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RaritanAnon

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Posts posted by RaritanAnon

  1. 2 hours ago, Gwendar said:

    @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).

    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. 

  2. 13 hours ago, Gwendar said:

    @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.

    Yeah I initially did the two Warpfire Throwers and the blob of monks, but I almost think tunneling them might be better. That way they can do some much needed board control. That does sort of leave my wizards and Cannons out in the open though. I don't like that. Maybe that's when I take palisade/shackles to help protect them. 

    Screenshot_20180919-151521_Chrome.jpg

    • Like 1
  3. So I'm building Stormfiends. I have three with warpfire already. I'm gonna do 6 more. I don't want to give them all Warpfire though. So that leaves Grinderfists, Shock Gauntlets, and Ratling guns. This is my list. What would work best? Also, I can swap the Warpgrinder team and the Pendulum for another Warpfire, Shackles and Palisade if I want. 

    Allegiance: Skryre
    Arch Warlock (140)
    - General
    - Trait: Masterful Scavenger 
    Warlock Engineer (100)
    - Artefact: Vigordust Injector 
    Packmaster (60)
    - Herding Whip & Blade
    3 x Stormfiends (290)
    3 x Stormfiends (290)
    3 x Stormfiends (290)
    1 x Warpfire Thrower Weapon Team(70)
    1 x Warp Grinder Weapon Team (80) 
    40 x Plague Monks (240)
    - Foetid Blades
    Warp Lightning Cannon (180)
    Warp Lightning Cannon (180)
    Balewind Vortex (40)
    Aethervoid Pendulum (40)

    Total: 2000 / 2000
    Extra Command Points: 0
    Allies: 0 / 400
    Wounds: 126
     

  4. 1 minute ago, Num said:

    Thanks for sharing :)
    I have a similar question: what are your conversions/customizations of stormfiends?

    I've got 9 now, but I feel the models are quite redundant once you start fielding them together (like 3 gauntlets, 3 warpfire...). The poses are the same and I feel quite constrained by the strict weapon requirements

    So what are your tips/quick wins to make each stormfiend more unique please?

     

    Unfortunately thats the nature of the game. The bodies for Stormfiends are one solid piece. Unless you're pretty good at cutting and sculpting, you're gonna have a hard time. Weapon swaps are easy. Poses are a lot harder. 

    Personally I'm gonna try and find some head swaps if I can. Paint can help a lot to distinguish as well. 

  5. 1 hour ago, ThePie said:

    Is there any easy way to convert stormfiends warpfire projectors? I dont havy any good greenstuff skills so that is not an option for me...  think i read somewhere that ork burnas could work?

    I got lucky and found some Warpfire projector bits from Boneripper and used those. Failing that, go to a hardware store and see what you can find, maybe? I recall some YouTuber converting some out of plastic couplings and some plumbing bits. 

    20180806_171254.jpg

    20180806_171247.jpg

    • Like 1
  6. 1 minute ago, ThePie said:

    Okay, so ive decided of a base with 1 Arch-Warlock & Warlock Engineer and 2x3 storm fiends (3 with warpfire projectors and 3 with shock gauntlets)

    Still unsure what i should get with the last 180 pts for my 1000 pts list.

    A lightning cannon? Or perhaps a packmaster to further buff shock gauntlets and some rats for screen. Perhaps a poison wind mortar to hold backfield.. difficult choices

     

    Two Stormfiends is a bit expensive for 1k. You have just a bunch of monsters and no glue. No way to grab objectives or soak damage. This is my 1k. A lot more bodies and variety. 

    Allegiance: Skryre

    Arch Warlock (140)

    - General

    - Trait: Overseer of Destruction 

    Warlock Engineer (100)

    - Artefact: Vigordust Injector 

    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)

    40 x Clanrats (200)

    - Rusty Spear

    - Allies

     

    Total: 1000 / 1000

    Extra Command Points: 0

    Allies: 200 / 200

    Wounds: 85

     

  7. Just now, Gwendar said:

    You're playing Skryre, take what you can get?

    Nah, I understand. I don't do gautfyre anymore. I did it in a local tourney a few months back and no one was happy, even though 2 of the games came pretty close. Also @RaritanAnon How the monks been doing? I'm going to be trying 40 Gutter Runners and I wonder how they're combat performances compare. I think I'll prefer 3 grinders; doomflayers just aren't consistent enough (same as ratling guns) to make me like them.

    I've just finished building mine and basecoating them so I'll let you know. Lol. I like the idea of a mobile horde that's backed up by others. They're there to die, everything else is there to blast mortals at everything else. Maybe a Lifeswarm? 

  8. 2 minutes ago, Thalassic Monstrosity said:

    I'm not a huge fan of free mortal wounds, I guess. Maybe Gautfyre has just soured me to them.

    Gautfyre is dated, and easily countered if ou know what you're doing. Mortal wounds are the only way Skryre can compete with most of the new meta. They're also the only one who can bring em on nearly every unit, like the list I have up there. 

    • Like 1
  9. Just now, Gwendar said:

    Warpfire throwers are great, assuming you can drill them up with gautfyre or can place them behind a screen of some sort, I wouldn't convert mine unless you take the ends off to put on stormfiends for more projectors. 

    On the stormfiend subject, I agree and it's why I've decided to chop off the ratling gun bits off my stormfiends and replace them with grinderfists. I rarely pull more than ~3 wounds after saves with ratling guns meanwhile having 1 unit of 3 grinderfists has the possibility of doing ~10 and with so many people using cogs nowadays, there's a good chance you can get +2 to charge. 

    Grinderfists are really nice. Flat 3 damage at -2 rend is silly. This is my Stormfiend setup, in the list I'm building towards. May swap the Packmaster and Palisade for a plague priest instead, as I dislike a unit that only buffs a few others. And it's fluffy. 

    Allegiance: Skryre
    Arch Warlock (140)
    Warlock Engineer (100)
    - General
    - Trait: Masterful Scavenger 
    - Artefact: Vigordust Injector
    Packmaster (60)
    - Shock-Prod
    - Allies
    3 x Stormfiends (290)
      - Warpfire Projectors 
    3 x Stormfiends (290)
      - Grinderfists 
    3 x Stormfiends (290)
      - Shock Gauntlets 
    1 x Warpfire Thrower Weapon Team(70)
    1 x Warpfire Thrower Weapon Team(70)
    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: 300 / 400
    Wounds: 126
     

  10. 14 minutes ago, Thalassic Monstrosity said:

    I get you. I'm just trying to figure out what I want to convert my Island of Blood warpfire throwers to!

    Warpfire Throwers are amazing. Where else can you find D6 mortal wounds for 70pts? Failing that, why not just do a Ratling or maybe a Warpgrinder. It's fun to have options. 

  11. Just now, Thalassic Monstrosity said:

    What's the community opinion of ratling guns? 

    On Stormfiends I think they're worthless. Why would you put your big meaty monsters at range with pretty crappy guns? 

    On their own in teams, I've ran one for a few games now. Even at 4d6 shots, 4+/4+ isn't great. Makes his points back, if barely. 

  12. Warpfire Throwers are great if you have something to hide behind like a block of Clanrats or something, but otherwise they're very very squishy and prone to blowing themselves up, as well. Ratling guns are a little better at being alone as they can sit in cover and shoot 18"

  13. 26 minutes ago, Thalassic Monstrosity said:

    Would you all say the Skryre battalion is near-mandatory?  If so, what enginecovens are good for what? After looking at Gautfyre I feel like I hate it considerably, but nobe of the others seem at all interesting.

    Arkhspark is my go-to. It's just a chance to fire in the hero phase, with very little tax or risk. Just an engineer and a WLC. Gascloud is alright, but it requires two Acolytes and a Stormfiend, and only does D6 mortals. That does cover all three of your battleline though. 

    • Like 1
  14. So I'm a Verminus/Skryre player and I wanted to branch out a bit and try out Pestilens. I started off doing Grand Chaos, but as I kept making lists, I kept adding more Pestilens nonsense til I just shrugged and went 'well why not'.

    So this was my 2nd draft for Pestilens. The real issue is keeping the ally limit in mind, I think it's 1 in every 5 units can be an ally? Something like that. Anyway, here it is. What do you think? 

    Allegiance: Pestilens
    Mortal Realm: Ghur
    Verminlord Corruptor (220)
    - General
    - Trait: Master of Rot and Ruin 
    Plague Furnace (180)
    - Artefact: Liber Bubonicus 
    Plague Priest with Plague Censer (80)
    - Artefact: Rockjaws 
    Plague Priest with Warpstone-tipped Staff (80)
    Arch Warlock (140)
    - Allies
    40 x Plague Monks (240)
    - Woe-stave
    40 x Plague Monks (240)
    - Woe-stave
    40 x Plague Monks (240)
    - Woe-stave
    Plagueclaw (160)
    Warp Lightning Cannon (180)
    - Allies
    Congregation of Filth (170)
    Balewind Vortex (40)
    Soulsnare Shackles (20)

    Total: 1990 / 2000
    Extra Command Points: 1
    Allies: 320 / 400
    Wounds: 172

    ᘛ⁐̤ᕐᐷᘛ⁐̤ᕐᐷᘛ⁐̤ᕐᐷᘛ⁐̤ᕐᐷ

  15. 1 hour ago, Skreech Verminking said:

    Well I played a almost only clanrat army with some priests and a warlord.

    they literally ganwed a mawcrusher to its bones in one turn

    and killed the rest of its army at the end of turn 5.

    holding objectives wasn’t a big deal, since my opponent was fighting against 320 rats (240clanrats and 80giant rats)

    map yes if it comes done to who does the most damage, plague monks are definitely the winner.

    but only taking sixty clanrats is just a no go mostly.

    i always go for at least 120 and than take some different kind of units to my 2000p army’s.

    (I really like my meatshields when there are plenty)

    See, that's fine. Because maxing out on Clanrats and other Verminus+Warbringer is a valid strat. I'd reckon that in the scheme of things, Plague Monks are offensively minded and Clanrats are defensively minded. As much as Skaven can be, at least. 

    I'm actually considering delving into Pestilens a bit because the prospect of painting monks is more appealing than painting more Clanrats. No one told me how detailed these little buggers were gonna be...

  16. 14 minutes ago, Verminlord said:

    I'd have to disagree about clanrats. 2inch range means just as many attacks and with 30+ bodies they get +1 to hit and wound. That combined with plague preist and corruptor buffs they are sending out a LOT of wounds and more reliably. Their ability to flee and charge in the same turn has won me several games as well. They also have a save and it's +1 against 1damage attacks like shooting. I've tried running them below max but they just get swiped aside too easily and they lose their horde buff upon getting a single wound. 

    I agree with most of the other things.

    Love me some arch warlock on a balewind, but I'm not sure it's needed for this list. His unique spell is good but already has good range and cogs doesn't need to get thrown out far. I usually run him with pendulum to get it deep into enemy turf. You'd probably be better served by an extra command point for inspiring presence or a charge reroll.

    That's fair, on the Clanrats. I've never really had them win game for me so they seem lackluster. Makes me wonder if I should just run one pack of monks, and up the Clanrat count. I think they probably both have their uses in an army. Monks seem more like a shock troop, Clanrats more like a rank-and-file. You can shove monks at the scary stuff and actually have rend  and mortal output. Clanrats don't have access to any of that. 

    I'd be lying if I said a lot of the reason is that I hate painting these Clanrats lol. So many tiny fiddly details. 

  17. So me and a friend on the r/AoS Discord have been tinkering with Skaven lists and I've found some key truths that seem to hold true. 

    >Plague Monks outshine Clanrats point for point, and are really nice as a melee horde

    >Double WLC is nearly mandatory for hero sniping, and ignores to-hit penalties

    >Minimum 20/20/20 Clanrats is fine and possibly even better than hording them

    >Balewind Arch Warlock is disgusting 

    >Corruptor is best Verminlord unless running more than minimum Clanrats 

    >Warpflame Teams and Ratling Gun Teams are your go-to weapon teams. Ratlings are just decent all-rounder damage and Warpflame is easy access to mortal wounds. Park em behind your hordes. 

    >Plague Priests are largely underrated support heroes and are cheap at 80pts 

    >Grey Seers with Cunning Deceiver are almost necessary to avoid battleshock ruining your game completely

    All that being said, I've come up with a (planned) list that combines a lot of this and I think it'll do very well. 

    Allegiance: Chaos

    Mortal Realm: Ghur

    Arch Warlock (140)

    - General

    - Trait: Cunning Deceiver

    Verminlord Corruptor (220)

    Grey Seer (100)

    - Artefact: Crown of Conquest

    20 x Clanrats (120)

    - Rusty Spear

    20 x Clanrats (120)

    - Rusty Spear

    20 x Clanrats (120)

    - Rusty Spear

    1 x Warpfire Thrower Weapon Team(70)

    1 x Warpfire Thrower Weapon Team(70)

    1 x Ratling Gun Weapon Team (80) [or a Plague Priest, depending on mission] 

    40 x Plague Monks (240)

    - Woe-stave

    40 x Plague Monks (240)

    - Woe-stave

    Warp Lightning Cannon (180)

    Warp Lightning Cannon (180)

    Balewind Vortex (40)

    Chronomantic Cogs (60)

    Soulsnare Shackles (20)

     

    Total: 2000 / 2000

    Extra Command Points: 0

    Allies: 0 / 400

    Wounds: 184

    • Like 2
    • Thanks 2
  18. So I'm pretty interested in starting up a small army of Tzeentch. I was actually going to do this before 2.0 but was sort of driven away with how cheese Tzeentch was on the onset. Now they're not too terrible. Problem is, I don't know jack about building an army list. This is especially important because I don't want to use any Tzaangors or Kairics at all. Just Daemons of Tzeentch. I'm aiming for 1k right now, but I'm not especially sure what's the best option. I especially don't know what heroes are good any more, but I know I like Screamers and Horrors and Flamers and all that jazz a lot. 

    What should I start off with? 

  19. 29 minutes ago, Gwendar said:

    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. 

    Unfortunately, I only have one of each weapon team currently. I think I'll go with the Clanrats and see how I like it. My WLC isn't done yet anyway. 

    • Like 1
  20. 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

     

     

  21. 1 hour ago, Gwendar said:

    *snip*

    I was actually just discussing this idea in the AoS discord. I like the idea of the Warpseer, but I just don't know how useful he is. This is what I came up with. The Arch Warlock on Balewind is a 2+ save spell casting monster, nigh unkillable on an objective, especially if you give him that ethereal relic. Worth it over the Packmaster? Maybe. Stormfiends have 3x Warpfire/1x Warpgrinder 2x Shock Gauntlets. 

    Allegiance: Skryre
    Mortal Realm: Shyish
    Arch Warlock (140)
    - General
    - Trait: Cunning Creature 
    - Artefact: Ethereal Amulet 
    Warlock Engineer (100)
    - Artefact: Esoteric Warp Resonator 
    Warlock Engineer (100)
    Verminlord Warpseer (260)
    5 x Skryre Acolytes (60)
    5 x Skryre Acolytes (60)
    3 x Stormfiends (290)
    3 x Stormfiends (290)
    1 x Poisoned Wind Mortar Weapon Team (60)
    Warp Lightning Cannon (180)
    Warp Lightning Cannon (180)
    Gascloud Chokelung (70)
    Arkhspark Voltik (70)
    Clan Skryre (80)
    Balewind Vortex (40)
    Soulsnare Shackles (20)

    Total: 2000 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 89
     

  22. Whats the opinion on the age old adage of Hand Weapons vs. Spears for Clanrats? The way I see it, it's burst damage vs sustain. You're always going to hit better with hand weapons, whereas with spears you're reliant on buffs to do much. From what math I've seen, if you can reliably get more dudes in combat, such as against 32mm or 40mm based enemies, spears are better. Blades are better versus everything else. Does this make sense?

  23. 1 hour ago, Mayple said:

    At the moment I tend to use black-robed plague monks as proxies, because that's the most fitting I have right now ;) With the release of all the new nighthaunt stuff however, there's soooo many flowing robes in high numbers available that converting up full units of knife-wielding hooded killer rats have never been more doable! Gonna start on that project next week. Could keep you posted if you're looking to convert some gutter runners of your own? 

    Not a bad idea, as I have no interest in running Plague Monks or anything Pestilensy. Just not fond of them. Idk, I feel like I'm in the minority. Outside of Pestilens allegiance I don't see the synergy. 

    I love ninja rats and wish they got more love. Ambush and deepstrike is such a good mechanic to have. Are gutter runners worth it over night runners? With my army I sort of want a representative of each clan, pretty much, so this sounds good for Eshin. Moulder may be hard, though, as they have lackluster models. Ugh. 

    So far that idea I have

    Verminus: Clanrats, Warlord, optional Stormvermin, optional Warbringer

    Skryre: Stormfiends, Warpfire teams, Lightning Cannon, optional Acolytes or Jezzails

    Eshin: Assassin, Gutter Runners or Night Runners

    Pestilens: Likely only the Corruptor, as he's the best Verminlord in my book. 

    Masterclan: Grey Seer, optional Screaming Bell (for funsies) 

    How do I make a good list around this idea? 

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