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Found 8 results

  1. Hey there fellow Acolytes, figured I might as well do some posts relating to the rules spoilers we will be getting leading up to the battletome. To preface this, it's important to acknowledge all rules we are shown are in a vacuum, we have no idea what other changes may be coming that supplement or affect these rules. But that being said, let's dive straight into it. Kicking off strong. Now "Overwhelming Mass" is exactly the sort of thing I expected with a new Skaven book, it both rewards and strongly pushes taking large unit sizes, which often with Pestilens I wasn't wont to do due to it potentially setting up a bad battleshock. THAT BEING SAID, I think it is extremely, EXTREMELY unlikely the Plague Monk warscroll hasn't had more than a few changed to accommodate this rule. "Strength in Numbers" is also here making a return. I've sung this one's praises in previous blog posts before, it's neat it's clean and it does exactly what you need it to do. Glad you're still here with us buddy. Well well well. "Lead From the Back" is one hell of a rule. Sylvaneth Superstar Lee who I play regularly has started making a habit of shooting his allied Deepkin eels across the table at me and assassinating Priests / heavily damaging Furnaces, and this will provide some insurance against that. It also helps to negate the drawback of the Priests needing to be right in the thick of it with their 13" range prayers. "Scurry Away" is neat as hell. If the enemy doesn't activate into it in time, the Plague Priests and Plague Furnaces can just LEAVE the combat instead of fighting. If the Verminlords get this I'll be shocked, but if they do I'll be a very happy man. This one is a spell for Grey Seers specifically, but it's not far fetched to imagine we will be making a greater use of those under the new ruleset. "Splinter" is funny as hell, you can either use it to casually remove that Daemon Icon Bearer and prevent them from cheesing their way through the battleshock phase, or you can shoot for the moon and try get that cheeky 3+ and knock off a Blood Knight. It's neat and has decent enough utility. On top of all this there were a few little hints scattered throughout the article. "Pestilens players will find their allegiance abilities familiar" implies the return of Echoes of the Great Plagues, but given they gave us 4 other allegiance rules I wouldn't be surprised for it to be a little diminished. The confirmation that every clan has Command Traits and Artefacts means there's a good chance our existing ones have been reworked somewhat to accommodate the new rules. I imagine we'll have a few days of Flesh Eater Courts spoilers (boo, hiss, who cares) interspersed between glorious Skaven rule releases, so i'll check back in a few days when we have more info. As always, leave your thoughts below.
  2. 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.
  3. The last tournament I attended in 2017 was the NZ Masters. Attended by just under 20 people (suck it 9th Age), it was a massive event attended by a host of extremely skilled players. I was there too. This is the list I ran for the event. Allegiance: Skaven Pestilens Leaders Verminlord Corruptor (220) Plague Furnace (200) Plague Priest with Plague Censer (80) Plague Priest with Plague Censer (80) Plague Priest with Plague Censer (80) Screaming Bell (200) Battleline 30 x Plague Monks (210) - Foetid Blades - Pestilens Battleline 20 x Plague Monks (140) - Foetid Blades - Pestilens Battleline 20 x Plague Monks (140) - Foetid Blades - Pestilens Battleline 20 x Plague Monks (140) - Foetid Blades - Pestilens Battleline War Machines Plagueclaw (180) Plagueclaw (180) Battalions Congregation of Filth (140) Total: 1990 / 2000 Allies: 200 / 400 Wounds: 153 With this list I managed to go 3/5 Major WIns, a huge achievment for me as all 3 of the players I defeated are in my eyes leaps and bounds ahead of me in skill and all people I would aspire to be as good as at the game. Frankly looking back I'm honestly not sure how i beat them. Game 1 was VS Lee and his tree people, in the GHB16 scenario "Border War". Lee took the Dreadwood Wargrove, which for those unfamiliar is the spooky sylvaneth batllion that makes use of Spite Revenants and let's the army gain d3 starting abilities, which all affect the first turn of the game. He teleported a bunch of dryads directly in front of my forces to prevent me from leaving my deployment, then shuffled his troops around the table taking 3 of the 4 available obectives, shooting up to 5 Victory Points. As my turn begun I let loose all my firepower on the line of dryads (The Screaming Bell rung up a bonus to casting rolls, handy) and mortal wounded them into oblivion, washing away 18 of the 30 dryads. This gave my plague monks room to leave deployment, and I had my eyes on revenge. I immediately moved them in the direction of the eastern midfield objective and charged 20 rats through a wyldwood. I lost 2 rats to the trees and they immediately shoved the Revenants they reached via charge into a meatgrinder, taking the objective for the Horned Rat. I also managed to take the western midfield objective by swarming 30 rats at some Revenants over there, taking it over by weight of numbers. Once i secured these two points I essentially spent the rest of the game keeping my rats smack on the two midfield objectives and shaved down any threats at distance with my catapults and magic. In the end Pestilens won the day, dribing back the hated trees. Game 2 was VS Tim and his Skeletal Legion, playing "Starstrike". Never been keen on facing TIm, anyone hard enough to play Death through the long winter of it's discontent and still come out on top against armies with updates and battletomes is not someone you want to take lightly. However, fortunately for me the matchup was favorable in my direction and even the dreaded 40 man skeleton bubble crumpled before the buff stacked 30 man plague monks. I got off a Great Plague every single turn, which was a massive boost. At one stage Arkhan the Black erratically turned his Dread Abyssal onto a group of Morghast Archai floating next to him, which was disturbing. I held all objectives for the majority of the game, despite losing 80% of my army by the end. Major Victory to Pestilens. Game 3 was VS Shaun and his Murderhost, playing the GHB16 scenario "Escalation". Man, this game was horrific. Shaun is a deadly player who brings actual strategy to Khorne, never good for his oponents. Shaun actually handed me my frst major defeat in a tournament, in my very first tournament game. Being seasoned AOS players and both being aware the game is nothing more than a brawl in the middle, we did the gentlemanly thing and lined up our bloodletters and plague monks as close to each other as we could in deployment, and proceeded to throw buckets of dice at each other for the next hour and a half. Pestilens' ability to fight after being killed however assured that my troops were getting at least a chance to fight, and at best two chances to fight. Also the fact that bloodletters' mortal wound ability is what makes them lethal isn't as useful against an army with no saves anyway was quite the boon. In the end after an hour of 2 lines of troops fighting one another I pushed out my half of the table and took the field, winning objectively. Game 4 was VS Matt and his Aetherstrike Force playing "Three Places of Power". You know when looking back at life you can spot one particular moment where it all went bad? Good god it was here in this game. I didn't even leave my deployment mostly, I lost 5/6 of my heroes before my second turn, scored a single point to his 14 or something and barely even moved my army before taking it off the table. Shooting is a terrible matchup for Pestilens, and Aetherstrike is the premier shooting list. Feedback from this game? Matt should have at least taken me to dinner first. Major Defeat to Pestilens. Game 5 was VS James and his Changehost playing "Scorched Earth". I've always wanted to beat James Page, when I first started playing he was the top of the scene, and took out the first tournament I played in with 5 Major Victories handily. However today wasn't fated to be the day. He used the Changeling and the Changehost ability to swap a big unit into my army on turn 1, and destroyed 2 of the 3 objectives on my side. This effectively ended the game for me, but not knowing when to give up is one of my issues. I pulled back a respectable amount of points, bringing the table to 8/12 to him, but couldn't cope with the Tzeentch mortal wounds and went down in the end. Major Defeat to Pestilens (I'll get you one day Jim). Overall a great day of gaming, I caused a lot of unexpected upsets and played to the best of my ability. Next year I'm going for podium at the masters, so look forward to that.
  4. An important part of improving play is constantly working and innoavting your list, changing it as you learn new things about your army. This post is taking a look at the force I personally ran for the majority of the NZ AOS 2017 tournaments, and an overview of how it went. Here's the list. Allegiance: Skaven Pestilens Leaders Plague Furnace (200) Plague Priest with Plague Censer (80) Plague Priest with Plague Censer (80) Battleline 30 x Plague Monks (210) - Foetid Blades - Pestilens Battleline 30 x Plague Monks (210) - Foetid Blades - Pestilens Battleline 10 x Plague Monks (70) - Foetid Blades - Pestilens Battleline 30 x Plaguebearers Of Nurgle (270) War Machines Plagueclaw (180) Plagueclaw (180) Plagueclaw (180) Battalions Congregation of Filth (140) Foulrain Congregation (200) Total: 2000 / 2000 Allies: 0 / 400 Wounds: 140 Not a terrible list, but looking back with a bit more experience this list needs a lot of improvement to be competitive. Two big errors that are immediately apparent to me now are clear, the first is the fact that Clan Pestilens is a horde army but I only have 70 rats here, and the second is the fact that I'm spending 720pts on a catapult formation that over the course of the tournament would on average only ever kill cheap battleline chaff. Furthermore, the prayers on the Plague Furnace are absolutely vital if you want to run Plague Monks in units of 30 or more, so you shoul take at least one Plague Furnace per unit of 30+, something I haven't done here. The plaguebearers are nice, but this is an agressive army and any point spent towards defensive takes away from the overall army strategy. The last tournament this list was used was NZ Inpeticon in October last year. I went 3 Major Voctories 2 Major Defeats, which isn't a bad result at all. However to learn we look to our defeats, not our victories. I faced a moderately elite, multi wound destruction army that I absolutely should have run over the top of, but lost due to persuing character kills and not reaching objectives fast enough. While hindsight is 20/20, i recognize the mistakes I made here and won't be making them again. My second loss however was against Sylvaneth, a good friend of mine called Lee who I regularly practise against. I went into this game fresh with a jumble of different skaven strats tumbling about in my head raring to go but Lee manipulated the table extremely well, locking me off from sections and forcing me to funnel my rats into a killbox where his Kurnoth Scythes were waiting. This game was straight up murder, I don't think there was any stage where I had a viable method of pulling it back into my favor. Sylvaneth are often a problem for rats, especially when the Sylvaneth player is experienced. I'll get ya next time Lee. Soon I'll post my list for the NZ Masters tournament last month, and go over the results had there.
  5. Alrght up next on my overview of the Skaven Pestilens overview, we're lloking at the Command Traits available as well as Artifacts Skaven Pestilens characters have the option of taking. No need for fanfare, lets get stuck in. Command Traits Malevolent - The general gets to reroll wound rolls of 1. Not great, if you're putting your hopes on a Verminlord Corruptor to face down the enemy army and sweep it aside you're in the wrong army, Clan Verminus has it's dens further down the street. Only ever going to come into effect on a Plague Furnace, and there are better options. NEXT. Diseased - I like the thematic nature of this one. Basically, you roll a dice in the hero phase and on a 5+ someone within 3 inches of the general gets smacked with d3 mortal wounds. Not terrible, just remember to actually do it if you chose it. Master of Rot and Ruin - Hello hello, this is the one you want. If they're a Plague Priest, reroll to prayers. If not, they get to the Pestilent Prayers rule from the Plague Priest scroll. Neat ona Verminlord, and cool on a Plague Furnace too. Hard to go wrong with this one. Fanatical Leader- Add 1 to the attacks characteristic of all the general's melee weapons. Jesus, the Verminlord already hits 10 damn times adding 1 more isn't going to suddenly make him a Warbringer. Funny on a Furnace, useless everywhere else. Verminous Valor - You'd be hard pressed to find a more thematic ability in the entire game. On a dice roll of 4+, the general hands off any normal or mortal wounds suffered onto a hapless group of rats nearby. This is fantastic ona furnace because it's always surrounded by rats anyway. Architect of Death - Pestilens shooting missile units near the general get to reroll their wound rolls of 1. Obviously designed for the Plagueclaw Catapults, unless the Verminlord's tail has finally become a weapon to surpass Metal Gear. Artifacts of Clan Pestilens The Fumigatous - In the combat phase, someone within 6 inches of the bearer takes a mortal wound on a dice roll of 3+. Not bad on the Corruptor, his Plaguemaster ability is triggered by all damage he deals regardless of the source. Not quite an auto take, but not worthless. Brooding Blade - You pick one of the weapons of your general, and any model that took a wound from that weapon but didn't die takes d3 mortal wounds at the end of combat on a dice roll of 6. If you're a clever cookie who splits his attacks between multiple units this isn't half bad. Billious Bell - In your hero phase roll a D6 for all enemies within 12 inches of the holder, on a 4+ they subtract 1 from their bravery. Pretty cool on a Plague Furnace given they're usually in the thick of things. Blistervious, the Living Cyst - Jesus this one is fun. Gives a small buff, reroll 1s to hit and move 2 extra inches, not bad. If you're within 12 inches of a pestilens character in yoursecond or later hero phase however, it jumps to them. Give it to a dud character, then have it jump to the Verminlord who already is running about with his Vexler's Shroud. Godspeed you rabies infested murder monster. The Liber Bubonicus - Well well, the only artifact with massive lore behind it. Plaguemaster Skrolk's old book lets it's bearer be a Plague Priest if they ain't one, and pray twice if they are. This plus Master of Rot and Ruin on a generic Plague Priest makes for a nasty little rat with a chip on his shoulder, and probably the funniest general this army can field in casual or 1k games, The Vexler's Shroud - Enemies subtract 1 from hit rolls when targeting the bearer in the shooting phase. Simple, clean and always useful. That's it for the Pestilens Traits and Artifacts. Next I'll do a unit analysis of the HQ characters, and follow it with the rest.
  6. A while back, before I decided that warhammer wasn't the game for me anymore (some point after 7th was released). I decided that I wanted to make a small force of skaven with a pirate theme. and given the way that my younger self was, I would collect the miniatures, then flit from project to project without really starting anything or seeing it through. so I moved on to mordheim, then got my heroquest figures mostly painted, then my AHQ figures (which I still have a bunch to finish) and the pirates got put on the back burner for the better part of a decade. then Age of Sigmar was released, and I've been reinspired. I actually managed to get my giant rat ogre painted (use as either chaos giant, or hell pit abomination) a friend of mine bought me some storm fiends, the first of which has been converted with a pair of "broadsiders" The first miniature who really got rescued from the lead mountain for this project specifically, was my captain. it was at that point, that I decided I needed to pick a clan, and firm up the theme a bit. I felt it stood to reason that a seafairing clan like clan Skurvey would be in essence, the clan Skyre of the Sea. and Sleekit would be more akin to clan moulder. as much as I relish the idea of giant mutant crabs as hellpit abomonations, I kind of felt the warmachine angle would give it a more cohesive feel. so with this in mind, my doomflayer was painted. I wasn't a big fan of the miniature, so I pretty much used it as a test piece, I wasn't disappointed with the results either. More bases, more machines despite the fact I only have a handful of models painted for this force currently, I felt I couldn't really get away with not having a ship. and a stroke of luck find in a charity shop means I now have one (I think it's an old playmobil one, but it cost a couple of quid, so I'm not complaining) after I stripped down the decks a bit, and removed that cat figurehead, I gave my lustrian pestilens force a test run in there. if I can get a suitably sized ships wheel, I'll be laughing. but for now, the whole thing is having a bit of a restructure I have to note, I have no idea what I am aiming for here, but I also had the thought that I may not get too many nautical battles going with AoS, and even with a charming centerpiece like this, I would be better to give it more versatility, so my plan is to make it an amphibious ship, land and sea. rolling up a beach and through whatever lies ahead. Still plenty of structure work to do, but I tried a couple of doomwheel wheels for size, I think I have settled on getting some laser cut to size now. I wonder how this will stack up next to an empire land ship. -=R286=-
  7. So Deadline 1 had me painting Nurglich (Epidermis) and 10 plague censers. Model count 11 Deadline 2 currently consists of 20 plague monks (140pts) I know, but I am getting there slowly, I think this round may have to just block, dip and highlight. I hate painting non-character infantry. plus I still have 20 bases to do too. Fen beast (Beast of Nurgle) 60 pts. this is him not finished, but after his first dip in the quickshade. A bit more work and definition and he will look less like a sh*t demon, although, kind of appropriate for a beast of nurgle. The model itself is a Malefaux, bad Juju mire golem. This takes my total model count up to 32. which for a skaven army, isn't too bad. I was thinking for the final deadline, given we will have another 500pts to play with. I might go for a Plague Furnace, A verminlord and a couple of chaos familiars. the next hand in is this coming Monday, and I will pop up another entry to show you the finished results on these figures.
  8. What up all so I'm in 2 minds at the mo... Starting age of sigmar from 30k and deciding between Beast Claw and Skaven at the moment Just looking for some input on my proposed Skaven route to see if it's viable, fun to play with and fun to play against. First 1000 pts verminlord deciever 20 X clanrats 20 X clan rats rattling gun team ratling gun team 20 X storm vermin .....adding the following for 1500 warp Lightning cannon stormfiends with warp fire projectors .....and then to 2000 10 X clanrats Arch warlocok another 3 storm fiends (not sure what to arm with) I like the idea of Skaven over Beastclaw curently as there's a lot more choice at lower points levels and I really love the asthetics of the big fiends/vermin lords/thanqol. I also fancy being a bit more shooty as I'm used to playing world eaters in 30k Down side is I'd have to paint a lot more, but I would be able to do it in the 3 points stages above do would be a nice project I feel with plenty of gaming in between Would love thoughts on the lists and any tips you have on being a dirty rat! thanks guys!
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