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Found 414 results

  1. Hey everybody, Future Master Moulder here I wanted to start a thread dedicated to all the great Skaven Art and Conversions out their to inspire all future skaven players in their model making. Now I would like to stress that you pleas credit and/or source any creations that are not your, to the best of your ability. And with all that out of the way lets show some Skaven!
  2. Hey people! I've got a hell pit abomination, Thanquol, Warpgnaw Verminlord and Warlord on Brood Horror to paint. I've previously painted a Jabberslythe and rat ogors (profile pic!) with my usual process for skin of bugmans glow, wash and then cadian fleshtone/other lighter tones layered on top. This gives a decent mid-tone skin effect. However, now I have an airbrush to play with and am thinking of different paint combinations/processes for the massive models. Previously I'd do multiple coats of bugmans to get a nice even tone and then multiple washed-down lighter fleshtones. But with the airbrush, I'm thinking that techniques like zenithall highlighting might open some different combinations for me. Does anyone have alternate colours they use for skaven/monster pale flesh and any example pics? I'd like it paler than my bugmans combination ideally.
  3. Hi Guys, so i am playing aos since it exists, but for some reasome i can‘t really Build a good (and only) Skaven Mixed army. So my next armylist for a 2000points tournament would contain: 1Grey seer=120p 1Skaven Warlord=100p 1Arch-Warlock=140p Battleine: 5times 40Clanrats=1000p 3times 20Clanrats=360p 2times 20plague monks=280p total Pointsvalue=2000 So I was wondering, in you guys Coups maybe give me your opinion about this List.
  4. Afternoon gang! Just thought I'd chuck up my latest project, while it isn't technically AoS, it is most certainly the warhams. A group of local boys and myself have opted to get back into the ranked, square based, 6 dice gloriousness ( ) that was 8th. I'm in all honesty using it as an excuse to paint up another army, and skaven got me by the short and curlies prior to...the bad times... So any way, Clan Rictus it is (where young Tretch Craventail comes from). I'll be basing the army mainly around the Death Vermin aka The Black Death, which are the elite of the elite within Rictus' huge swathes of black furs. So they will be represented in the rules by Queek and his bodyguard unit. Also most of the other units in the army will be based on Stormvermin models (there will be no clan rats as of yet), so for instance the Jezzails will be singleman Stormvermin snipers etc, stuff like that. Anyway, enough talk, I'll pop up a few pics! So my first unit I did to try and get the feel for skaven, were some slaves (can't have skaven without slaves). As you can see, there is some Night Goblins in there, so apprently one of Clan Rictus' main exports is enslaved Goblins...thus above This picture is showing the side of the unit and I'm pretty happy with how it encapsulates the sort of swarming look that skaven should have (I hate seeing the slaves all perfectly ranked up like Empire Halberdiers). Points of note in the unit are the little group of Goblins (one even in trouble with one of his erstwhile comrades), a large nasty Wolf-Rat and a Slave driver encouraging the unit forward. Just a close up of the slave driver, just shows how I've done the basing. Opted for a jungle theme as we are currently running some events based around the Lustrian isthmus. Now onto slightly more shoot-bang things: So here we have Skreeskabak Rapidsnout, Clan Skryre permanent hireling to the Black Death. He is the cheeky little nut case that gets to run around with the Brass Orb. Not a very exciting conversion here, but apt..for a dude who ends up being a redirector after he gets mulched. Above we have his partner in crime (still a bit of a WiP) Friikflem the Ordnancer, Clan Skryre permanent hireling to the Black Death, who has survived over 7 Doom Rocket firings, making him one of the most veteran doom-rocketeers within the underempire. Pretty much poorly stole Rob Hawkins great idea for a doom rocket, but it doesn't look anywhere near as nice :P. Above is a very brief mockup of a jezzailateer (again spotted a great image on the internet using a skitarri rifle and storm vermin). He'll be mounted on the normal 25-50, with a decent sized pavise (which will in turn have all leaves and what not attached to it). Not sure if I'll have a chained slave/goblin to the pavise or not yet. So thats it for now, will turf up some fluff and some more character pics soonly. Cheers
  5. Hi - please could I ask for advice/opinions regarding the following rule and the related question I'm posing. Apologies if this has already been covered on TGA or elsewhere, I have searched but not found anything. The rule is: "...if the entire unit does not move in your movement phase, it's save is 4+ against enemy shooting attacks until your next movement phase." And my question is: if my opponent gets the first turn, do my jezzails benefit from the pavise save modifier (because technically they haven't moved yet) or not (because the specific conditions of the rule as stated have not been fulfilled, i.e. I haven't had a movement phase yet)? We've never really settled it for ourselves and, while it's not a cause of friction, he prefers it being easier to destroy my jezzails in his first turn and my preferences lie in the opposite direction... Thank you very much.
  6. WTT my Deathguard (opened but still on sprue and unpainted/not primed)! I have the following boxes: Typhus Blightlord Terminators Foul Blightspawn Blight Hauler Would like to trade them for any combination of the following of the same value (only interested in sealed or unpainted still on sprue stuff): The Glottkin Pusgoyle Blightlords Start Collecting Skaven Pestilence Hellpit Abomination Thanquol and Boneripper I’m based in Hamburg, Germany!
  7. As you know, Age of Sigmar only allows for one command ability to be played a turn. The verminous clawpack for skaven allows the warlord to use its "command ability even if he is not your general". All signs lead me to believe that I can use a command ability of a non-general AND the command ability of my actual general (a different model). My local playgroup says otherwise. To them the wording does not cause a rules modification to allow for 2 command abilities to be used, just that I now have the "option" to choose one depending on my situation. I am at a loss. How best to convince my playgroup that the former case is correct? Are there other examples of similar wording? Have there been FAQs before about this?
  8. Really liked the rat in the sewer on this model, a bit hard to paint (I glued the clanrat on thinking there would be enough space to reach it.)
  9. Kugane

    Spiteclaw's Swarm

    Finished my Warband today! Painted them from start to end in roughly 8 hours including drying steps. Really fun warband to paint, a few parts are quite hard to reach with a brush though.
  10. As many of you are aware, the Generals Handbook 2017 was not kind to Skaven. We lost a lot of key heroes, we lost Sayl, but we also lost our Clawpacks. Right now the issue I mostly struggle with are battleshock tests for large units of Clanrats as well as the fact that Clanrats are not a battleline option for most Clans, even though I personally feel they should be a universal battleline for every Skaven Clan. For Clan Verminus the battleshock issue could be (partially) solved by getting our clawpack back. I have now started a petition to try and get this to GW's attention and would be glad if some of you agree with the changes I proposed in the petition to please sign it and/or share it with other Skaven players. Perhaps if we get enough attention Skaven could get some much needed support back :), even if it were only the clawpacks. The link to the petition is: https://www.change.org/p/games-workshop-skaven-rules-clawpacks-and-clanrats-battleline-for-all-factions-needed (If this breaks any forum rules, I apologize and will remove links ASAP, I couldn't find any rule that says it isn't allowed.)
  11. Hey everyone, recently i'm working on a 2000 points list of skaven skryre, so since it's about a lot of gunny, crazy models, i thought it would've been good to get some feedback about the project! Tonight i finished building up and painting an old Warplightning Cannon i had already finished; but since i'm not too fond of the weird triangular "structure" they based the whole model around, i just turned some bits around, so that it would look more like this.. It still needs the whole crew, and it has to be based. Anyways, i'd love to hear what you think of it, and since i'll have to re-base a lot of models, i'll probably be uploading quite some pics through these days, but the real wip and paint fun should be a bit ahead, like two or three weeks from now. Hope you like this first conversion anyways! I add that i've just completely made up the name, like right now, and i don't have any idea about the background, so, i'll be trying to write something down asap
  12. Hi everyone, I've got a couple of threads going at the moment just trying to work out what to do army wise. I already have a 2000 point Skaven army, fully painted, battle ready but I have had to use chaos warriors as a battle line to avoid painting 60 clanrats. Now that all the clans are split up into groups.. how can I make a competitive Skaven list, without painting so so so many rats and also encoporating most of the clans? I just don't think it is possible. Someone please help me with a competitive 2000 points Skaven list that makes sense in age of Sigmar. I really like verminus and skyre cheers Brendan
  13. Was wondering what the usual go is for Skaven Pestilens at 1000 points? I've been told the Verminlord Corrupter and double Plagueclaw setups are too expensive in smaller games so I have a fairly simple list I've been playing with lately, looking to improve my lineup or add some more muscle behind it. Usual game plan, Plagueclaw and Priest stay at the back supporting, Plague Furnace is the general with two fat blocks of Plague Monks buffed with prayers, attacking hoping for the best lol Is there a better way to go about Skaven Pestilens ? Often at time's I've felt I've needed some much needed Magic or a more powerhouse model to deal with usual threats. Allegiance: Skaven PestilensLeadersPlague Furnace (200)- GeneralPlague Priest with Plague Censer (80)Battleline40 x Plague Monks (240)- Foetid Blades- Pestilens Battleline40 x Plague Monks (240)- Woe-stave- Pestilens BattlelineWar MachinesPlagueclaw (180)Total: 940 / 1000Allies: 0 / 200Wounds: 103
  14. Getting my Clan Skryre list Sigmarized. I have been meaning to rebase my old models for awhile and add some new stuff like Stormfiends. In the process of rebasing I decided to throw on some Warpstone glow OSL. Was funny and my first real attempt as such an effect. Always forward on the hobby journey!!! Here is my first batch of results, my Warp Lightning Canon, Doomwheel, converted Arch Warlock, Engineer, and the first of my Skryre Acolytes.
  15. Thought on the Maggotkin of Nurgle As a preface, this blog post isn't how I feel about Maggotkin as a whole, that's been done god knows hw many times already by smarter men than me. Want i want to talk about is how Maggotkin of Nurgle relates to Skaven Pestilens, as both armies entirely share the Nurgle keyword. Initially, I was quite excited. My faith was low with the Corruptor, and like all wargamers the allure of new shinys was indeed a potent lure. I weighed up dusting off my 30 Plaguebearers and using them as a generic battleline while stuffing the rest of the list with Pestilens under the Maggotkin alleigance. I liked the idea of the terrain, being able to run and charge, and having the benefits of the random effect clock thing they get. However time eroded my concerns and restored my faith. Alleigance abilities often exist to shore up the weaknesses armies have, and there's no denying Maggotkin helps Nurgle with theirs. However, Pestilens absolutely do not share the Nurgle weaknesses, and have their own to deal with. Pestilens are much more mobile than nurgle, they'll easily engage the eney army turn 1/2 circumstance depending, not 2/3 like Nurgle. The cycle heals all Nurgle models and that's cool because the army is jam packed with multi-wound models like blightkings etc, again something Pestilens lacks mostly. Finally, if you've read my Pestilens Battle Traits overview you'll know I am very fond of Strength in Numbers. Can I live without the Great Plagues? Probably. Can I live with my army getting sneezed on by a Dracoth and deciding to abandon the ship? Absolutely not. If Strength in Numbers was an inate effect shared across all Pestilens warscrolls I'd probably be cutting the cover off my battletome and pasting the Maggotkin one inside. But the battleshock phase is a thing and I play skaven so no can do. Interestingly however, there is a point of interest that people haven't noticed. You know all those Maggotkin spells that do horrible amounts of mortal wounds but if the victim is nurgle it does nothing or straight up heals them, desiged as a multipurpose spell for them to heal themselves or smack the enemy? Pestilens has army wide Nurgle keyword, so not happening Maggotkin. You know the Maggotkin wheel of fortune they have for a battle trait? Doesn't specify allied nurgle, just nurgle in general. Pestilens has army wide Nurgle keyword. If you, a hardworking, blue collar Pestilens player gets matched against one of these high and mighty, has-an-actual-battletome Maggotkin preeners, they're in for a smacking. Their strengths are our strengths too, and their multipurpose utility spells are worse than useless against us. That lovely terrain feature that let's Nurgle models run and charge? Those blightkings just took a turn 1, fully buffed Plague Monk charge and exploded. In the end if asked whether Maggotkin changes Pestilens, not at all. They might take the odd Pestilens unit as a damage bomb, but as we all know a single bit of damage splashed on that will see it cut and run. Maggotkin has a lot of strengths, but all Pestilens need to succeed is grit, a dice bucket and some good old fashioned strength in numbers.
  16. As some of you may know I absolutely adore Skaven and do lots of conversions with them. Lately however I started to have an idea of creating a Skaven themed free people's army with converted handgunners (stormvermin with guns) and freeguild guard (clanrats), warlords on Gryphons, etc. Would it be possible for Skaven to regain their once human mind? If so how could that work fluffwise? If theres a possibility I'll gladly write a decent length story to back it up! I was thinking of a story about a man who lost a loved one to the curse of the horned rat, and with the permission of Sigmar himself captured and experimented on Skaven to find a way to undo the curse. After decades of unsuccessful attempts, he one day stumbles upon a potion that allows some Skaven to fight the corruption and regain fractions of their humanity. Some Skaven with past life memory still intact form a warband vowed to kill the verminlord that put them in this miserable state. Would Sigmar allow such creatures among Order? Considering that the dark elves are allowed in?
  17. no big blog post today, just a progress shot. I've repainted 40 so far. Here's a comparison between when they were first painted two years ago and a finished repaint.
  18. Today we're going to talk about the strategies available to the enterprising Clan Pestilens player and the tricks and tools of the disease trade. Some of these aren't exactly unique to Pestilens, but all of them are useful to them. The Prayers of a Righteous Rat Did you know you can cast the damage prayer on the Plague Priest scroll without an actual target? It targets an area, not a unit. Interesting info, but not really useful right? Wrong. Spam this turn 1 with no valid target and go for a great plague, and select the Neverplague. The only excuse to not be spamming plague breath on empty spaces is of there's actual targets available or you already have the Neverplague. Weather the Storm So the enemy is unpacking his Beastclaw/Khorne/Daughters of Khaine. Our rats don't have a chance against such famous combat geared armies right? Wrong, they're as good as dead already. When the enemy is running an all charging minimum shooting list there is but one answer. Lines of single file plague monks across the edge of the deployment. Ideally 2 or 3 groups of 10, 6" gaps between them to stop the enemy squeezing past. Behind this line, 6" back (for safety) is a gigantic blob of plague monks. The first line will gey hit like an avalanche and they will almost certainly die. The enemy is now within range of a fully buffed, fully packed Plague Monk swarm. Chuck on some prayers of Wither on the enemy, move forward into range and charge (taking the Congregation of Filth will prevent double 1 rolls). Doesn't matter what they're running, they're dead. Conga Line of Death Never move your rats around in squares, this isn't fantasy battle. Squeeze as much use out of the rat squads as possible, form a long line and hold an objective while also screening for a priest and keeping an enemy tied up in a dud fight. Form circles around objectives, wrap monks around furnaces to prevent units with 1" range weapons bringing the furnace to battle. It's not dirty, it's alternative tactics. Discretion is the Better Part of Murder Retreat, it's the golden move no one ever uses to their advantage. Charge an enemy, then retreat around the side of them the next turn. Your enemy is likely to know he can't actually beat plague monks in a fight and won't charge them, so if you're already holding an objective don't charge off it. There isn't always a nees to fight. Know when to fight, and when to wait. Below are some pictures of silly rat movements that would win me the game. Doesn't matter if it looks stupid, as long as you win.
  19. today I spent some time repainting my banners for my army. I have about 8 flag bearers so it's a long process. Here's a before and after.
  20. Seeing as every man and his wolf-rat has done a breakdown of their favorite faction, I'm gonna put forward one of my own. The goal is to only make claims based on experience and playtesting here, not making claims built on untested math-hammer. This blog post will cover the battle traits of Clans Pestilens, which are called "Strength in Numbers" and "Echoes of the Great Plagues". Strength in Numbers No two ways about it, this is a solid battle trait. on average it'll net you an extra 2 bravery, and if your monks are near a furnace (they are) that's an extra 1 bravery again. Suddenly your plague monks are bravery 8. Is that braver than a Stormcast Paladin? It sure is. This is a fantastic battle trait and I would expect to see all skaven alleigances feature this (Skryre does too already). I would play Pestilens Alleigance over Maggotkin or Chaos Grand Alliance just for this, even without Echoes of the Great Plagues. Which brings us smoothly to... Echoes of the Great Plagues Ain't this a treat. Given you're already spamming prayers (What even is the Rule of 1 lmao) this is just icing on an already rotten and tasty cake. On an UNMODIFIED (don't even think about it Neverplague) roll of a 6 from a Plague Priest or Furnace when praying you get to pick one of 5 uberplagues to throw at your opponent. Almost all of these feature the clauses "within 13 inches" and "nearest possible" so don't go expecting to roll a 6 and win the game, you have to work for it Plague Priest. Let's take a look at the contenders. The Neverplague - For the rest of the game, add 1 to the prayer rolls of all PESTILENS PRIESTS in your army for the rest of the game. It's solid, non situational and best used early. The trick is to spam prayers in turn 1 with everything you have to get this. Nothing within range to debuff? Target the ground with the Pestilent Breath ability. A lucky 6 on turn one will have you praying like the pope the rest of the game. Don't be dumb however, if the enemy is nearby and you can damage them heavily with one of the other Great Plagues then TAKE THE SHOT. The Redmaw Plague - I want to love this one, but damn is it hard to get off. The nearest enemy hero within 3 inches of it's allies but not within 3 inches of you is yours during the combat phase. I've pulled it off one or two times, but the wording on it is super limiting. Maybe this will go off once in a while and be a game changer, but it's mostly just super situational jank. The Bubonic Blightplague - This one is probably my favorite. It's short sweet and to the point. The nearest enemy within 13 inches takes d6 mortal wounds, and if they die the nearest enemy to them takes d3, if they die, nearest enemy takes d3 ad infinitum. Don't expect the combo chain to happen, but that isn't what makes this good. D6 mortal wounds is a hell of a lovetap, never understimate it. The Undulant Scourge - I like this one. Kind of odd and very unique, the Undulent Scourge (or as i affectionately refer to it, Pestilens Nuke) is a tasty wee plague that lets you select a MODEL in the nearest unit within 13 inches. Yes, select a model, this prayer is one of less than a handful in the game that lets YOU decide where the wound goes, not the enemy. Anyway, the assigned model takes a wound. The fun doesn't stop there however, now every model in the unit within 3 inches takes a mortal wound too. Did you just blow a hole in a mystic shielded unit of Dreadspears sitting on an objective with 17 mortal wounds? Yes, yes you did. This isn't situationally good, it's situationally insane. The Crimsonweal Curse - Sadly GW kind of phoned it in on the last ability. The nearest unit with 13 inches takes a single mortal wound. They proceed, as well as every enemy unit within an inch of them, to take one in each of your hero phases for the rest of the game. Would be ok if the range was 3 inches, but it isn't. Use it if nothing else applies, and that's about it. Hope this helps out if you're just getting into Pestilens or you're just here to know thy enemy. Up next will be an analysis of the Command Traits and Artifacts of Clan Pestilens.
  21. Today we're gonna talk about building a Pestilens list that can handle a standard 5 game, two day tournament event. There's a lot of considerations to take into account, and you aren't going to get it right the first time. Me personally, I had to get my ass handed to me in no less than four consecutive tournaments before I started doing well. So lets get onto it. Threat Management Can you deal with the common threats of the game? Are you ready to get turn 1 charged? Are you able to face a list that doesn't place a single model in deployment then appears all around you and within you? The good news is yes, you have access to these tools. Almost as a given you'll have a lot of bodies (If you're playing 2k games and have less than 90 models I will reach through this screen and trottle you degenerate Plague Priest) and lots of bodies are how we deal with this. Turn 1 charge? Ok, heres a line of monks the length of the table, and another line 3 inches behind it to immediately countercharge after the first line is wiped and immediately erase the enemy army. Deep Strike list? Neat, try and find an area NOT within 9 inches of a rat after leaving us turn 1 and we run our troops and spread them maximum cohesion across two thirds of the table. Deal with that Clan Skryre you heretics. Your army only has 6 different warscrolls oh faithful follower of the plague, so it's time to start learning what the wascrolls everyone else uses. Learn their strengths, their weaknesses, and exploit both. Being a Threat A good friend of mine who has won more games than I've painted monks likes to say, can you reach out and touch your opponent? Now he doesn't mean literally, though a future article will indeed cover poisons that can be ingested through the skin to be smeared on sticks. What he means is can you make your opponent feel threated at all stages of the game? Can you make them hesistate and stumble rather than charge confidently forward? Again, the answer is yes. Sadly you're at a tournament, so the opponent knows that line of dimminutive weak looking robed rats will absolutely ruin their day given half a chance ad won't underestimate them, but we can exploit this. Waste a few rats on charging forward erratically at the enemy, it will really freak them out. They won't want to come within 12 inches of them and this is exploitable. The big question however is, can you strike them in all turns and phases in some way? Only one concern jumps to mind, Turn 1 Battle Round 1. Pestilens have no reach, and no real way to guarantee a turn 1 charge. We have a catapult, but it mostly isn't great. So your choice is to take a catapult, or ally in something else. Consider Gutter Runners, an Arch Warlock or Warplock Jezzails. Know when to hold em, know when to fold em So you're matched with a hard counter. It's never fun watching the Tzeentch player deploy Skyfires or Bonesplitterz player sifting through his models with a shovel trying to find that last Arrow boy. Don't give up however, generalship is everything and when the warscrolls fail you, you have psychological plays. If you approach a game feeling already beaten your opponent will pick up on it and play all the harder (some say Tzeentch players can smell poor resistance to shooting). If they clip your wings and you can't win objectively, don't fold. Don't pack up your models prematurely. They immediately get full kill points, and you lose the chance to score more. Do your best to score a minor defeat, not a major, which are still worth something and therefore money in the bank, and failing that... Take every damn model off them you can, play to the last rat. Get every kill point you can, these can push you up the rankings in the event of ties and are not to be underestimated. Have Fun Yeah it's cheesy but ****** it, at the end of the day you're spending a small fortune and considerable time painting for fun, and you should have just as much fun playing the game. Don't play where the only way to have fun is to win, play to enjoy your army and learn to be better. Accept that you can lose and push forward anyway, because the win you didn't expect is a win more treasured.
  22. Todays post is all about matchups, and how Pestilens fares in them. Now because of the nature of the army, matchups are more important than I would like to be honest, so it helps to know them. These are based primarily off experience, I haven't faced all the armies (popular ones at least) in the game so some of these will be experience and some will be educated comparisons. I'll grade them in advantage, major and minor. Blades of Khorne - Minor Advantage to Blades of Khorne A combat based army, and a good one. Ordinarily Pestilens will blenderize anything that fancies itself a combat favoring army but these guys are a little different. They have a massive range of options, we have 6 models all up. The build paths open to them let them be MORE than a combat army, something Pestilens can't actually do. Essentially it boils down to who hits who first. This is one the few matchups were Plagueclaws are actually good due to the favoribility of Bloodletter Bombs and Bloodreaver Hordes. Overall you want to be the one who gets the first charge off and make sure your units have the Furnace prayer that lets them fight one dead, you'll need it. Disciples of Tzeentch - Major Advantage to Disciples of Tzeentch Lol don't even get me started, the weakness of Clan Pestilens is no ability to deal with long range and movement shenanigans. Run up, charge to get closer to objectives and pray you can last longer than they can throw spells. Skyfires are the devil, Horrors are just annoying and the Gaunt Summoner will quite literally light you on fire and roast marshmellows on the corpse. The best strategy when facing Tzeentch with Pestilens is to either avoid it or whine about balance in chat groups. Take an Arch Warlock with a Balewind and try play them at their own game, but ultimately this one is a little skewed. Sylvaneth - Minor Advantage to Clan Pestilens This one used to feel on par with Disciples of Tzeentch until playing them a bit more, and of course the meta no longer favoring Kurnoth with bows. The trick is to take the field before they take the field, by any means necessary. Run in the first movement phase, charge anything within reach if you went second, do anything you can to get in their face. They put wildwoods in front of you? ****** em, run straight through it. Charge through it ideally. If you think the Dangerous Terrain effect is something to be afraid of, you are a coward or too considerate of your rat's lives, and neither of these traits are found in good Pestilens players. Get on top of 2 or so objectives and refuse to leave like a disenfranchised family member on Christmas, and god willing victory shall be yours. In a perfect world they'll run lots of Revenants over dryads and you drown them in dice, asking your opponent with a smug smile if he'd like to use Martial Memories to reroll one of the failed 30 saves. Kharadron Overlords - Neutral This is a weird one. Kharadron Overlords are dwarves, but only in the sense that they're short. They aren't slow, they aren't sturdy and their beards are a solid source of iron intake. Kharadron are like life, they come at you hard and fast. This is sometimes a good thing, sometimes terrible. So basically, what it comes down to is if the Overlord player invested in weight of shots (good for you) or they invested in high damage weapons like Drill Cannons (You're screwed). With weight of shots they can't actually kill enough rats for it to matter before they're on the recieving end of a plague monk charge, and oddly despite those boats being in the sky we can still smack them back down. Surround the boat and they can't deploy it's contents, which is even better. However with the Drill Cannons and so on we lose our Plague Furnaces on turn 2, Corruptor turn 3, and the game shortly after. Their weakness is the terrible range of pretty much all shooting that isn;t on a Thunderer or Ironclad, ours is they actually have guns. Play the objectives and bait them into range. Flesh Eater Courts - Major Advantage to Clan Pestilens This one is fun. They have no shooting, and they want to be in close combat. Naysayers would say "but Aiden, they can bring back their troops and we can't!". To that i say, ever seen Ghouls put out 40 wounds + several mortal wounds before saves are made? Probably not. Yeah Ghouls can regnerate lost troops, but only when a nearby Courtier does it for them. A wee, little Courtier with a weak save and fewer wounds. Slash him down to size with prayer spam. Flesh Eater Courts are an infantry spam buff army, just like Clan Pestilens, we just happen to be WAY better at it than they are. Butcher what they throw at you and take the field, if their characters get wise deal with them by throwing a Plague Furnace their way. Ironjaws - Minor Advantage to Clan Pestilens Ironjaws are a semi-elite army that don't put out massive damage but make up for it by being relatively tricky to kill. This is the matchup where discretion is the better part of valor for Pestilens. Try and go around them to get to objectives, don't hesitate to retreat if it means snaking behind them to get where you need to go. Multiwound infantry means no half measures, if you engage them engage them with all possible force and sweep them aside. Time spent fighting them is time wasted and that's what they want. Use prayers to make sure your monks can easily wound and trigger dice roll of 6 or more effects, don't waste time trying to d3 mortal wounds them to death it takes way too long. Bonesplitterz - Major Advantage to Bonesplitterz Interestingly this is an easy game really if they don't take Kunnun Rukk. Jokes on you however, they pretty much always do. Theyre surprisinly resilient and tying them up in combat doesn't stop them shooting you. And dear god will they shoot you, again and again and again. It's like facing the easier to batch paint version of Free Peoples. Try and kill the leaders to stop the batallions workind and take a Plaguesmog with Vexlers Shroud on the Furnace so it's -2 to hit. Thats basically all the counterplay there is here. Stormcast Eternals - Minor Advantage to Pestilens The boys in gold, a very diverse force with a lot of options. If we assess Stormcast at their base weaknesses, which is having to deal with weight of numbers and mortal wounds, we have a clear and easy advantage. If they play Vanguard and keep running away and shooting us it's a bit harder. If they play Aetherstrike it's an uphill footslog through the shittiest parts of Chernobyl. Play the game to the objectives, take the table to prevent Borne by the Storm and Lightning Chariot and do your best to retain your high numbers. Fireslayers - Major Advantage to Fireslayers If they're smart and take a bucketload of Vulkites you'll drown in them. If you can get around that or maybe pepper them with Plagueclaws it will be ok and you'll pull an objective victory. Magmadroths are terrible, 20 plague monks will wipe one out easily. They can't get their axes into range (unless under runic effect) without coming into charge range so bear that in mind. They're hard to shift, and they'll outlast you ten times out of ten. Avoid getting bogged down and charge the less defensive stuff like Auric Bezerkers and Hearthguard, and for the love of god stay away from the Grimrath Bezerker. Seraphon - Minor Advantage to Seraphon Our mortal foes, the artist formerly known as Lizardmen. Their strengths are defense against rend, their weakness is mortal wounds, so you might think, where is their advantage. Lords of Space and TIme. They can retreat across the table without it even being a retreat, dump a line of Saurus Guard in our way, and abuse long range magic which we can;t really unbind, as well as unbinding any few attempts we make at casting. Also the Verminlord is a Chaos Daemon which they specifically do well against. Comment what more you'd like to see, fellow Pestilens player.
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