to much success so far. 3 Grinders works far better than my previous use of 2 ratling + 1 grinder.

    I would honestly keep the warp-grinder so you can tunnel up the Monks. I don't think another warpfire thrower and some defensive spells will compare to having a blob of 40 Monks popping up anywhere and getting a charge in.

    Also, I'm not sure you will have much success with a single warpfire thrower and no screen. I would consider dropping it and just get another packmaster or some more endless spells/CP. Lone warpfire throwers really want to be screened by a bigger blob of units, and since you cannot take 2 units with you with the grinder, it would be quickly sniped off the table before it got in range.

  24. 1 hour ago, Lord_Skrolk said:

    Have a matchup against the Daughters of Khaine on Thursday. Never played against them, I run a mixed Skaven list with 60 Clanrats, 60 Monks, Screech Verminking, and assorted Skaven goodies like Ratling Guns, Plagueclaws, the Warpgrinder, Warpfire Throwers, a Plague Priest, Grey Seer in various combos. 

     

    Anyone have any tips in general for Skaven to play against Daughters of Khaine? Its a good tournament player and am wondering in general how we can even stand a chance against a great army with a battletome. 

    I've played against them twice before against a 60 witch aelf + 10 Khinerai list with pure Skryre, but the player was a little more passive/defensive than he should've been I think. I did well just shooting the hell out of the witch aelves to knock each unit of 20 down a few notches so by the time it got to me, it didn't hit as hard (of course, 7 of them still managed to do around 13-17 wounds before saves) and then I could finish them off with Stormfiend units.

    I would honestly stick as many warpfire throwers inside of/behind your blocks of monks/clanrats and get some MW spellcasting/good shooting (so, not the plagueclaw) to hit everything a bit. The cauldron of blood and Morathi will be things you want to get wounds on as well, but I believe whittling down the witch aelves with MW's or shooting is the better way to go unless you think you can kill the cauldron in one go. Always try to get the 3 wounds on morathi each turn however. If they are using a melusai list, the same type of rules apply, but probably better to just focus fire units.

    • Like 1
  25. 13 hours ago, Frowny said:

    Commenting on the above, couldn't you take a free peoples army and then ally in 3-4 Ballistas? Would give you some artillery and still let you use the free companies? Also stormcast fit in any of the cities if you are going that route. I'm not sure if anyone has done the math but they seem stronger than more traditional cannons in a lot of ways and are a lot less vulnerable for sure. Doesn't help you with the tank question though. 

    Sure, I thought of that and just replacing the crew with freeguild guys to make it not look so...stormcast. I'm not exactly tied to the idea of the rocket batteries, and I can easily see the ballistas would be better and save some points. But no matter what, I want at least 2 tanks, so I would be a little forced into GA Order, which is fine since I would want to run Greywater with that much artillery/tanks.

    The latest question was more or less; Do I want to do 3x10 handgunners, or 1x30? To be honest, I'm starting to think about dropping the handgunners altogether, going 3x20 Guard, 2x10 Greatswords and 4 ballistas along with 2 tanks, an Ordinator and General. That may be a little more solid as I should have enough ranged punch from the ballistas and tanks to not really need the handgunners. Leaves me with 80 points for something as well.

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