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Gwendar

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Posts posted by Gwendar

  1. 24 minutes ago, Kirjava13 said:

    Anyone got any Skryre-specific suggestions for playin Daughters of Khaine?

    Shoot/magic the hell out of them before they touch you where your average/poor saves will cause them to melt you in 1 round of combat. Shackles work great to slow them down a bit, WLC's (running 2 is best) will be the best at dealing with their buffing units. Important to get 3 wound on morathi per turn before they decide to transform her.

    I did well against them in my previous battle report, just spread out ranged damage to whittle down their numbers before they get to you and hope you get the double turn to do so. Finish off with close combat stormfiends. 

    • Thanks 1
  2. @Origin I looked at it similarly to Slaanesh command abilities to pile in and attack twice, I see it as an advantage to be able to commit a bunch of shots to one target, and then depending on the outcome choose to shoot at the same target again, or have the freedom to shoot at another. I would much rather do that than have to commit two rounds of shooting at one target, potentially over killing it by a large margin.

    Who knows, maybe email the rules team and see what they think of it for certainty. 

  3. What @RaritanAnon said. I really only find them useful either in gautfyre or mixed skaven lists behind/within clanrats to screen since their range and makes them pretty vulnerable otherwise. I have used a ratling gun team as part of rattlegauge coven tax, it did alright, nothing too great.

    I'm going to try running 40 Gutter Runners next tourney at the end of September. The biggest issue with Skryre is body count, and when using gautfyre that isn't as big of a deal since your whole plan is to kill everything before it can score too many objective points. Like I've said before, I'm kind of turned off to skryre battalions (other than gautfyre, but I don't want to be that guy at local games) unless it's 2.5k+. I think if you drop warpfire and fit in more bodies you would do well, but at the same time having 1-2 warpfire throwers behind 40 clanrats works wonders..You just have to ensure it all gets there in one piece. Cogs can be your friend.

    Anyway, I plan on taking this:
    Allegiance: Skryre
    Arch Warlock (140)
    - General
    - Trait: Masterful Scavenger 
    Warlock Engineer (100)
    - Artefact: Vigordust Injector 
    Warlock Engineer (100)
    3 x Stormfiends (290)
    - 3 Warpfire Projectors
    3 x Stormfiends (290)
    - 3 Shock Gauntlets (probably will proxy as doomflayers)
    3 x Stormfiends (290)
    - 1 Grinderfist, 2 Ratling Guns
    20 x Gutter Runners (200)
    - Allies
    20 x Gutter Runners (200)
    - Allies
    Warp Lightning Cannon (180)
    Warp Lightning Cannon (180)

    Total: 1970 / 2000

    I have a few variations on that, maybe trying double arkhspark by dropping 20 GR's, or dropping 20 GR's and an engineer to throw in 40 clanrats + a grinder team. I even considered dropping 20 GR's for 2 mortar's + a packmaster. Extra points all being filled with endless spells (probably balewind, I dislike most others) so it will definitely require some testing between all of these. I imagine the original will work out the best however; 2x20 GR's coming in from anywhere to shoot + charge is a great distraction to let the Stormfiends march up the board and anything the runners kill is a bonus. Or use them to pop up onto an objective first turn since they must come out your first movement phase unfortunately.

  4. 3 hours ago, Skreech Verminking said:

    my opponent was fighting against 320 rats (240clanrats and 80giant rats)

    The thought of moving that many things around gives me anxiety, especially when I can't even stand moving my 126 model strong Eshin army around the table.

    I would love to get a real swarm going with Verminus, especially since it seems so many people are having pretty good luck with mixed Skaven as of 2.0, but man, that's a huge deterrent. Congrats on the victory, teleporting a priest with my deceiver to debuff a unit allows my 20 gutter runners to outright kill or severely cripple most things so I recommend a priest (even without a teleport) as often as possible.

  5. 3 hours ago, GM_Monkey said:

    I actually had this with my game last night with SotW, I talked it out with my opponent. Basically we treated it as 2 attacks, and he removed his wounds after the first attack, which meant I couldn't shoot him again (as I had no LOS). Not sure how this should really go.

    It seems pretty cut and dry to me, but with GW's wording sometimes I can see how it could be confusing.

    I just look at it with rar: "A unit of sisters of the watch can attack twice in their shooting phase if they did not move in their movement phase" So, to me, this implies 2 rounds of shooting will all bonuses, including the leader ability to make "2 attacks rather than 1". This doubles a unit of 10's shooting from 11 shots with movement to 22 shots without movement, counting the leader getting one extra attack each time.

    Now, had the wording been something like: "A unit of sisters of the watch can make an additional attack in their shooting phase if they did not move in their movement phase" then I would see it as being 11 shots with movement, 21 without movement since it would not be an additional round of shooting and therefore the leader would only get "one additional attack" taking the leader from firing 4 shots, to 3.

  6. 27 minutes ago, Popisdead said:

    She should be able to shoot 4 times if she didn't move IMO

    I would agree. The wording just says they can attack twice, rather than something along the lines of "make an additional attack" and therefore should allow the leader to get 4 shots total as they are making another full shooting sequence. 

    • Like 2
  7. Ah, you're right. I'm used to running arkhspark (no stormfiend requirement) and using 3 fiend units for my gautfyre so they come up together, my mistake. 

    Overseer is a command trait, and only your general gets those, hence why I would make him general. You can still give the gautfyre engineer vigordust and someone else warp warp resonator or something since our traits/artifacts are mostly terrible. 

    Although I guess it doesn't particularly matter much if you plan on keeping your Arch Warlock beside your mortar teams anyway, then he can still be general and use overseer. I think I need sleep. 

    • Thanks 1
  8. @MagmaAs oldmanlee said it is illegal. A clan skryre battalion (another 80 pts) consists of 2-5 enginecovens and you must have an arch-warlock (another 140) which leave you with 180 points leftover. You could drop a warpfire team and add in 20 Gutter Runners or 40 Clanrats and have 50 left over for either a CP or and endless spell or two. Or drop a mortar and have 40 left over for some endless spells.

    Also, are you intending to tunnel up the grinderfist/doomflayer group away from the main group for any reason? Just remember that the gautfyre tunnels up within 8" of the grinder but doesn't have to roll to do so, it just does. The grinderfist needs a 3+ so it is entirely possible that you flub that and are missing a unit of stormfiends for a turn and you only get the re-roll 1 dice per the battalion ability in the hero phase, so they would not get it since grinderfists happens in the movement phase. Not to mention you won't have to tunnel up 9" away, so you can almost guarantee a charge. The only other thing I would add is that unless you only have certain weapon options built (or you aren't allowed proxies were you play), I would make all 3 of those stormfiends doomflayers if you want to tunnel them up with the gautfyre coven. Or, you know, give that group warpfire projectors instead. Clubbing blows still do quite well in combat.

    Also, since mortars are very hit or miss, I would recommend the engineer with the mortars to be the general and use overseer of destruction to give them re-rolls of 1 to hit. 

    • Thanks 1
  9. @Magma Without a packmaster to buff the Shock Gauntlets to-hit (and thus their chance at generating d6 automatic hits), they generally don't do as well as doomflayers, especially on the charge since that gets the flayers down to 2 to hit on that turn. I usually just vigordust shock gauntlets in the absence of a packmaster, but if you plan to tunnel them up then that would be an issue. Even then it's better to packmaster+vigordust shock gauntlets for maximum deletion.

    The problem with tunneling them with grinderfists is you take a risk in not getting off that 9" charge unless you circumvent it with something like cogs (or a nearby hero to re-roll charge rolls for a CP). I would still try, but to stop rambling and answer the question: Yes, doomflayers are generally better unbuffed, shock gauntlets are better with at least +1 to hit (unless you're trying to take out a 2+ save hero or something) and grinders are good all-round option so it should do fine if you get the charge off after tunneling.

    As for the other question, if you're going for a gautfyre list you can struggle with objectives if you don't get the double turn and kill as much as possible before it runs off. I played it in scorched earth one time against DoK and only won by 1-2 points by leaving acolytes, an engineer and a cannon on my objectives, all of which got promptly deleted by 10 Khinerai as expected. If you can gauge from my above battle report, we really need bodies. Whether you use clanrats or gutter runners for that is your choice, but you really need something to sit on/screen/steal objectives and large bodies of 20-40+ wounds will do that for enough time to kill anything that is trying to move them.

    Or, you know, just hope you get a decent battle plan and kill everything with fire before it can capitalize on anything.

    • Thanks 1
  10. 52 minutes ago, Magma said:

    Hey guys. I was tinkering with a little Skryre list. What do you think about it? What might be some weaknesses that need to be patched? That goal is to deepstrike with the warpthrowers and bombard with the poison mortars. Feedback is very welcomed :)

    Allegiance: Skryre

    Arch Warlock (140) - General
    Warlock Engineer (100)
    Warlock Engineer (100)

    10 x Skryre Acolytes (120)
    10 x Skryre Acolytes (120)
    3 x Stormfiends (290) - 3 Warpfire Projectors
    3 x Stormfiends (290) - 1 Grinderfist, 2 Shock Gauntlets
    1 x Warp Grinder Weapon Team (80)
    1 x Poisoned Wind Mortar Weapon Team (60)
    1 x Poisoned Wind Mortar Weapon Team (60)
    1 x Poisoned Wind Mortar Weapon Team (60)
    1 x Warpfire Thrower Weapon Team (70)
    1 x Warpfire Thrower Weapon Team (70)
    1 x Warpfire Thrower Weapon Team (70)
    1 x Warpfire Thrower Weapon Team (70)


    Battalions
    Clan Skryre (80)
    Gascloud Chokelung (70)
    Gautfyre Skorch (150)


    TOTAL: 2000/2000       EXTRA COMMAND POINTS: 1        WOUNDS: 96      

    LEADERS: 3/6        BATTLELINES: 4 (3+)        BEHEMOTHS: 0/4       ARTILLERY: 0/4        ALLIES: 0/400

    Looks solid enough, I don't see many people trying gascloud+gautfyre. Most just do arkhspark with it.

    That said, you will most likely run into the same issue everyone does with gautfyre though; it has no staying power and is incredibly easy to counter-deploy against you to deny you MWing anything important down. Remember all of your MW capability only has an 8"range, so people will easily deny you that if they know what you are running. Once you pop up and let loose, if you don't get the double/roll enough MW's to really kill what needs to be killed, you're going to get smacked back much harder than you can hit 9/10 times. Not to mention your 3 mortars, 1 engineer and arch warlock will be vulnerable (or safe from the counter attack your gautfyre coven will receive, depends how you look at it) since they do not tunnel up with everything else.

    I've always felt if you're going to go gautfyre, go all out and use 3x3 stormfiends all with warpfire. Split the warpfire attacks accordingly with each unit of fiends and it works out nicely that way you minimize overkilling targets. That said, I am curious to see how this does so I say go for it and let us know. The mortars can be great for hordes but I've mostly stopped using them unless I'm using overseer, and even then they are unimpressive.

    • Thanks 1
  11. @Nikobot They sure didn't, and against DoK they were pulling about the same amount of wounds. I really just got lucky that he was playing them somewhat passively and the fact I got double turns to shoot them down. The issue against the dwarfs is they had just as much shooting, and honestly it was on par with/better than my own from my experience. Being able to outright kill my Arch-Warlock and take 11 wounds off a Warpseer even with his failed save re-rolls in the first turn? 9 jezzails can't come anywhere near that, even if you buff up their + to hit to make them do mortals on lower. I honestly just found them useful for whittling down different units instead of going all in on heros/monsters with them and even then there are things that do that better while being cheaper, like mortars w/ overseer and more WLC's.

    I've always felt the battalion taxes are too costly for what they do at 2k and really only worth at 2.5k, and I've come to realize that generally out-dropping your opponent isn't always a huge deal. However, there is something to be said about what a 2 Arkhspark list could do, and I may do some testing between it and another list I came up with after contemplating the above games.

    I may drop the Warpseer, throw in 1x20 and 1x10 gutter runners, a packmaster (I would field 3 units of stormfiends this time) and balewind + 2 WLC's instead of 1. Either that or drop the packmaster and balewind and go up to 2x20 Gutter Runners. Of course Clanrats will most likely be better, but I really dread the thought of painting 40 more of them. Not to mention unless I drop something important, I would be 50 points over with 2x40 + a grinder team.

    Something to think on I guess, but next tourney I will see what can be done with the Gutter Runners, 3x3 Stormfiends and 2 WLC's. Depending how well that works out I may give 2 Arkhsparks a try for 4 shots a turn.

  12. 2 games today, went 1-1. It was an interesting day with a lot learned. Any constructive criticism is great, so fire away. Sorry ahead of time for pics, I know they're not the best quality.

    My list:
    Allegiance: Skryre
    Arch Warlock (140)
    - General
    - Trait: Masterful Scavenger 
    - Artefact: Esoteric Warp Resonator 
    Warlock Engineer (100)
    - Artefact: Vigordust Injector 
    Warlock Engineer (100)
    Verminlord Warpseer (260)
    - Allies
    3 x Stormfiends (290)
    - 3 Warpfire Gauntlets
    5 x Skryre Acolytes (60)
    5 x Skryre Acolytes (60)
    9 x Warplock Jezzails (420)
    1 x Ratling Gun Weapon Team (80)
    Warp Lightning Cannon (180)

    Clan Skryre (80)
    Rattlegauge Warplock (70)
    Arkhspark Voltik (70)

    Balewind Vortex (40)

    Total: 1950 / 2000
    Extra Command Points: 2
    Allies: 260 / 400
    Wounds: 83

    First up was DoK, Played Shifting Objectives in Hysh
    I tried to deploy in a way were I could whittle down the 3x20 units of witch aelves with shooting and banked on getting the double turn. I allow him to go first, he moves everything onto objectives and I fire away with hero phase/regular shooting mostly at the witch aelves, splitting a few shots off onto the cauldron to get it down a few notches along went to town unleashing spells and spreading out the damage as much as I could. 1st round I was down 5-1, but I crippled quite a few units with all of the shooting.

    Luckily, I get the double turn and I throw out more volleys of shots to whittle down everything else a bit more before it can charge me and melt this fragile army of mine. The entire game I could only ever put 1 wound on the cauldron per turn...Those ward saves are nice. I wipe out his right side after he takes out 1 1/2 stormfiends with a slaughter queen on foot; I don't think I will underestimate their damage output while buffed up again. Sat the Stormfiends on the objective until the next turn when I left some giant rats to sit on it. 2nd ends with me down 9-2.

    3rd round is where it really went off. Khinerai come down and try to shoot the arch warlock off his perch, but that 2+ save is glorious and he only takes ~1 wound. Morathi transforms while she's at 3 wounds and attempts to do as much as possible in CC to make up for the fact that most of the witch aelves were deleted aside from 7 on the left side hitting my cannon and ~10 on the middle objective w/ a death hag being held up by giant rats. He moves a death hag onto the left objective while on my turn I blast the 7 aelves on my cannon off and take a few more chunks out of the heros. I end down 11-5.

    On 4th I get another double and finish off pretty much everything that's left with shooting, including poor Morathi; She never got to hit anything except for 5 giant rats that were biting her ankles and never got any spells off the entire game, arcane terrain is wonderful (along with having 5 unbinds). I tried to get Banishment off all game and either failed the cast (even with spark rerolls and +1) or it got unbound. This time I finally get it off and send his remaining death hag off the middle objective and to the corner of the table in time out. I get the Warpseer to charge the cauldron and finish it off while being within range of the objective for the major victory, ending 11-15 in my favor (counting of course for the 5th BR where I would've gained another 5).

    Takeaways: This one went a lot better than I thought it would. Luckily I got the double turn twice and was able to shoot down the aelves and most of them never got into combat with anything relevant thanks to the giant rat screen holding them up for another turn to get shot at. 7 witch aelves putting out 16 wounds was interesting, I can't wait to play against my girlfriends DoK. Had I not gotten the double turns, I think this easily would've swung the other way. If any of those witch aelves got in, I was probably done. Who knows, but this list is incredibly defensive and really has no forward momentum to do anything aggressively.
    Attach26367_20180825_202405.jpg.a26372cfe0594a072d4c2a6768b251cd.jpg
    Attach26370_20180825_202410.jpg.eb303b5d3272c35760f732641fa10c19.jpg
    Attach26371_20180825_202410.jpg.b511b7b3d75267a09d2f64e970eed006.jpg

    Second up was Mixed Order Dwarves. Played Better Part of Valour in Aqshy
    Oh man, I knew I had no chance here. Right away I wanted to take this as a critique game against a more competitive list to see how I fared and learn as much as possible from a tournament player. I won the roll off, but decided to let him go first, knowing I was about to be hit in the face with 30 tunneling Vulkites. He puts everything within range of my wizards (I really should not have put them right up to the front, a mistake I often make) and lets loose in his shooting phase, killing my arch warlock and putting the Warpseer down to 1 wound. I shoot as much as I could, mostly focusing on the 30 vulkites that luckily failed their charge and taking the rest of the shots out on what I could. In the end, I panic and burn 2 of my objectives as I only had 5 acolytes on each, which automatically made the game a loss for me.

    2nd/3rd Round, we decide to play it out and see what happens. The stormfiends take out some more Vulkites, I shoot some more at what is in range to whittle everything down. His 3 Endrinriggers leftover from original unit of 9 take out the cannon and I end up taking it down to 1 Endrin left. Long story short, I generate a bunch of rats that walk around a bit, I shoot some things and then we call it as I mathematically cannot win and the midget horde was closing in and I had no cannon left for those sweet MW's.

    Takeaways: We had a good talk. Thomas Lyons is an awesome dude and glad we have him around locally to help give out advice and teach people about more competitive oriented things, so I was all for getting as much as I could. All in all, I found that I do play very, very defensively with this list in particular. Outside of the shooting, it really has absolutely no momentum to push up with only 1 unit of Stormfiends. I think I have also decided to discontinue running a battalion at 2k and Jezzails. It honestly makes no sense to use them thanks to both Look out, Sir and the poor amount of wounds they put out in comparison to a cannon, which I can take 2 of for less points than 9 jezzails who averaged 2 MW's and 4 regular wounds before saves, generally less. This is not helped by the fact they cannot MW during the hero phase shooting (between 9-12 of them is the only way to run them in my opinion).
    Attach26373_20180825_202415.jpg.e2e559e710b0e8b53110d770f0374e96.jpgAttach26375_20180825_202415.jpg.7fbc992999d83a7bf0e78568bb63fd7a.jpgAttach26374_20180825_202415.jpg.6bffba6541a9bd9c9f2e19dc9bdab7b4.jpg


    Overall, it was a fun day and I learned a lot. This list is definitely not meant for competitive play so I think I will have to do a lot of reworking which I will post here for feedback. I'm up in the air about the warpseer. I love the giant rats as a screen and sitting on an objective, but that really isn't needed since once it tags I can move off it if it is not being threatened. I do wonder if it isn't better to just take 80 clan rats and a grinder or 40 gutter runners to hit objectives. I'm leaning more towards 2x20 Gutter Runners simply for the superior combat effectiveness, shooting and the fact I don't have to paint more clanrats.

    • Like 4
    • Thanks 1
  13. 3 hours ago, RaritanAnon said:

    So my progression league goes to 1k this weekend and this is the list I'm bringing. I'm not 100% sold on it, as of yet, but I think it'll do alright. What do you think? The only thing I'd consider, possibly, is exchanging the Warp Lightning Cannon for 40 Clanrats, but I'm not sure it's necessary.  Also Wraithbow seem really fun for a shooty heavy army like this one.  The 18" range helps. My other alternative was maybe Rockjaws. D3 on a 3+ may seem more reliable, but I don't want my Warlock up in harms way really. 

    Allegiance: Skryre

    Mortal Realm: Shyish

    Arch Warlock (140)

    - Artefact: Wraithbow 

    Warlock Engineer (100)

    - General

    - Trait: Overseer of Destruction 

    5 x Skryre Acolytes (60)

    5 x Skryre Acolytes (60)

    3 x Stormfiends (290)

    1 x Ratling Gun Weapon Team (80)

    1 x Warpfire Thrower Weapon Team (70)

    Warp Lightning Cannon (180)

     

    Total: 980 / 1000

    Extra Command Points: 0

    Allies: 0 / 200

    Wounds: 51

     

     

    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. 

  14. @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.

    • Like 1
  15. 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.

  16. On 8/19/2018 at 9:18 PM, adreal said:

    Yeah I used the same list, and just took the extra command point, in pretty much every game having that extra cp in my list helped alot.

     

    As this tournament didn't use any extended realm rules or malign sorcery I just had our 6 to go with, I took the splinterbirch blade on my nomad prince (this I would change as he barely saw combat) and the shawl on my spellweaver (fantastic, easily our best relic).

    I took eagle eyes on a waywatcher which I ended up making use of in every game, so I was very happy with that choice, even though stalker would have helped every now and then (last game against skaven especially)

    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?

  17. 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. 

    • Thanks 1
  18. 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.


  19. @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.

    • Like 1
  20. 7 hours ago, Skreech Verminking said:

    Hi guys,

    found something very interesting today on the aos app:247A6C30-B1BC-4938-9270-4896E395E979.png.0c7c064289766aba1dd6a880296854af.pngI’m not sure what this means but from the looks of it we can use those battalions for free of charge in matched play.(I’m mostly focusing my view on the Runestruck pass battalion)

    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.

    • Sad 1
  21. 12 hours ago, adreal said:

    *snip*

    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: Wanderers
    Waywatcher (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

  22. 4 hours ago, cash4u said:

    Hope it's Chaos Dwarfs and not Darkoath. All we've seen of Darkoath is that they are generic and boring barbarians, at least with their two existing miniatures. Chaos Dwarfs are much more original and interesting.

    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.

  23. 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.

  24. 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.

  25. 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.

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