Jump to content

Gwendar

Members
  • Posts

    1,700
  • Joined

  • Last visited

Posts posted by Gwendar

  1. 2 hours ago, Chronos said:

     

    Hey thanks a lot, I was thinking the same thing. The only thing I'm not able to figure out are what BW is? Balewind? Sadly I don't have it.

    On another note, I'm play 1 or 2 games against my Ossiarch friend, and partly inspired by Gwendar am considering a Hosts Duplicitous as well as my normal Eternal Conflag. If anyone feels like letting me know what they think, that's greatly appreciated. I wanted to use the Sorcerer Lord on Manticore as well, but had to order it for next week.

     

      Reveal hidden contents

    Allegiance: Tzeentch
     - Change Coven: Eternal Conflaguration
    LEADERS
    Lord of Change (380)
      - General
      - Command Trait : Coruscating Flames
      - Artefact : Shroud of Warpflame
      - Lore of Change : Tzeentch's Firestorm
    The Blue Scribes (120)
      - Lore of Change : Bolt of Tzeentch
    The Changeling (140)
      - Lore of Change : Treason of Tzeentch
    UNITS
    10 x Pink Horrors of Tzeentch (220)
    10 x Pink Horrors of Tzeentch (220)
    3 x Flamers of Tzeentch (140)
    3 x Flamers of Tzeentch (140)
    3 x Flamers of Tzeentch (140)
    1 x Exalted Flamers of Tzeentch (100)
    BATTALIONS
    Warpflame Host (140)
                                                 TOTAL: 1740/2000  WOUNDS: 66
                              LEADERS: 3/6    BATTLELINES: 5 (3+) BEHEMOTHS: 1/4 ARTILLERY: 0/4
                                        ARTEFACTS: 1/2 ENDLESS SPELLS: 0/3 ALLIES: 0/400

     

    Basic plan is to summon 3 more Flamers turn two, and have 40 shots wounding on 2s to just focus fire and wipe out units so they can't come back. I took Warpflame Host which is probably strange, but I can't fit in the Changehost and I don't think I'm good enough to get the best out of it anyway, and it gives me Aura of Mutability for the Blue Scribes.

      Reveal hidden contents

    Allegiance: Tzeentch
     - Change Coven: Hosts Duplicitous
    LEADERS
    Lord of Change (380)
      - General
      - Command Trait : Will of the Phantom Lord
      - Artefact : Brand of the Spirit Daemon
      - Lore of Change : Bolt of Tzeentch
    The Blue Scribes (120)
      - Lore of Change : Tzeentch's Firestorm
    The Changeling (140)
      - Lore of Change : Unchecked Mutation
    Tzaangor Shaman (150)
      - Lore of Fate : Shield of Fate
    Changecaster, Herald of Tzeentch (110)
      - Lore of Change : Treason of Tzeentch
    Be'Lakor (240)
      - Allies
    UNITS
    10 x Pink Horrors of Tzeentch (220)
    10 x Kairic Acolytes (100)
    10 x Kairic Acolytes (100)
    6 x Tzaangor Enlightened on Disc (360)
    ENDLESS SPELLS / TERRAIN / COMMAND POINTS
    Darkfire Daemonrift (50)
                                                   TOTAL: 1970/2000  WOUNDS: 97
                               LEADERS: 6/6     BATTLELINES: 3 (3+) BEHEMOTHS: 1/4 ARTILLERY: 0/4
                                        ARTEFACTS: 1/1  ENDLESS SPELLS: 1/3 ALLIES: 240/400

     

    Inspired by Gwendar. Put out a lot of spell and some debuffs, I have enough to get 10 more Pinks turn two. The Shaman is a bit strange but can buff the Enlightened who can really solve some problems if anything needs to die asap(Arkhan, Kavalos, Crawler, Harvester...). I don't see Skyfires being worth the points. I could replace the Shaman and Changecaster with a Gaunt Summoner on Disk, but I only have 20 Pinks 40 Blues, and 40 Brims...

    Unless I'm mistaken, Be'lakor can pump out the Darkfire Daemonrift which could put out some nice damage if things get close.

    Yep, Balewind.. before long though, none of us may have it since it's discontinued it seems so I'm enjoying it for now.

    For your 1st: I assume you're trying to stay at 1750? Not big on Warpflame, but I get you're reasoning for bringing it. You actually could bring Changehost if you drop a Pink unit and replace it with a unit of Blues and you have 90 points to play with. Don't doubt yourself on Changehost.. it's not hard to use effectively. Just don't let yourself get baited into deploying Flamers right into someones face or anything unless you can for sure take out an important piece as you may lose them afterwards unless you win priority. If you can trade 140 points for 200+ points or something acting as a force multiplier like, say, a 110-160 point Skryre Wizard that makes Stormfiends do 60% more damage with buffs or that Soulmason giving RR 1's to stuff, etc.

    For your 2nd: Pinks are definitely awesome, just remember that you can get 10 Blues for half the price which could come in clutch at the right time... so don't get too caught up on saving for 10 Pinks if you can section off an objective with some Blues as you may lose turn priority and it gets taken from you. Skyfires vs Enlightened is something I struggle with too, but honestly I just find Skyfires easier to use and Destiny Dice can help take out those 5 wound support heroes (Use 2-3 of your 6's to kill it with MW's) and they will still clear pretty much any 10-20 man 5-6+ save screen if they fight first. Enlightened want those re-rolls which makes them riskier to use if you run them into an equally punchy unit. The key in that scenario is to make sure you charge the side of a unit to limit how many things can pile into you... but I mean if we're talking about things like 20 Hearthguard Berserkers even letting 6 of them hit you could remove 2-3 Enlightened. Otherwise, you just strike first and ignore the RR's but you really hamper their output this way.

  2. On 8/15/2020 at 11:38 AM, Chronos said:

    Has anyone ever run Kairos and a Lord of Change?

    How many heroes do you guys think is too many, or too few in 2000 points?

    I would say too few, honestly. If you want a LoC on the board with Kairos it would probably be better to just run GoS and throw out enough spells to make sure you get 9 FP on T1. Not to say it's a bad idea or anything and it could work, I just think you typically get more value out of multiple wizards and only having 1 of the chickens to start with.

    Things like a BW + Changecaster (2 d6 MW spells assuming you take Bolt) or Blue Scribes (RR's or getting off hard to cast spells on top of being a fast summoning platform) are hard for me to pass up in any list.

    • Like 1
  3. 7 hours ago, fishwaffle2232 said:

    Have you tried running 2 grinders? I'm definitely going to use one to try with my 6 stormfiends, but I'm worried about them getting caught out in the open. Obviously this can be mitigated by bringing them on close to gnawholes, but I suspect this will be too limiting and hard to pull off.

    Having a unit of clanrats setup with a grinder team in front of the stormfiends does sound very deadly in theory, but I'm not sure it is worth the points. I feel like those stormfiends will want a screen, I'm just not sure what the best way to achieve this is. 

    You're typically using this with the intention of trying to get a double turn. A screen for them is nice, definitely.. but I don't believe it's worth the points for another Grinder for that purpose. At that point you may as well use 10 Nightrunners for the same price and hope they can run up fast enough to stand in front (battleplan\deployment dependent).

    Not to mention, if you're deploying 20-40 Clanrats in front of 6 Fiends then that's a potential 2-4" the Fiends are losing from both units needing to be setup more than 9" away (which could mean they don't get to shoot what they want with their Ratling Cannons). A lot of the time when using them in this manner I'm also trying to charge the Fiends in to something not super threatening; it's all about applying pressure to multiple sides of the board which is why you also run SV or Monks with it to hit the other side and force them to choose.

  4. 4 minutes ago, Blueraven84 said:

    I'm in process of building pure Skryre list and this probably should be in questions thread, but I figured Skaven collectors would know  better..so here goes:

    Stormfiends are battleline only if every other unit in army is clan Skryre.... so the question is, can I take Gnawholes in my pure Skryre list as they are lacking the keyword Skryre? Seems like oversight from GW but you never know...

    You take Gnawholes no matter what. They have nothing to do with any keywords; they're terrain and not units.

    • Like 1
  5. 1 hour ago, Cosmicsheep said:

    I do see the benefits of grinders for high value shooting units (i.e. fiends and jezzails) but feel that cogs are better value for money when paired with correctly placed gnawholes.

    Yeah, I mean I had a list for a tournament a month or so ago using 2 Grinders + Cogs and 40 Monks in each. Worked out okay, but wasn't something I'd do again as it was a bit gimmicky.. although +3 to charge made them pretty consistent.

    The thing with my 1 Grinder list is that I can place either the Fiends or the SV\Monks into it and have the other unit come out of a Gnawhole. If I dropped some Clanrats I could definitely take Cogs, so could be worth experimenting... although I know it works well enough because I had this exact thing done to me against a top rated skaven tournament player 🤣(minus the Cogs.. if he had those it would've meant his SV got in T1)

    • Like 1
  6. 25 minutes ago, Coyote said:

    @Gwendar Thanks!  I need this kind of assessment.  The only opponents I’ve had in the last 7 months have been 1 game against OBR and 1 vs Fyreslayers- both novice players.

    Always worth looking at it from all angles 😉

    Despite having 3 bad games with it, I still think it has it's merits and can do well against a lot of armies.. I just don't think they really need Grinders and would much rather just bring Fiends. Hell, I'm seriously considering trying out 2x6 Fiends this weekend sometime.

  7. 5 hours ago, Coyote said:

    This is why I’m kind of excited to try my 2x12 Jezzails with Grinders SWAT team 

    Like I said, it's worth trying and I still totally love seeing people try it out (I mean, it's fun as hell to run a real backfield gunline 😉) but I want you to consider these scenarios:

    1. They will likely outdrop you and can choose to go first to move everything further up the board to prevent you getting in range with the Jezzails and cover Gnawholes (in case you decide to use those instead). You now have to spend your turn killing Skink hordes in order to hopefully get him next turn if you win priority, which means your Jezzails are probably near your deployment edge on board after deploying via Grinder which has, more or less, rendered it useless for it's purpose. If you have other threats in the army that start on the board then they can clear said Skinks for them to deploy next turn.. but now Kroak may have 1-2 turns to start deleting stuff.

    2. Alternatively you could be given the first turn and you bring down all 24 Jezzails right away to be in range. What you would do in this situation is kill all the Guard first with 1 block of 12 and then try to kill Kroak with the other block of 12.  You will 100% kill the 5 Guard unless you roll horrifically (believe me it happens when you least need it to with Jezzails and you'll RR 6 1's into 2's and 3's 😅) but Kroak still has a decent chance, although not a great chance.. usually if you both roll average you will maybe have just enough damage output to kill him (6-9 wounds going through on average after rolling this 15 times on TTS just now rather than using mathhammer).

    Oh, and none of these calculations were done using the Coalesced rule of -1 damage taken.. so if you include that, even if you split 24 Jezzails evenly you wouldn't kill Kroak but you may still kill the Guard.



    In the end however, you still may end up being the loser:
    You have now put your 24 Jezzails in threat range of their Salamanders, 40 blocks of Skinks (which can do 15-20 MW's on average when buffed) or double-shooting Bastiladons or -insert 1 of 5 threats they can easily have on the board at a time due to most things being undercosted-. They will likely not survive any of those things.. and definitely not if they get a double turn. Not to mention you'll probably only have enough CP to save 1 block if it doesn't get wiped out, but not the other.. unless you're running the Bell of Doom and put it up the board. You just spent 1200 points worth of stuff (not counting the Engineer here) to kill 420 points and their army can still function at nearly 100% without him.

    I guess what I'm saying is that it probably isn't super worth it to kill him unless you're certain you can do it with no retaliation to your Jezzails. I find with Seraphon that their other heroes are the ones to kill along with their units who are mostly glass (barring the Bastiladon obviously... but MW's take care of that thing anyway) and die to a stiff breeze just like we do. Because of this, I feel that Stormfiends are just the better choice as they're more likely to stick around from getting counter punched if you mess up or lose the priority roll and 6-9 Jezzails are good to have as a secondary threat to plink wounds off things or kill those small heroes that actually do most of the buffing.

    If you play against the tournament standard Lumineth lists (60-80 Sentinels) you'll likely have about the same situation as they'll knock your 2 threats out with the remaining 2+ that they have. KO actually have a hard time against what you're doing; you keep both of your threats off the board and when they drop down to shoot at everything else, you drop yours down and take out their boats.



    Definitely give it a shot cause I'm curious to see how it works for you.. hopefully better than it did for me even though I didn't have Grinders  🤣

    also, sorry for the text wall.. all of you should be used to me going overboard with explanations and all that by now. I don't mean any of what I said as rude, so I apologize if it came off that way

    • LOVE IT! 2
  8. 6 hours ago, Blisterfeet said:

    I think if I was going ultra competitive, I think 2 exalted flamers or some sort of heavy teleporting threat  is more what the list needs than more control.

    Just to bounce off this bit here, I really think people running Flamers + Changehost should really look at squeezing in a Soulscream Bridge. It essentially makes you a teleporting castle (a-la-CoS with Irondrakes) with another teleport available as needed. I think it actually works super well with this kinds of setup that are really dependent on T1\2 tabling an opponent.

  9. 3 hours ago, Darkhan said:

    So started picking back up on my Dok & OBR:/

    Hence my reasoning for getting back into Tzeentch and dabbling in Fyreslayers (although I still consider getting back into OBR myself...kinda wish I didn't sell them)

    I just got a bit burnt out playing against all the KO, 60+ Sentinels in Lumineth and 12+ Flamers Changehost that are all nearly inescapable. The worst part about Seraphon now isn't the Salamanders as that seems to have dropped off; now it's the -1 damage allegiance with Kroak just wiping your 5 wound heroes off the board while he sits in an unreachable corner.

    My local meta is incredibly casual aside from ~3-4 guys including myself so these kinds of lists don't show up.. but TTS has definitely been good for the tournament practice were these things are 100% going to in abundance and tough for us to deal with (though not impossible).
     

    2 hours ago, AOS_Pete said:

    5-7 threats is HARD LOL

     

    What about:

    Bombadier

    Screaming Bell

    Clawlord

    2 x 20 clan rats

    Doomwheel/WLC

    Hellpit

    40 stormvermin

    20 Acolytes

    6 Jezzails

    Vermintide (dropped if going for WLC)

    2-3 is still fine; 2 if you're using Grinders to keep 1-2 of them off the board and 3 at a minimum for anything else.. hell, even in those situations I still say bring a Grinder. There are flat out just going to be bad matchups and there isn't much getting around that, but having 1-2 Grinders to keep things off the board is helpful so far.

    Everything in our army dies to a stiff breeze as by nature we're squishy. The "glass cannon" method we're used to works, but it's hinged on lynchpin models such as 5-6 wound Skryre Wizards giving a spell buff (easily dispelled nowadays) onto units that do next to no damage without it and those wizards are incredibly easy to kill with no means of defense (which is why I've preached to have 40k's version of Look out, Sir be a thing). In your case, if you're set on Acolytes then it isn't as huge of a blow as they can still function relatively well as anti-everything (primarily horde with the +1 to hit) and 6 Jezzails even without a spark have about a 50/50 chance at deleting a 5 wound hero, assuming they have no form of DPR.

    Anyway, ranting aside, I would agree with Skreech that it's worth trying; if after 3-5 games (against different armies preferably) you find it isn't working for you then you can re-evaluate and change. I've ran 5-threat lists before and they worked okay, but I wouldn't say they were better.. I'd much rather have fewer, larger threats (6 Fiends, 6-9 Jezzails and 40 SV\Monks) and minimum Clanrats.

  10. 1 hour ago, RUNCMD said:

    Sorry probably more details than whats needed, but im interested in others commenting and chucking their thoughts in the mix also.

    The way I understand it is how you've put it, more or less; If things happen at the same time then the player chooses which happens first (assuming everything happening is coming from 1 player, but if they have some end of movement phase shenanigans it would alternate with the active player choosing first) so you definitely could pull reserves in first and then activate the Sigil.
     

     

    15 hours ago, Arcce said:

    Question about the Cult Demagogue command trait.

    Does the double fate points apply to only spells cast on doubles or all spells. 

    The wording is "if casting roll is a double then its an auto success. In ADDITION, if the spell is not unbound then get 2 Fate points instead of 1"

    Hard to say on that one.. I was sure with 100% confidence that the "in addition" just means that it also has that effect no matter what, but I'm not so sure in this particular instance since it's referring to "...the spell is not unbound". Maybe a rules team email is in question?

  11. 54 minutes ago, Coyote said:

    Edit - Correction 

    What about 2x12 Jezzails both with a grinder, and a third with a Bombardier for Sparks?

    Worth trying. 12 Jezzails with just a spark and hit RR's are throwing out around 16 damage on average; works especially well against then as they would only get their 4+\6+ DPR. I just really don't feel that Jezzails need a grinder, especially against Fyreslayers.. that 36" threat range is covering most of the board from T1.

    Your entire goal here is basically to kill those heroes to get the HGB to a 6+ DPR and then blow them off the table. I feel like with only 24 Jezzails you may be looking at a minimum of 2-3 turns to do this and if even 10 of those HGB touch 40 Clanrats it could be bad (although in this case Poleaxes are the worse choice, imo). I really think 6 Fiends + Grinder is the way to go with a complementary 6-12 Jezzails, personally.

  12. 9 minutes ago, Coyote said:

    So, Grinder teams.  Never used them yet, but will now mod as many as we need.

    My last scenario was Blades Edge vs Fyreslayers, and we will rematch the two armies and scenario.

    Grinder teams would be tremendous against his characters, perhaps with either Jezzails or Stormfiends, and maybe some Bomardiers too.

    How many grinders is too many,

    To be honest I really think you only want 1-2. 1 For 6 Fiends definitely.. but remember your Gnawholes; you can make do pretty well with Jezzails coming out of them (or have the Skyre Wizard pop up near the Grinder team Fiends) but they would still work well enough.. also doesn't have the risk of killing any models like the Grinder does, and when Jezzails die they really want to run from BS with that 4 Bravery.

    After playing as and against Fyreslayers 10 times this past year and late last year I can safely say that 9-12 Jezzails are a huge threat at all times and teleporting them around hasn't really been needed against FS. Their heroes are huge lynchpins and even 9 could easily take out 1-2 of those heroes a turn.. unless they're running the double battalion list where they're stacking +1's to save and have 30 wounds worth of Auric to pass off wounds to. 

  13. Just now, AOS_Pete said:

    Cheers dude! And @Skreech Verminking - I guess it is all about ensuring I do some efficient pre measuring. Gonna spend an evening just practicing deployment. Won’t be time wasted 

    If you have Tabletop Simulator you can message me and I can invite you to some discord groups. I definitely wouldn't mind playing Tzeentch or Fyreslayers against you to help out.

  14. 9 hours ago, Xasto said:

    I was thinking of running Belakor as an ally, anyone had any success yet? So far my list is basically a 2 drop changehost + belakor

    I don't think he's always an auto-include or anything, but the utility he brings for his cost is great and getting 2 spells helps in an army that wants more spells to go off. Being able to just shut off a unit for a turn is incredible (which, by the way he doesn't need to be alive for based on the wording). One thing I think generally works out well is to Enfeeble a melee unit and charge him into the corner of said unit. That 4+ ethereal save will keep a unit tied to him (especially in hosts duplicitous where they can't retreat) for at least 1-2 turns if they can only get a couple models worth of attacks into him at a time.

    I wouldn't do this against HGB or anything.. but against a lot of units and it isn't a bad tactic if you absolutely need to tie something up. Barring that I mean.. yeah, 2 casts, a unit shutdown and somewhat resilient hero for hero-based battleplans makes him worth it to me. I can't say I've ever seen it in a Changehost list, but worth a shot.

  15. 5 hours ago, AOS_Pete said:

    Hey all, just wanted to drop in and say hi! Also wanted to thank everyone who supported me on FB with my "shadow rats" army on fb last week - (Pic attached so you know what im talking about :) )

    I played a tournament at the weekend and  got stomped - really struggling to deploy "correctly" - I lost my bell and bombardier to a deep striking Rogue idol - my brain didn't register the size of the gap as I had a gnaw hole there and also didn't realise the threat range. 

    Apart from Dan's recent video on skaven tactics has anyone got any good guides or advice on deployment - tired of losing my support pieces LOL

    117236693_607706513516133_7450084769484721979_o.jpg

    what a lazy paintjob, I certainly wouldn't play against you

    Aside from being reminded of that absolute tool.. talking about tactics; I would honestly get yourself a 9" measurement gauge (just to make it more accurate\easier than your tape measurer) and always be sure to premeasure the hell out of everything capable of teleporting, run + charge, Bridge\teleport with +'s to charge, Bridge\teleport + range on shooting... etc etc. No competitive opponent should ever care to tell you the threat range of anything in their army as it's an important part of tournament play.. if they do they're being "that guy" and you just need to open your Warhammer app to look yourself and waste their time for wasting yours. Everyone should be "playing with intent" meaning that if you premeasure at any point in the game and say something along the lines of "the intent with this unit is that you won't be able to reach them this turn, correct?" that way there's no gotcha moments; see "that guy" above if that happens anyway.

    Playing against Seraphon and some BoC so much in the past has made me ultra aware of deepstriking and Clanrats are wonderful at being strung out to negate it, even while still pushing up the board in units of 40. Skreech is right that the current heavy shooting meta we're in right now doesn't particularly favor us.. hence why I think it's become necessary to use a Grinder team with my 6 Fiends. This is compounded by the fact these types of armies are also going to beat us on drops every time. Even then, the best thing you can do is understand threat ranges and take a quick minute to premeasure everything to ensure nothing can hit you T1.

    If you go up against 60 Vanari Sentinels like I did last night playing Tzeentch, good luck to you. 30" range that doesn't require line of sight and will throw out 6-10 MW's at that range per unit of 20 is.. not an enjoyable experience 🙃

  16. 45 minutes ago, Skreech Verminking said:

    With the current meta I think we best served with having 1-3Grinders for deep-striking, in our army.

    And if the current powercreep keeps up, I’m really interested to see which unit with a range of 72inches will be dominating the meta for the next few month-years

    Not so mention it allows us to do the same thing that's being done to us; deepstrike 1-2 hard-hitting units in range to blast a couple things off the table and then hope you get turn priority. I'm still very keen on trying 12 Fiends; 1 unit with a Grinder and another unit with a Bridge... may try that tonight 🤔

    I'm incredibly curious to see how the next couple books look, especially Gargants. With them being alliable into any other army they may really shake things up depending how those rules end up. Having some rules writers be very fluffy (partially our case imo) and others writing insane things that border on me wondering if things were actually play-tested like they said they were means it's pretty unpredictable. Vampires\Soulblight appear to be on the horizon along with Shadow Elves (our first brand new chaos army, if I had to guess) but plenty of other armies are now starting to have aged books (BoC, DoK, Nurgle, LoN, etc) so I kind of think we may get 3rd edition in 2021.

  17. 33 minutes ago, Verminlord said:

    Can we talk night runners?

    2d6 pregame movement. 80 for 10, 280 for 40. Negligible attacks.

    Anyone use these and if so, whats your strat?

    Theoretically they could let us deploy more aggressively bc we have a screen we can push out past our territory, possibly even deny objectives and slow down alphas if opponant wants 1st turn.

    I was waiting for the horrendous old sculpts to be updated but I recently saw an easy headswap conversion using plague monk heads and shieldless clanrats that doesn't look too shabby.

    I've used them previously to zone out things like KO, CoS and Changehost like you're describing and yeah, they work pretty well. I just had trouble fitting 10-20 into lists and still have 80+ Clanrats on the board with my other 2-3 threats. I feel that 80 is still too steep for them but if your local meta has lots of alpha striking, I 100% think it's worth finding somewhere to fit them in. That all said, I still find that things like KO are still going to be able to kill important units with their long ranges.

    For me, I'm looking more at taking 1-2 Grinders instead to keep my own threats off the board... and they cost the same.

    • Like 1
    • Thanks 2
  18. 1 hour ago, Tizianolol said:

    What do you think to put infusion arcanum to sorcerer lord on manticore? Mount became very scary melee!! Or its better put it on ogroid?:)

    I definitely don't think it's a bad choice, but with only 1 cast available to him I would much rather use Arcane Suggestion or Wind of Chaos compared to getting him into combat with Infusion where even then he isn't the best thing out there. If I lose him I lose my RR aura and I would rather have The Blue Scribes casting Tzeentch's Firestorm and being my mobile summoning platform away from other hero's.

    • Like 1
  19. 2 minutes ago, Tizianolol said:

    TTS is amazing.  Now you can test units and AFTER buy them:) the dream for a competitive player. I hope they keep it upgraded post covid too!

    Which is precisely what I did with this list and it's all now on order 😅

    I have no interest in running a Changehost+Flamers setup (although using Soulscream Bridge in that combination is pretty incredible and I recommend people try it if they haven't) after doing it myself and being on the receiving end.. so I just wanted to experiment with some other stuff. I wanted to run this as Guild of Summoners, but getting the free re-rolls from the General on top of summoned Horrors coming back and keeping things from retreating is far better in my eyes than summoning more chickens for them to do stuff the following turn.

    Plus I don't need to buy and paint 2 LoC's.

    • Like 1
  20. 7 hours ago, Nikobot said:

    @Gwendar holy cow, thats some output.. shame verminlords can't do half this 😏

    I lie, warbringer + brutal could get close to this once a game 🙄

    that must have been a shock! 

    I thought the jezzails might get you some better results, I'd consider giving it another chance

    I have no further comment on the ineffectiveness of our greater daemons 🙃

    Yeah, I'll give it another shot for sure, I definitely fubar'd the first 2 games and the third just had a massive wrench thrown in with that Warpseer getting summoned T1 to start blasting Jezzails. When they did get to fire though, they were easily deleting 2 units a turn and if I split fire they would've been able to get 3 potentially. They were often rolling between 6-10 MW's for each unit of 12. I've updated the list to drop 3 Jezzails and 20 Clanrats in order to bring a Bell to avoid this situation in the future on top of having another hero for certain battleplans. Still, compared to Fiends + -insert melee threat here- + Jezzails type lists... I still think it's a bit memey. Especially if said "normal" list has a Warpginder and good Gnawhole placement like what happened in my 2nd game.

  21. @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.

  22. 9 hours ago, RUNCMD said:

    @Gwendar are there any guides or anything online you can share on how to setup games with TTS? Or which module to Download?

     

    Thanks for the Batrep, will give it a read.

    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 😅

    • LOVE IT! 1
  23. 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.
     

     

    • Like 1
  24. 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.
     

     

    • Like 1
  25. 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:

    Spoiler

    Allegiance: Skaventide

    Leaders
    Warlock Bombardier (120)
    - General
    - Command Trait: Deranged Inventor
    - Artefact: Vigordust Injector
    - Lore of Warpvolt Galvanism: More-more-more Warp Power!
    Warlock Bombardier (120)
    - Lore of Warpvolt Galvanism: More-more-more Warp Power!
    Grey Seer on Screaming Bell (240)
    - Lore of Ruin: Death Frenzy

    Battleline
    40 x Clanrats (200)
    - Rusty Blade
    20 x Clanrats (120)
    - Rusty Blade
    40 x Stormvermin (400)
    - Halberd & Shield

    Units
    6 x Stormfiends (520)
    - 2x Windlaunchers
    - 2x Ratling Cannons
    - 2x Shock Gauntlets
    1 x Warp-Grinder (80)

    Artillery
    Warp Lightning Cannon (180)

    Total: 1980 / 2000
    Extra Command Points: 0
    Allies: 0 / 400
    Wounds: 170
     

    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.

    • Like 4
×
×
  • Create New...