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Found 386 results

  1. 5kaven5lave

    AoS 2 - Skaventide Discussion

    Now with correct name!! Here’s the new thread for our AoS 2 Battletome. Again, Skaven-speak optional but welcome.
  2. Gaz Taylor

    AoS 2 - Clan Skyre Discussion

    Here is the new thread for discussing Clan Skyre. With the imminent release of AoS 2 (and a lot of the info already being out there), now is the time for us to start afresh on TGA. Moving forward, this will be the main thread to chat about and discuss Clan Skyre in the new edition. I still wholly encourage people to keep their own threads/army blogs within this sub forum and I also think those are a great place to share some photos as I know not everyone frequents the Painting & Modelling section. But this thread is purely for discussion around the faction, things such as (but not limited to) tactics and list building etc. You all know the drill, we've been doing it on this forum since inception! For newer players, I would say the older thread could still be worth perusal and whilst it is now locked for further replies, you can find it here - http://www.tga.community/forums/topic/11269-let´s-talk-skyre/ Really excited to see what we can come up with as a community and I look forward to reading all your ideas and thoughts.
  3. Hey there guys, With 2018 just around the corner, a new AoS storyline about to begin with Malign Portents and hopefully some sweet Campaign Weekends being run at Warhammer World I thought I would begin a new project that I've been thinking about for a while - a Clan Moulder army. I have a good sized Skaven army from the World that was that needs to be updated for Age of Sigmar but I thought I would focus on a single clan for my new army, one I had never touched before. The main thing I want from this new army is to make it look like a horrifying mass of flesh and fur when arrayed on the table, and to me the current Rat Ogre models just don't fit that vibe - so as my first unit I have begun converting the Stormfiend models into normal Rat Ogres with, I hope, some success! Let me know what you thing and I'll hopefully be back with some more soon!
  4. Event Preparation: ChariCon Upper Hutt First event with "New Skaven" This coming weekend the Wellington Region in New Zealand (The Capital Region, the Best Region, the Once-and-Future Region) is playing host to a new style of event called ChariCon. The astute among you will notice this word is a mash-up of the words "Charity" and "Convention", which believe it or not is no mere coincidence. 100% of the proceeds and revenue generated by registrations and various charity raffles and the like over the weekend will go towards Cancer research, and the tournament doesn't count towards the National Rankings so a huge portion of new players are coming along to get their feet wet and the established players are treating it as an excuse to run fun, non-optimized lists and have a good time just socializing. What better opportunity to take my new army for a spin in a tournament style event without causing my ranking to suffer when I inevitably crash and burn? The list I'm taking is largely things that I already have painted, given my work and home lives have been extremely hectic the last few weeks I didn't want to gamble on having painting time. I got my Gnawholes purchased and I have will need all of the roughly 12 minutes spare time I get each week to get them at least drybrushed. With the next few events being only 1250pts till Notorious Grand Tournament in May my stock of 100 Plague Monks painted to a high standard will get me through painting rubrics, but I'm working on the remaining 60 for the big event. I padded the numbers in the list with some Plague Censer Bearers, which aren't exactly top tier but I converted my own out of Stormvermin and so help me I will run them at least once this year. Without further ado, I present the list: Allegiance: PestilensMortal Realm: UlguLeadersPlague Furnace (180)- General- Trait: Master of Rot and Ruin - Artefact: Liber Bubonicus Plague Priest (80)- Artefact: The Foul PendantPlague Priest (80)Battleline30 x Plague Monks (210)- Foetid Blades30 x Plague Monks (210)- Foetid Blades30 x Plague Monks (210)- Foetid Blades5 x Plague Censer Bearers (60)5 x Plague Censer Bearers (60)BattalionsCongregation of Filth (160)Total: 1250 / 1250Extra Command Points: 1Allies: 0 / 200Wounds: 122 Before anyone asks, no Warscroll Builder hasn't been updated with the Skaven stuff yet I just tweaked it in a word document, I imagine it could be a while before it's updated. To start, one can clearly see the absence of the Verminlord Corruptor. I opted to take the Plague Furnace kitted out with both the Artefact and Command Trait that boost it's prayer effectiveness, in the hopes of getting an early Neverplague. The issue with taking the Corruptor is a small scale game is you need to give him a lot just to make him capable of praying, while the Plague Furnace benefits much more from it at this game size. The two priests on foot are there for two reasons; Hero models for Three Places of Power, and absolutely abusing the prayer mechanic (as always). I've given one The Foul Pendant to deal with non-optimized casting given the event is running Realmsphere rules and each army with a wizard will have access to an extra spell. Three units of 30 Plague Monks are just plain here to party and not go anywhere thanks to Altar of the Horned Rat + Plague Altar making sure they don't take casualties from Battleshock and have a bit more durability. Given they aren't units of 40 I had to select command options rather than just taking them all like the good old days, and opted for Banner of Contagion (6's to wound inflict 2 damage instead of 1) and Bale-Chimes (6's to hit are resolved at -1 rend). I opted not to take the Doom Gongs (+1 to Run and Charge) as i'll need to spend my excess Command Points on SOMETHING, or the Icon of Pestilence (roll a dice when a model is slain in combat, on a 6 the cause takes 1 mortal wound) as I plan to hit first and inflict massive casualties, rather than putting efficiency into being on the back foot. The Plague Censer Bearers are here, good for them. They'll either get set up in bubbles around the Plague Priests to keep them alive or used to push the Plague Furnace around. Perhaps used as a wall or some other suicidal task befitting a unit of their... pedigree. Congregation of Filth remains the mainstay Clan Pestilens battalion, even without providing re-rolls to charge. The 6+ ward save (a save that works against both unsaved wounds AND mortal wounds) is neat and it's wholly within 18" requirement is nothing to worry about. This combined with the fact Plague monks now have a 6+ armor save makes them doubly durable against no-rend attacks. I may be taking a risk taking it at 1250pts given it's 160pts not being spent on more bodies, but risk is the only way to test results. The plan with the army is relatively straightforward. Surround the Plague Furnace with two flanks of Plague Monks heavily buffed up and charging forward forcing the enemy's attention, while the rest of the army pushes up the other part of the board and forces them to split their forces. The Plague Priests will get stuck in on the front lines using Lead from the Back to remain healthy despite being in the thick of it, and the Furnace will (ideally) hang close enough to it's units of Monks that it doesn't awkwardly come to a halt. Looking forward to really stress-testing the list and having a great weekend rolling dice and pushing toy soldiers around for charity, see all of my NZ peeps there.
  5. Hanskrampf

    Battletome Skaven

    Skaven are done. And I realized that I forgot to put up a Blog uzpdate for the Gloomspite Gitz, so I'll link them too. If you're waiting for Flesh-Eater Courts, a workable version will follow today. A minor update for them follows as soon as I get hold of a high res picture of the battletome cover artwork. And of course, updates in a few weeks when the release errata drop.
  6. Hanskrampf

    Allegiance Cards: Skaven

    Version 4.00.00

    24 downloads

    Age of Sigmar started out simple enough. But the first General's Handbook changed a lot of things. Suddenly you could personalise a few things for your army with command traits for your general and artefacts for your heroes. Then dropped the first battletomes which included allegiance abilities. And the amount grew rapidly. Because I don't like flipping back and forth in my books for every other ability, I created some cards to help keep the important rules right at the table, beside your models. All cards are available as print files with 3mm bleed and cutting marks, as a 'web' version (for viewing on smartphones/tablets), US letter and DIN A4 printing sheet. each set contains: cover / card backside, Battle Traits, Command Traits, Artefacts, cards for spell lores and faction specific skills card size is 63 x 88 mm (same as Pokemon, Magic, 40k Datacards, etc.) language: English I tried to keep the original wording, but sometimes I had to abbreviate it to fit on the card without scaling down the font size. The rule intentions should still be clear. 'Dice' was continuously replaced with D3 or D6, 'wound roll' with 'To-Wound roll' (same for hit), 'Mortal Wounds' sometimes with 'MW' each set can be stored in a faction specific card box, with contents listed on the back (instructions) If you find any errors or have suggestions, please let me know. I had fun creating these cards and hope people will find them useful and have fun using them in their games. All rules, artwork and the Age of Sigmar logo © Games Workshop PLC These cards are for personal use only and you should always keep your General's Handbook and/or Battletome nearby to solve any conflicts from bad wording on the cards. These cards are only a playing aid and never could nor should replace an official publication. Please let me know if I have used anything you would like to be removed. Overview and changes
  7. Hi and welcome. I'm Russ and I work in miniatures design for tabletop, rpg and boardgames. I've been working in the industry for seven years and I am currently the studio lead for a UK based minis and boardgame producer. I'm also a big hobbyist, and I am currently working on a new Skaven army for AoS. However, let's be honest, some of the minis in that range are less than ideal. I fact I remember selling a few of them when I worked at GW myself. And I left in 1999... So, to make my awesome new Skryre list look as good as I can, I'm harnessing my experience in minis design, and my new 3d printer, to update and modernise my list using current plastic kits as a basis, and creating parts to turn them into whatever I need. I'm going to blog this on here and on my gmsibg group page as I thought the process might be interesting, as it'll show a lot of the stuff that happens behind the curtain with minis manufacturing. And it will hopefully lead to some cool pictures of skaven bad asses. To begin! My skryre list is not totally locked but I've immediately identified the issues with acolytes and jezzails as my first target. For both, I'm going to use storm vermin as the torso bases and create arms, heads and accessories to change them up. My initial work is shown below... I aim to have the complete kit done in the next few days.. And on Thursday I'm setting up the new 3d printer I just bought! I'll detail that too, in case anyone else is thinking about getting one! Until Wednesday...
  8. NZ Masters Tournament 2018 Road to the Top Overview With the New Zealand Masters Tournament 3 weeks away, and list submissions due in 6 days, I figure it’s close enough to talk about my preparation for this tournament. Unsurprisingly, I’ll be running the Pestilens allegiance and going for the top, with the goal yet again of being the first Clan Pestilens player to win or place a major event. Over the last 2 months my list has gone through a heavy amount of changes, and I ran a version of the list at the recent Notorious Hammer tournament to test the waters as well as countless practice games with close friends to streamline the list and reach a standard of consistent performance I’m happy with. The NZ Masters tournament is an invitational tournament, where the top 20 players n the NZ rankings are offered places at the event and then the invites work there way up from 20 if people decline. The New Zealand tournament meta is relatively consistent and features roughly 20 consistent contenders at most tournaments with a few more players that make the odd tournament here and there, and most people are known clearly for the lists they take and change them rarely. The most popular armies currently are Stormcast Eternals, Nurgle and Legions of Nagash, with the rest of the players displaying a wide variety of forces from all Grand Alliances. This being the case, for anyone to be a contender for the top spots they have to pack tools that let their force deal with decent armor saves, long-range magic and large numbers. All the recent winners of local tournaments will be attending the Masters, and with every player being in the tier of rankings where they on average win 3 or more games in a 5-game event the competition is guaranteed to be fierce. The Event The tournament follows the same pattern as most tournaments, 5 games with 3 on day 1 and 2 more on the second day. Realm Artefacts are available for list building, but the Realm Spells and Realmscape effects will not be. While most NZ tournaments have relaxed painting standards, 3 color minimum at most with the incentive to paint your army being bonus hobby points for the soft scores, at the Masters a model that is not painted to a degree that demonstrates completion (based, highlighted, washed etc) will simply not be allowed to be used. The tournament is in the Kapiti Coast region of NZ, a 45 minute drive from the capital city hosted by the local wargaming club there, who hosted the event last year as well to great success. My List So without further ado, here is the list I’ll be taking in the tournament. Allegiance: Pestilens Mortal Realm: Aqshy Leaders Verminlord Corruptor (220) - General - Trait: Master of Rot and Ruin - Artefact: Magmaforged Blade Plague Furnace (180) - Artefact: Liber Bubonicus Plague Furnace (180) - Artefact: Thermalrider Cloak Plague Priest with Plague Censer (80) Plague Priest with Plague Censer (80) Plague Priest with Plague Censer (80) Battleline 40 x Plague Monks (240) - Foetid Blades 10 x Plague Monks (70) - Foetid Blades 10 x Plague Monks (70) - Foetid Blades 10 x Plague Monks (70) - Foetid Blades 10 x Plague Monks (70) - Foetid Blades Units 5 x Gutter Runners (60) - Allies 5 x Gutter Runners (60) - Allies 40 x Clanrats (200) - Rusty Spear - Allies Battalions Congregation of Filth (170) Congregation of Filth (170) Total: 2000 / 2000 Extra Command Points: 2 Allies: 320 / 400 Wounds: 181 So to start from the top. The general of the list is the Verminlord Corruptor. I chose the Verminlord because him being the general means I can give him Master of Rot and Ruin, which means he can pray in the same manner as a Plague Priest (and as of AoS2, also generate Great Plagues on a 6 to pray), as well as him being incredibly mobile so his 12” range auto-pass battleshock range can get where it needs to go. While I would rather give him Sword of Judgement over the Magmaforged Blade, I needed to pick Aqshy for another artefact in the list so I reached a compromise. The twin Plague Furnaces each fulfil a different role. One has been given Liber Bubonicus, shoring up it’s prayer capabilities so it can follow the large unit of Plague Monks around and keep them buffed up. The second has been given the Thermalrider Cloak, a devastatingly useful artefact for a Plague Furnace by giving it an extra 4” move as well as granting it the ability to FLY. By snaking 10 rats around the furnace you can fire the thing out of the deployment zone and halfway up the table, potentially into a devastating charge onto an objective. The 3 Plague Priests are here to spam their breath prayer on turn 1 to get the Neverplague Great Plague nice and early, then spend the rest of the game harassing unit clumps with their breath and stacking debuffs on vital targets. Keeping one of these lads near the two 40-man units ensures battleshock tests won’t ruin them utterly. The Plague Monks are the life of the party. One unit of 40 that can have buffs stacked on it easily and refuse to get off objectives and four units of 10 to run around and suicide into targets and harass flanks. Plague Monks really aren’t something opponents can afford to ignore, but spending time killing them is time spent not targeting the enormous 12 wound threats in the leader slots. If the 40-rat unit isn’t bled down in the early game, the opponent has to deal with an enormous footprint that will tear a hole in anything that can’t commit to destroying it in a single turn, and even then, the Rabid Fever prayer means they’ll still get to take a swing before they die. Gutter Runners are, for lack of any better description, a pain in the ass. They pop up behind the enemy ranks and throw a bunch of throwing knives into them before running in and shanking them. The shooting attack isn’t exactly Skyfire tier but their melee attacks are nasty with decent hit and wound chances and innate -1 rend. Their main strength is that the enemy needs to spend troops on zoning these bad boys out, while dealing with the massed Plague Monks hurtling towards them from the front. Caught between a rock and a very stabby place, such as it were. Clanrats, god bless them, rarely need any kind of explanation why they’re in a list. They’ll run, they’ll charge, they’ll run away and they’ll do it all again. Retreat and Charge is a crazy feature of a very cheap unit, meaning they won’t get tied up fighting other chaff and their big unit size means getting rid of them means a hefty commitment. The only weakness of Clanrats is their propensity to cut and run the moment they start taking casualties. Well, it would be, if we weren’t living in glorious AoS2 and a battleshock test is one Command Point to get out of jail free. The battalions in this list are 2 Congregations of Filth, each comprised of 1 Plague Furnace and 2 or more units of Plague Monks. The only reason I’m taking this is to shave the list drops down to less than 10 to out-drop other armies that don’t take battalions and for the big unit of 40 getting to reroll its charges. Also I needed a bunch of artefacts and command points. Cheers congregation. List Building Process The list above is actually no less than the 17th Pestilens list I’ve ran, with the goal of creating the ideal list for my meta. After every tournament and serious practice game I have gone over what works, what doesn’t, and made the necessary adjustments. The list has gone from no less than 240 wounds at the start of the year, to running multiple endless spells and allied wizards with the Malign Sorcery drop, and for about 2 weeks dropping it completely and angrily painting my Gautfyre Scorch. The end result is unlikely to be a perfect list but is the most streamlined for my current situation and hopefully will prove as much at the masters. Conclusion I’m hoping this will be the even where I at last bring in the big win for my Clan and the group of very scary people breathing down my neck expecting results. If I win or at least podium, I will have completed the goal I set for myself 2 years ago when I finished the second tournament I’d attended with 0 victories and risen to the top of the highly talented NZ Warhammer scene. If I lose I’ll probably nuke my army from orbit and start an Eshin army for the memes. Anyhoo, see you all after Masters in my new blog Clan Eshin Best Clan!
  9. Skaventide Warscroll Changes All Clans Covered Ladies and Gentlemen, boys and girls. Presented here for you, by popular demand, is a total recap of the changed to all the Skaven scrolls laid out by Games Workshop. To the regular readers you will notice the Pestilens scrolls are in here despite already having been covered in a separate article. This is so anyone seeking a total guide doesn’t have to jump between the two. If you’re Pestilens supremacist or an enterprising Nurgle Maggotkin player perusing new options, go check out the separate article if you like. Now on to the meat of things. Masterclan Seeing a few significant changes to the head honchos, and most if not all of them good. Let’s get stuck in with the rulers of the Rat-Race. Grey Seer – increased to 120pts from 100 · Unique spell replaced with Wither, a powerful short range debuff. · Warpstone mechanic reworked to be more risk/reward. · Can cast 2 spells now. · Command ability has been removed. Finally the Grey Seer actually behaves like the erratic uber-caster he is meant to be. 2 spells is a great buff considering the Lore specifically for Grey Seers and the Warpstone mechanic is neat and thematic. Screaming Bell – Remained at 200pts · Confers battleshock immunity to nearby units. · Can’t move without being pushed now. · Same 2 spell buff as the Grey Seer on foot. · Peal of Doom reworked slightly. · Cracks Call range shortened. · Now has a 5+ ward save I was sold from the first point and this thing just gets better as you go down. Everything about the bell is neat and it’s thematic and most importantly, powerful. Verminlord Warpseer – Remained at 260pts · Doom Glaive damage is d3 instead of 3 but attacks 6 times instead of 4. · Now has a 5+ ward save. · Has the ability to accrue extra Command Points. · Command Ability now confers Battleshock Immunity. · Unique spell does d6 damage to target, rather than d3 or 3 to a flyer. · Received the new Verminlord bravery debuff effect. Another big winner, the Warpseer will find himself in a similar position to the Fungoid Cave Shaman, a powerful utility character that can farm command points and therefore get allied to everything that can take him ideally. Lord Skreech Vermining – Remained at 300pts · Same Doom Glaive change as Warpseer. · Thirteen Headed One mechanic reworked so all options are viable. · Now can cast 2 spells instead of one. · Verminlord bravery debuff effect added. · Thirteenth Dreaded Spell unchanged. My favorite Skaven character, Verminking received only a handful of changes specific to himself but they’re highly impactful. His access to 2 spells instead of 1 works well with his Knowledge of the Arcane rule to let him really lay the magical pain. Otherwise Skreech remains a reasonable option for Mixed Skaven, and a bit outclassed by the Warpseer for ally potential. Thanquol and Boneripper – Remained at 400pts · Warpflame mechanic changed to anti-horde focus. · Can mix and match whichever weapon options he wants per arm. · Command ability changed. · Received the Monster keyword. · Unique spell changed to anti-hero spell. · Arkhan the Black level casting buff from Staff of the Horned Rat. The cockroach of the Skaven clans, no amount of stepping on this little monster will ever keep him down. Thanquol emerges in the new book as one of the strongest named characters in the game with a swathe of devastating abilities that keep him strong in all phases of the game. Looking good, Prophet of the Horned One. Masterclan Verdict The Masterclan are looking fantastic after their changes. Im definitely convinced these guys are the undisputed masters of Blight City. There are two big Skaven players in NZ, myself and Mr Mitch Harty (twitter handle is bitch_party), and he’s always been a Thanquol man while I’ve been an adherent of Skreech Verminking. We both came out well from this but Mitch is definitely laughing his way to the bank. The Clans Verminus The soldiery of the rat clans, Verminus bring cheap chaff infantry and heavy hitting elites supported by small affordable leaders and the dread Verminlord Warbringer. Let’s dig in. Verminlord Warbringer – Decreased from 280pts to 260pts · Standard Doom Glaive change. · Verminlord bravery debuff added. · 5+ ward save added. · Punch Dagger has the chance to massively increase damage on a 6 to wound. · Receives combat bonuses for nearby rats rather than for charging. · Command ability is now wholly within. · Can now cast 2 spells. · Death Frenzy spell upgraded to target d3 units instead of just one. This guy saunters in and single-handedly makes Verminus Allegiance viable. We don’t even have the full picture and I can safely, SAFELY say this is a thing and this guy will lead it. Fantastic changes across the board that turn this lad from a brutal close combat sledgehammer to a powerful leader and support character… and a brutal close combat sledgehammer. Clawlord – Remains at 100pts (Renamed from Skaven Warlord) · Scurry Away mechanic replaces original retreat after fighting ability. · May only take the Warpforged weapon option now. · Command ability unchanged. Losing the other weapon options isn’t exactly a big deal as no one ran them anyway. Scurry Away isn’t as good as the old ability where he would fight then have a chance to run immediately after, but at least Scurry Away isn’t on a dice roll. In Verminus armies this guy can take a command trait along with every other Clawlord, so that should be quite interesting. Clanrats – Remains at 120/200pts · No longer receives combat buffs for being a large unit. · Shields now work against any damage rather than turning off against damage higher than 1. Changes to these guys are more in the Allegiance Abilities for the army than on their scroll. They still retreat and charge which is all anyone ever wanted from them anyway. Stay golden pony boy. Stormvermin – Remains at 140/500pts · Exact same shield change as Clanrats. · No longer get buffs for outnumbering their opponents. The changes to these are more in line with the fact that they are receiving so much else from the rest of the army with battleshock immunity, buffs to hit and wound and rerolls being thrown around hard and fast. Stormvermin are an expensive unit that require support to be good, but when they are supported there won’t be much this deadly utility unit can’t do. Clan Verminus Verdict A solid, well rounded series of warscrolls that are now believable as their own real, tactical force rather than just that time I took 1600pts of Clanrats and Warlords with 2 Screaming Bells allied to cheese a local store event. I look forward to seeing people crying on twitter as they realize how much detail their 89th Stormvermin actually has on the model. The Clans Pestilens My once and future army. My hard-cover Pestilens battletome was bought a week after their release, and it’s no secret my desire to play and win the army borders on the fanatical and unhealthy. I’ve annoyed many a person with constant deranged rants about why its fair the Plague Monk warscroll has more words than the Old Testament and I feel not just qualified but entitled to review and break down this section of the clans. Verminlord Corruptor – Increased to 260pts from 220pts · Unique Spell changed so that it does more damage, but no longer spreads. · Plaguereapers don’t reroll all their hits anymore but inflict mortal wounds on unmodified 6s to hit. · Plaguemaster now does AoE mortals around the Verminlord rather than tick off creatures that have already been hurt by it. · Received a 5+ ward save. · Received a passive bravery debuff to nearby enemies. · Command ability now grants rerolls rather than additional attacks. Big Cheese himself came out looking pretty good. Can’t help but feel that Plaguereaper change will have an FAQ saying he can’t take the Sword of Judgement on top of that ability so goodbye to that. His prior weaknesses (no rend, terrible survivability) have been fixed, and his strengths (two casts, high attack volume) made it through unscathed. Good changes, though I will miss his old unique spell even if it wasn’t exactly good. Plague Furnace – Remained at 180pts · Altar of the Horned Rat now just makes anything wholly within 13 inches ignore Battleshock. · The wrecking ball does far more damage but is a single target instead of AoE now. · The Plague Monk crew actually have attacks now. · It has the same ward save as the Verminlord Corruptor. · It has keywords that prevent it from receiving Look Out Sir now. Good lord GW the Plague Furnace didn’t actually need to be stronger. Yeah it can’t benefit from look out sir anymore, but they give it mini Crown of Conquest and a ward save? Like what? This thing only got better. Thank the Horned Rat I have 4. Plague Priest (Both Variants) – Remained at 80pts · Tumbled into one warscroll. · Gained the attack profiles of both original priests. · The Plague Tome once per game activation is gone. · Pestilent Prayers are all reworked (addressed at the bottom of the post) This was always going to happen. Plague Tome + Wither was one of the strongest combos in the Chaos grand alliance, and people were starting to wake up to it. A shame that they had to change him, but it makes sense why they did. A small price to pay for the rest of the changes, as Iskandar Khayon said in Black Legion, a sacrifice is only a sacrifice if it diminishes the giver. Plague Monks – Remained at 70/240pts · All once per game effects removed from command options. · Improved Rend on 6s and rats doing damage when they die left untouched. · Banner now causes 6s to wound to do double damage. · Doom Gong now boosts running and charge rolls. · Rerolls for two swords is still here, as is +1 attack for charging. The meat and bones of the army. This one was always going to get changed due to it being a troop unit with more rules than Kairos Fateweaver. But the changes are for the good… or so it seems. All the changes are really strong and benefit the unit. HOWEVER the warscroll specifies 1 in 20 for it’s command options, which likely means the minimum unit size has been upped to 20. Squashes a few of my tactics and will mean some changes. I will however roll with these changes and no doubt actually be better off with them (ideally). Plague Censer Bearers – Remained at 60pts · Aura of damage effect is slightly better. · They receive bonuses for being near monks at a slightly larger range now. I expected nothing and wasn’t disappointed. I was terrified these guys would be the recipient of random buffing that meant I would need to convert another 20 ****** Stormvermin into these, thanks for actually having my back there GW. Plagueclaw Catapult – Remains at 160pts · Receives artillery bonuses if there is 10 or more models in the unit, instead of more than 10. · Does a bravery debuff to victims. I was afraid this thing would get worse not because I use it (I have 3 fully panted to a high standard and they sit in a drawer somewhere) but because I’ve already ragged on it so hard, I wasn’t sure how I would somehow step that up. Pleased to say… that won’t be necessary. It’s slightly better. Changes to Pestilent Prayers and Noxious Prayers The original prayers on the warscrolls of the Plague Priest and Plague Furnace are now gone. They’ve been replaced with new effects that are fundamentally different with bizarre names. · Disease-Disease! (Formerly Wither): So instead of making it easier to wound the victim ala Wither, this is ow the Gaunt Summoner unique spell on a 6. Boo hiss. · Pestilence-Pestilence! (Formerly Plague Breath): It’s the same as before but the bubble is 3” not 2”. It also doesn’t affect Pestilens units, rather than Nurgle units. Neat. · Filth-Filth (Formerly Bless with Filth): Thank Christ it’s still the same. No changes here, and what a boon that is. · Rabid-Rabid! (Formerly Rabid Fever): Add 1 to the attacks of something nearby. So this is where they shoved the Verminlord command ability. I’ll forever miss the old one of this, my monks fighting after death is a MASSIVE part of my army’s reputation in NZ due to me taking 2 Furnaces and making sure it was always active. Pouring one out for you my lad. Clan Pestilens Verdict With widespread buffs to everything in the army and very few points increases, none of which could be called unjustified, Clan Pestilens is shaping up as the big winner of the clans so far. Saddle up lads, I will be your captain for this journey and the destination is, indeed, the podium. The Clans Skryre Blegh, really wanted to not do this one because of the sheer amount of reading and writing involved. I’ll save you some reading if you’re just here for Stormfiends: Yes, they got nerfed and no, nobody has any sympathy. Arch Warlock – Increased to 160pts from 140pts · Warpflame Gauntlet hits on a 2+ rather than being auto hit. · Can increase the damage of his melee weapon and spell at a risk. This could have gone a lot worse for Skryre players given the popularity of this lad. He’s still an excellent caster and his ability to take risk death to churn more damage is purely optional so really he plays the same as he did before. Also Skryre have their own whole table of spells for this guy to reap. 20pts isn’t much of an increase considering that. Warlock Engineer – Remained at 100pts · Slight rework to risk/reward spell mechanic. Almost entirely the same guy. As ever the devil is in the details and the devil here is Skryre’s new warp lore table. It will be interesting to see if other clans take him purely for that given his affordability. Stormfiends – Decreased from 290pts to 260pts · Can now only take squads of mixed weapons, what the box provides. · Warpflame reworked, see Thanquol and Boneripper. · 6+ triggers are now Unmodified 6 triggers. Damn Games Workshop, I’m not even sure if this was necessary. You could have just changed how warpflame works so a unit of only warpflame wouldn’t be hilariously devastating but sadly, new warpflame on a whole unit of these would be blatantly unfair. I’m hoping this leads to greater variety and interaction with Clan Skryre, but it will be a shame if people hang up their fiends for other options. Skryre Acolytes · Can run and shoot now. · Can’t shoot things they can’t see anymore. You were worthless cheap Skryre battleline before Acolytes and that is EXACTLY where you will remain unless the Skryre Battalion brings you fresh spice. No one would take these in mixed Skaven over Gutter Runners, and no one would play Skryre just to have these as battleline. Hopefully you catch this hard pass better than you throw globes. The Weapon Teams (Doomflayer 60pts, Warpgrinder 80pts, Warpflame 70pts, Ratling Gun 80pts) · All overload mechanics guarantee the death of the unit after its attacks are resolved now. · The drill comes up whenever you want but can inflict mortal wounds on the units tunnelling up. · Warpflamer changed to be in line with other warpflame weapons. The only one of these that will see any use outside of being mandatory for battalions is the drill, which now is a lot better given the risk of my 500pt unit of Stormvermin simply never surfacing isn’t a thing anymore. Warp Lightning Cannon – Remains at 180pts · Can double the dice for shooting at the risk of blowing the weapon up. · Now has 8 wounds instead of 6. Being able to choose to double the dice to fire the cannon is pretty awesome, even with the risk it entails. Just remember you have to choose to do it before rolling the power dice… pray you don’t roll a 6. Doomwheel – Increased from 120pts to 160pts · Can double it’s shooting attack at a risk. · Hurts every unit it roams over rather than just one. · Still a chance the enemy can move it instead of you. Look GW you made it better but you didn’t make it 40pts better. I was sold till I saw it can still run over and kill my own things on a bad dice roll and no matter how Skaven that may be, it gets a pass. Warplock Jezzails – Remained at 140pts · 6+ is now Unmodified 6 to hit. No real changes. Convert some up and drop them out a Gnawhole into shooting range. Not much else to say, they’re still good and they will see use. Clans Skryre Verdict Wow Skryre, you are tonight’s biggest loser. All I see here is a faction better suited to being allied than ran by itself. Acolytes are trash, Stormfiends require (shudder) actual skill now rather than just a silly battalion and some dice rolls and the weapon teams will just straight up disappear with one turn of bad luck. The only thing that can salvage this is a solid Allegiance ability and their spell lore to be really good. It’s thematic, but don’t expect pure Skryre on the top tables anymore. The Clans Moulder Ah Moulder, I’ve been looking forward to this. Every Skaven player (and every Skaven player reading this knows this to be true) wants Moulder to be good. And wit an Allegiance ability of their own and a new Battalion, this may not be far from the truth. Let’s see how they fare. Master Moulder – 100pts (New Warscroll) · Whole new unit. · Has the Packmaster whip ability. · Has a command ability that summons destroyed Moulder units to the table. · Powerful range of attacks. Games Workshop you magnificent ******. This with the Packmaster change is exactly what Moulder needed. A powerful support hero that can hold his own with a command ability tailored the clan he belongs to. 10/10, great work. Packmasters – Remained at 60pts, now per Packmaster due to being a unit. · Can now be taken in groups of up to 3. · Same whip effect as the Master Moulder. · Lost a few weapon options. Packmasters now come in… packs? Neat and fun, I like it. A neat and expendable option to roam the table following Ogors and Abominations while the Master Moulder does Master Moulder things. Rat Ogors – Remained at 100pts · 6+ changed to unmodified 6 to hit. · Attacks generate additional hits rather than additional attacks. Nothing significant changed, just rules tweaks for consistency. Hopefully see more use with buffs and their own allegiance rules. If I catch anyone taking these because they have a shooting attack their house is getting shot with a Plagueclaw. Giant Rats – Remained at 60/200pts · Horde bonus now increases weapon range rather than attack bonus. This change makes sense and it’s thematic, and I suppose it’s a good thing that we won’t be seeing Moulder armies with nothing but Giant Rats. That being said, they were always a quiet favourite of mine though I rarely if ever ran them. I see them still seeing a lot of use as an annoying battleshock immune objective camper. Rat Swarms – Decreased to 60pts from 110pts · Rules updated to be similar to restoring dead models to a unit. Was cutting the cost of this unit so dramatically potentially a disaster that will see Moulder players catapulting to the top tables as they drown us in 40mm bases covered in plastic rats they bought from their local Pestilens player? God I hope so. Hell-Pit Abomination – Remained at 220pts · Avalanche of Flesh attack similar to Slaanesh Chariots impact but has a 3” range over their 1” · Warpstone Spikes enable the model to have a chance to straight up ignore magic. Solid changes to a severely underutilized unit. A powerful centrepiece of any Moulder army, I will be shocked if there isn’t at least one in all the Moulder lists to come. Clans Moudler Verdict Damn Moudler, they tweak a few of your scrolls and give you one character and suddenly you’re a real army that poses a real threat. We haven’t even seen their allegiance abilities yet. We will watch your career with great interest, Moulder players. The Clans Eshin The sneakiest come last as ever, but no one will call them the least of the lot once they’ve read these changes. Verminlord Deceiver – Remained at 300pts · 5+ ward save added. · Verminlord bravery debuff added. · Can cast 2 spells instead of 1. · Skitterleap is no longer a global teleport and can’t target models with more than 12 wounds. Necessary changes. Deceiver enthusiasts should just be grateful they came out without a point increase. Further increased survivability ensures that this master assassin continues to do what he does best, assassinate. Deathmaster – Remained at 100pts (Renamed from Skaven Assassin) · Throwing stars pop into multiple hits on 6s. · Has a LOT more attacks with Fighting Claws. Largely the same old boy by a different name. He does his job a little better now and with so many attacks with his Fighting Claws, the smart Eshin player will close this guide and start digging through the Realm Artefacts. I recommend starting with Ulgu… Gutter Runners – Remained at 60/200pts · Throwing stars pop into multiple hits on 6s. They remain the once and future premium ally choice as far as Skaven units go. No changes made, no changes necessary. Stay awesome. Night Runners – Decreased from 100pts to 80/280pts · Throwing stars pop into multiple hits on 6s. · They make a 2d6 move now after deployment rather than just a free move. Same as Gutter Runners, the only change necessary was to stop them moving 20+ inches turn one. Otherwise they’re still what they were before, a niche option but a good one. Clans Eshin Verdict Without knowing the Allegiance Abilities of Clan Eshin I’d call these the least stand-alone army with no specific spell lore. They’re niche, but I may yet be proven wrong when the rules are shown. Jesus that was a lot of typing. Tell me your thoughts, yell at me, whine that Acolytes aren’t that bad (they are that bad, shut up). All feedback is welcome as always.
  10. It's no secret that the Stormcast, being the poster boys (& gals) of AoS receive frequent updates. Especially because the central narrative often involves them directly. We are experiencing a bit of a renaissance with GW. Updates are coming more quickly and new or updated factions are dripping with lore and interesting rules that are improving the health of the gaming community. At the time of this writing Gloomspite Gitz dropped a month ago and the new Skaven and Flesh Eater Courts Battletomes are a week away from release with regular drips of information coming in from the community site. A common refrain from both myself and other Stormcast players within our community is that the Stormcast lack a kind of internal balance. We have many options to choose from but in many cases our synergies can be clunky leaving little room for diverse army build, we usually end up having to exploit a select few units to compete. Our most recent update with the Sacrosanct Chamber brought us several new tools that have begun to dominate Stormcast lists. In particular we have the Celestar Ballista , Sequitors and Evocators. At first these were described as borderline game breaking. I think as we have come to see Stormcast are not cleaning up the tournament scene and the output/ of these units you are seeing are being matched by new releases in other armies and they are starting to look more inline with the new meta power-levels. DoK and LoN are seeing armies close the gap with their own power level but this is not to say that those factions don't need a few adjustments. If you look at the damage; even battleline units in GG, FEC and Skaven armies are going to be putting out with minimal buffing we are going to see the superiority of Sequitors and Evocators mellow out which I think is a good thing for the community. What interests me more than anything though is the prospect of loving my army composition and rules interactions. Currently I think the Stormcast have rigid and clunky interactions/ synergies barring a few exceptions which consequently are taken in most lists. Consider that Zombie Dragons are going to be conditional Battleline choices in FEC armies and Skaven will not have to lock itself into one clan to have units benefit from clan keywords. These are exciting changes that allow more fluidity to building armies. We may see the Stardrake come into it's own outside of being a massive reactive roadblock, it could very well let us finally take Dracothian Guard units as battleline choices and hopefully they will be appropriately costed going forward. In additon, we may be allowed to gain Stormhost benefits that do not force us to handicap ourselves with poor command traits and bad (usually our only) artefacts. It's an exciting time and though it may be a year or two before our next update I think the Stormcast could very likely become a more fluid and "healthily" synergistic army where both our opponents and ourselves enjoy a dynamic tactical experience.
  11. Here is the new thread for discussing Clan Verminus / Skaven. With the imminent release of AoS 2 (and a lot of the info already being out there), now is the time for us to start afresh on TGA. Moving forward, this will be the main thread to chat about and discuss Clan Verminus / Skaven in the new edition. I still wholly encourage people to keep their own threads/army blogs within this sub forum and I also think those are a great place to share some photos as I know not everyone frequents the Painting & Modelling section. But this thread is purely for discussion around the faction, things such as (but not limited to) tactics and list building etc. You all know the drill, we've been doing it on this forum since inception! For newer players, I would say the older thread could still be worth perusal and whilst it is now locked for further replies, you can find it here - http://www.tga.community/forums/topic/16063-lets-chat-verminus/ Really excited to see what we can come up with as a community and I look forward to reading all your ideas and thoughts.
  12. 5kaven5lave

    AOS2 - Skaventide Discussion

    Well, I’m starting it. Mods please feel free to remove if this doesn’t fit anything. Lots of people asking for a unified thread so here we go. Skaven-speak optional but welcome. EDIT: Noticed straight away about the title, thought I had it down after screenshotting the forum but still messed it up (long day at work). Mods please lock / remove.
  13. AIdenNicol444

    Nervous Speculation: Part 3

    Won't lie to you fellow ratkin I actually forgot that the warscrolls get revealed a week before the book itself due to how the retail website works so waking up here in NZ to all these changes was like Christmas. But the kind of Christmas where you're not sure if the gifts are cool or terrible. Without further ado, let us get stuck into the warscrolls and talk about what’s different, what’s better, and what’s worse. As ever, we still don’t have points so a lot of this is potentially subjective. Verminlord Corruptor · Unique Spell changed so that it does more damage, but no longer spreads. · Plaguereapers don’t reroll all their hits anymore but inflict mortal wounds on unmodified 6s to hit. · Plaguemaster now does AoE mortals around the Verminlord rather than tick off creatures that have already been hurt by it. · Received a 5+ ward save. · Received a passive bravery debuff to nearby enemies. · Command ability now grants rerolls rather than additional attacks. Big Cheese himself came out looking pretty good. Can’t help but feel that Plaguereaper change will have an FAQ saying he can’t take the Sword of Judgement on top of that ability so goodbye to that. His prior weaknesses (no rend, terrible survivability) have been fixed, and his strengths (two casts, high attack volume) made it through unscathed. Good changes, though I will miss his old unique spell even if it wasn’t exactly good. Plague Furnace · Altar of the Horned Rat now just makes anything wholly within 13 inches ignore Battleshock. · The wrecking ball does far more damage but is a single target instead of AoE now. · The Plague Monk crew actually have attacks now. · It has the same ward save as the Verminlord Corruptor. · It has keywords that prevent it from receiving Look Out Sir now. Good lord GW the Plague Furnace didn’t actually need to be stronger. Yeah it can’t benefit from look out sir anymore, but they give it mini Crown of Conquest and a ward save? Like what? This thing only got better. Thank the Horned Rat I have 4. Plague Priest (Both Variants) · Tumbled into one warscroll. · Gained the attack profiles of both original priests. · The Plague Tome once per game activation is gone. · Pestilent Prayers are all reworked (addressed at the bottom of the post) This was always going to happen. Plague Tome + Wither was one of the strongest combos in the Chaos grand alliance, and people were starting to wake up to it. A shame that they had to change him, but it makes sense why they did. A small price to pay for the rest of the changes, as Iskandar Khayon said in Black Legion, a sacrifice is only a sacrifice if it diminishes the giver. Plague Monks · All once per game effects removed from command options. · Improved Rend on 6s and rats doing damage when they die left untouched. · Banner now causes 6s to wound to do double damage. · Doom Gong now boosts running and charge rolls. · Rerolls for two swords is still here, as is +1 attack for charging. The meat and bones of the army. This one was always going to get changed due to it being a troop unit with more rules than Kairos Fateweaver. But the changes are for the good… or so it seems. All the changes are really strong and benefit the unit. HOWEVER the warscroll specifies 1 in 20 for it’s command options, which likely means the minimum unit size has been upped to 20. Squashes a few of my tactics and will mean some changes. I will however roll with these changes and no doubt actually be better off with them (ideally). Plague Censer Bearers · Aura of damage effect is slightly better. · They receive bonuses for being near monks at a slightly larger range now. I expected nothing and wasn’t disappointed. I was terrified these guys would be the recipient of random buffing that meant I would need to convert another 20 ****** Stormvermin into these, thanks for actually having my back there GW. Plagueclaw Catapult · Receives artillery bonuses if there is 10 or more models in the unit, instead of more than 10. · Does a bravery debuff to victims. I was afraid this thing would get worse not because I use it (I have 3 fully panted to a high standard and they sit in a drawer somewhere) but because I’ve already ragged on it so hard, I wasn’t sure how I would somehow step that up. Pleased to say… that won’t be necessary. It’s slightly better. Changes to Pestilent Prayers and Noxious Prayers The original prayers on the warscrolls of the Plague Priest and Plague Furnace are now gone. They’ve been replaced with new effects that are fundamentally different with bizarre names. Disease-Disease! (Formerly Wither): So instead of making it easier to wound the victim ala Wither, this is ow the Gaunt Summoner unique spell on a 6. Boo hiss. Pestilence-Pestilence! (Formerly Plague Breath): It’s the same as before but the bubble is 3” not 2”. It also doesn’t affect Pestilens units, rather than Nurgle units. Neat. Filth-Filth (Formerly Bless with Filth): Thank Christ it’s still the same. No changes here, and what a boon that is. Rabid-Rabid! (Formerly Rabid Fever): Add 1 to the attacks of something nearby. So this is where they shoved the Verminlord command ability. I’ll forever miss the old one of this, my monks fighting after death is a MASSIVE part of my army’s reputation in NZ due to me taking 2 Furnaces and making sure it was always active. Pouring one out for you my lad. The Battalions Well, the book isn’t out yet so we can’t really say. I can however say that I know all the Pestilens battalions made it through in some form or another, so all I need to see now is what they actually do. Worry not, I will make another one of these posts as leaks emerge. Well, a lot to take in. Most of it really good news too. Let me know your thoughts and let’s talk pestilence in the Mortal Realms.
  14. AIdenNicol444

    Nervous Speculation: Part 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.
  15. AIdenNicol444

    Nervous Speculation: Part 2

    Didn't expect to be back so soon, but GW is throwing spoilers at us hard and fast and you know i'll be there to catch them. Today's article centred on Skaventide Endless Spells, as well as the Gnawhole terrain feature. As always, I preface this saying we don't have the full picture, any of my predictions could be wrong here based entirely on what we get caster wise and what's big in your local meta. We also don't know the point costs of these (Gnawhole is terrain and therefore free) so that can be a factor. Lets get stuck in with Vermintide. More than just a fantastic video game series, "Vermintide" makes a triumphant return to form from it's glory days in Fantasy Battle and Total War Warhammer, and it's somewhat less glorious days as the Grey Seer unique spell. This thing got an upgrade to say the least, it's a predatory endless spell that can't harm it's own army or even body-block them. The thing is on an enormous base too, so everything about this thing screams choke point blocker. Also it will squeeze out maybe 3 or so mortal wounds on anything that dares to bump and grind against it, nice. At first this was my least favorite, due to it's high casting roll and pseudo Geminids-but-not-as-good deployment. Then after seeing the casting buffs we will have access to in addition to the ones we already have, I changed my mind. The damage on this thing isn't it's draw, though it definitely has potential. The real devil is in the details however. Notice how this doesn't actually fly. Now notice it strips the ability to fly off enemy units. But Aiden, Pestilent Lord of all that Rots, how could that be a good thing when it's immobile? THIS THING IS SOULSNARE SHACKLES BUT IT CAN STOP FLYING MODELS. Cya Bloodthirster. Stop right there Ironclad. Morathi? I hardly knew ye (she will probably just unbind it but still). Worth it. Oh hey you. Now a good parent doesn't play favorites, but I never claimed to be the best. This thing, this prodigal son, this apple of the eye of Skreech Verminking himself. It's crown of conquest at 13 inch range and it flies around the table and ONLY BENEFITS US. Oh but the enemy can take it and move it you say. Well yes they can, but good luck getting it away from everything in our army when it doesn't specify wholly within. Not much more to say, love it. Tunnel Through Reality is fine. It's more going to be useful for moving heroes than units due to the wholly within caveat but that's fine, it does what it needs to do. Aura of the Horned Rat however is quite toasty, free arcane terrain is amazing in an army that (historically) has few actual buffs to cast. It will pair well with Grey Seers and their ability to reroll failed casts to say the least. Also while Deadly isn't the slaughterhouse it used to be, it will be worth keeping note of as a fun extra way of chipping out extra damage. See you all in the next episode, it will probably be next week knowing GW. Then again we also have LVO reveals in less than 24 hours, not that I think anything is coming that will affect us too much. As always, let me know your thoughts and let's get a discussion going.
  16. AIdenNicol444

    All Praise to Horned Rat

    So i guess by the 60 notifications and 13 (a good omen) missed messages I woke up to on here it finally happened. Pestilens review of the book to come, I plan to leave the rest of the content to more educated minds than me. See you all then
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