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Found 21 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. 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.
  3. 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.
  4. SonRadu

    Skaven army!

    Hi, i’m a new AOS player. Some days ago i restarted painting my skaven miniatures after a hiatus of 5 years. I need some advice on how to build a good 1000/1500p list with the minis i have and eventually what can i add to them. I’d like to use a mixed skaven list or eventually only skryre. I have: -1 skaven warlord -2 warlock engineers -2 packmasters -80 clanrats -5 acolytes -3 stormfiends -1 Wind-mortar launcher -1 warpfire thrower -1 doomwheel -4 rat ogres What do you think?
  5. SonRadu

    AoS 2.0 - Skaven mixed army list

    Hi, i’m a new AOS player. Some days ago i restarted painting my skaven miniatures after a hiatus of 5 years. I need some advice on how to build a good 1000/1500p list with the minis i have and eventually what can i add to them. I’d like to use a mixed skaven list or eventually only skryre. I have: -1 skaven warlord -2 warlock engineers -2 packmasters -80 clanrats -5 acolytes -3 stormfiends -1 Wind-mortar launcher -1 warpfire thrower -1 doomwheel -4 rat ogres What do you think?
  6. AIdenNicol444

    Lore Post: The Roiling Horde

    Acolytes of the Withered Word The Fecund Hordes of the Ashen Wastes The Skaven Clans, and most particularly the teeming hordes of Clan Pestilens, are infamous for their Gnawholes, unstable tunnel-gates that run between the realms chiselled into being by the twisted claws and sorcery of the rat-men and guided by their insidious Verminlords. They can be seen dotting the realms, particularly great sites of battle during the Realmgate War, leaving warping and twisted effects upon the nearby landscape. However despite their repeated attempts to achieve such, the clans have yet to successfully penetrate the dark and mysterious realm of Ulgu, the infamous realm of shadow. The Roiling Basin Deep within the twisting ash-storms of Aspiria in the fiery realm of Aqshy lies the realmgate known as the Shadowhame. One of the few stable realmgates that runs to the realm of Ulgu, it sits deep in the centre of a shattered volcano in what appears to be ancient azyrite ruins. The crater, known as the Roiling Basin due to the ash storms that whip around it’s interior walls as they blow in from the eastern plains before churning out over the western seas, has been settled by an enormous contingent of Skaven Great Clans hailing directly from the Blight City itself. Towering and haphazard Skaven constructions are piled atop ancient Azyrite heritage sites as the industrious Skaven claw the skies with their fell machinery, their destructive and corrupting presence going so far as to warp the nearby landscape and even the weather. Wealthier members of the clans have their residences and bases of operations in the high towers, with Skryre and Pestilens holding dominion over their respective supporters from on high. Moulder Clan members prefer to practise their disgusting bio-science in the depths of the crater and Clan Eshin’s base naturally remains a mystery as to its location. The lowest members of the system such as Skavenslaves and lowly Clanrats eek out an existence in the Depths, killing one another for scraps that fall from above and mysteriously disappearing into the Moulder surgery-labs. The Shadowhame realmgate itself lies in the Pestilent Knave known as the Prior Vermalanx, deep in the structure and well-guarded by acolytes and the Plague Guard. The Church of Contagion Skaven city-warrens are usually inhabited by clans belonging to a single Great Clan or an uneasy alliance of multiple clans present for their own interests. While the Roiling Basin is inhabited by representatives of all the Great Clans, Clan Pestilens is currently ascendant amongst the group due to the overwhelming ranks they currently count in their faithful throng. No mere no-name virulent procession, Clan Morbidus of the Pestilens are an ancient and wealthy clan that proudly boast of heritage that dates back to the World-That-Was. Faithful to their god and mindless in their devotion to his ascension, Morbidus offers it’s prayers up to the Verminlord known as Vermalanx, a legend among the pestilent clans who lead the Pestilens Clans during the Realmgate Wars and dared to scheme against the Glott Brothers and Nurgle himself, all while seeming to aid them in their goals. Allegedly defeated by the Stormcast Eternals at Rotwater Swill, Vermalanx has since arisen once more by the Corruptor’s claw to lead his most faithful of children. Bearing twin Plaguereapers forged from raw warpstone dipped in the filth of the Horned One itself, plague monks gladly throw themselves to a gory death at the orders of the dark servant of The Great Witherer itself. The dominance of Morbidus has forced the other Great Clans to toe the line against them feebly for now, with them offering up gifts of arcane ingenuity, shadow operatives and hordes of lowly rats to break against the ranks of the enemy before the Plague Monks destroy all opposition. Ruler of the Rat-Race Ruling over the Church of Contagion and by extension the Roiling Basin itself, Archdeacon Skirik Vileclaw presides over his “beloved” flock with sharp claws and a tendency to hurl those who oppose him from the high points down into the Depths. Quite unlike most rulers of his race, Skirik has little in the way of cunning or subtlety. Prone to fits of deranged madness due to the fever in his brain and the poison in his veins, Skirik’s temperament veers wildly between the faithful servant of the Great Corruptor and behaving like a rabid animal. Riding an enormous Plague Furnace into battle known as the Altar of the Redmaw, named for the Great Plague Skirik so famously brought back to the faithful long decades ago. His lifetime long enhanced by the righteous fury in his body and the ministrations of the absolute pinnacle of Skryre and Moulder sciences, Skirik has plagued Aqshy for as long as many in Aspiria can recall. The Shadowhame Gate The focal point of the entire settlement, deep within the Pestilent Knave lies the Shadowhame Gate. One of only a mere handful of stable gateways to Ulgu, and one of the scant few held by the forces of Chaos, this gateway represents an incredible potential advantage to the chaos forces as Malerion and Morathi’s machinations are kept secret beyond the twisting fold of the realm they rule over. Forces from the Roiling Basin have established a foothold on the other side of the gate, a continuous supply of troops marching through to man the defences and fortify the location further. Known as the Rotted Claw warren, Malerion has been forced to drop his façade of bored contempt for the Skaven to actively destroy the gateaway, knowing that while he faces Plague Monks and baying Clanrats today, tomorrow it could well be the Varangard riding through the mists. Schemes Within Schemes With Malerion and Morathi throwing their forces into the fortification of the Rotted Claw bastion and increasing aggression from the resurgent forces of Order in Aqshy, the Roiling Basin’s constant threat may yet be dealt with by the allied forces of Order. However, while the fighting forces of the rats hold back their aggressors Clan Skryre has begun a grand undertaking in the Warpstorm Tower, the only tower to rise higher than the Prior Vermalanx (a fact that Skirik has hurled many a warlock engineer to their doom over when reminded), with their research into the construction of a stable Gnawhole built using the arcane secrets gleaned from the Shadowhame Gate that will lead directly to the Blight City, enabling an enormous horde of Skaven without number to storm through. The completion of this gate will see all of Aspiria brought to it’s knees by the Skaven, and Ulgu flooded with resurgent forces to bring an end to the God of Shadow’s dominion.
  7. Welcome to Age of Sigmar second edition people. Lets kick off the first blog post for this edition with how mixed skaven measures up thanks to the chages to Grand Alliance: Chaos rules. Allegiance Ability The GA: Chaos allegiance ability is nothing too overpowered, par the course for the Grand Alliances. "Unbridled Malice" is a slight rework of the old ability they had, in this edition you roll a dice for a unit when you select it to fight in the combat phase if that unit is within 12 inches of your general or 3 inches of a hero, and on the roll of a 6 they add one to all their hit rolls. I like this one (on the event anyone remembers to actually roll for it) because Skaven field a lot of heroes and a lot of units that really benefit from +1 to hit like Clanrats, Plague Monks and Gutter Runners, and I'll be adding this to my reminder sheet. Command Traits Dark Avenger - This grants +1 to hit against order units for the general. Not great really. Spiteful Duelist - Reroll one wound roll per combat for the general. Somehow worse than the above. Cunning Deciever - Roll a dice at the start of your turn, with a 5+ netting you a free command point. This is pretty cool to be honest, great for a pasive long range force like a heavy Skryre or a Moulder force that needs all the command points it can get. Lord of War - Pick a unit within 3 inches and roll a dice, on a 4+ it gets +1 to hit. Definitely neat, this one will usually not ever be a waste especially considering Unbridled Malice as a rule. Terrifying Pressence - Enemies within 3 inches of the general suffer -1 to bravery. Not awful, definitely not better than Lord of War or Cunning Deciever. Malicious Conqueror - Add 1 to all Unbridled Malice rolls made within 12 inches of the general. I like this one, and in my army that runs a heavy amount of minimum size Plague Monk units i'll be taking this every time. Artifacts I literally have no interest in covering 5 out of the 6 artifacts in this list because they're absolutely worthless. However one of them is a classic from the last two editions of the GHB, and it got one HELL of a remake. The Crown of Conquest - Friendly CHAOS units within 6 inches of the bearer don't need to test for battleshock. I'm sorry, what? How on earth did this get past the design team? Did they think the new coherence rule somehow would make this not completely broken? I'm switching from Pestilens Allegiance for this. That's how big a deal this is. This takes Strength in Numbers and kicks it out the door. This thing on a Plaguesmog Congregation Plague Furnace pushed by clanrats for the Look Out Sir rule? Totally broken. This is now a 12 wound model with -2 to hit it providing a 6 inch bubble of NO BATTLESHOCK. This is stupid. I basically wrote this entire blog post to cover this ridiculous artifact.
  8. Mayple

    Let's Chat: Verminus

    Figured it was about time to throw up a topic on everybody's favourite horde, Verminus. For the moment, the purpose is to brainstorm how to make them work without their own battletome/allegiance. It is a difficult challenge, but one I'm sure any skaven player worth their (black) grain should consider accomplishable. We are, after all, playing a race that is superior to all others in every way. Losing any battle with them is really just a case of loaded dice, bribed officials, and other dirty underhanded tricks employed by the opponent*, and never a case of faulty tactics, poor lists, or unlucky rolls. (*Skaven players would never stoop so low ) To get the ball rolling, here's my general analysis of Verminus: - Great map/objective control. Through the combination of great mobility, and retreat/charge maneuverability, Verminus units stands as some of the best map controllers in the game. Constant repositioning and reinforcing will make it very difficult for most opponents to control the flow of the game. This leads to a differential in objective points that ultimately gives the Verminus player the upper hand. - Tanky. While weak individually, clanrats and stormvermin makes up for their individual squishy nature by showing up in blobs. 40 wounds is a hard thing to plow through, and there's more where that came from. Through a combination of correct use of inspiring presence, picking the right battles, retreating out of losing ones (into winning ones), and such, an opponent should find the task of exterminating your vermin a tedious one. - Weak removal. If something beats a Verminus unit to an objective, they'll have a hard time removing it. Allies are vital in fixing this problem. - Great versus single wound elites. Ever wanted to weaken an opponent's elite unit bit by bit, until it is essentially useless? Throw clanrats at it! While they kill a ton of rats, you bring down a few in return, which over time leads to an advantage for you as their high-treat unit eventually wins the fight, but at the cost of half of their much more important soldiers. Assuming you strike first, of course. (Verminus tip of the day: never take a fight you can't win, or don't plan to lose) There's probably more pro/cons to list, but I'll leave that for future input. Some basic cheese synergies: - ARCHAON (Requires converting Archaon into a Skaven, and replacing all of his mount's heads with rat heads. You must refer to him as 'Ratchaon') - Archaon, two-three warlords, a grey seer and whatever else you fancy. Fill the battlelines with (at least) 3x40 clanrats, and march the buff train forward and make mincemeat of anything that thinks these clanrats didn't chug their daily dose of warp-steroids. @Nico had an effective use of this with old Archaon, and some older skaven warlords (tretch, I believe) - might not be as competitive as then, but should still see good results (and be a joy to play) - COMMISAR RAT - A grey seer general, and as many clanrats as you can carry. Do include additional heroes/behemoths for certain objectives, but the core here is VERMINTIDE. You will lose hundreds of rats throughout the game, but you will also avoid a LOT of bravery casualties. A few supplementary Skryre weapon teams enable removal strategies. - TOUGH-TANKY STORMVERMIN - Take Thanquol as your general, and bring at least one unit of 40 stormvermin. Use Thanquol's command ability, and mystic shield, to ensure those rats are the toughest rats this side of Skavenblight. Use clanrats like you'd use Skavenslaves, and supplement with weapon teams. Bonus points for bringing a warbringer. Thanquol will learn his spell, and you can sacrifice rats even more readily. - SURPRISE WARLORD - A simple one. Bring Skreech Verminking, blast a unit you want pulped with his spell, place a Warlord on brood horror or Warbringer in base contact, and crush them in close combat (assuming you killed even a single model) - good for when you need to get something strong behind their lines. Requires summoning points. Important note: when talking Verminus, we're obviously not going to go -pure- Verminus, due to lack of allegiance and such. Thus, the purpose of this thread is to explore things that have Verminus as a core. Verminus with sprinkled allies, as opposed to allies with sprinkled clanrats
  9. This narrative will follow the global Malign Portents campaign as it unfolds. Here, the consequences of the Malign Portents choices will directly impact the unfolding narrative - deciding the fate of several Skaven characters throughout the campaign. At least that's the idea. "A sudden but inevitable Betrayal!" Prelude: Doom! Death! Destruction! Corpse-things wake! Corpse-things wake! Creek Doomclaw threw himself back with a screech. His mouth agape with horror as he lost his footing and tumbled backwards down the little metal staircase leading up to the warp-scryer. His rune-engraved warpsaw hand reaching out instinctively for something to grab, but finding no hold but a passing warlock-engineer, making a bloody mess of the brand new saurian carpet adorning the floor, as the warpsaw spun wildly out of control. Doomclaw's mind was still swirling when he landed on the carpet with a soft thud. Pieces of flesh, fur and bone rained down in his wake, caking his already stained robes in gore. What little remained of the unlucky engineer was stuck in his warpsaw, which growled alarmingly, as it tried to tear through the carcass thoroughly lodged in its internal mechanism. This momentary setback was below Creek's concern, who glared up at the Warp-scryer with fearful, beady eyes. The device, which was a series of tubes drilled into a fist-sized lump of shardglass, adorned a thin, crudely cut, oval piece of pure warpstone half the height of a skaven. It was glowing ominously, and color danced across its surface, as if alive. The musk of fear must have been strong on him, as several warlock-engineers immediately bolted for the door with panicked squeeks, no doubt suspecting that one of Doomclaw's contraptions had malfunctioned, and was about to explode. Again. Creek Doomclaw did not have time to punish them for their presumptions, but he did it anyway. With a snarl, he flicked his wrist, and brought forth a burst of warplightning. Reducing the fleeing Warlock-engineers, and the surrounding machinery, to charred ruin. "Imputent fools!" Creek croaked. That equipment had cost him many warp-tokens! He would kill those cretins for violating his-.. Right. He rolled onto his feet, and made a quick glance around his lab. Surely, there were someone to blame. Someone to punish. The remaining warlock-engineers were hard at work. Flicking a great number of switches hurriedly, pulling levers at unplugged machinery, and closely examining empty vials. His workers truly were the cream of the crop. A group of skavenslaves were cowering in a corner, their overseer a pile of ash in the doorway. He scratched absently at his mechanical warpsaw hand, trying to alleviate a phantom itch that layered warplock steel would never allow him to feel. He had the distinct feeling that he was supposed to be doing something, but he couldn't quite remember what. "Spinepaw!" He cried out. There was no response. He tapped his foot impatiently. Where had that untrustworthy coward run off to now!? Creek wouldn't be surprised if it turned out that he was the one that had sabotaged the machinery in the doorway. It was just the kind of thing Spinepaw would have done. "Spinepaw!? Come out here, right now!" - One of the warlock-engineers mumbled something. Doomclaw pounced on him like a shark, grabbed him by the throat and forced him up against a wall. "You mumble-speak without being asked-allowed!?" The warlock-engineer wheezed, his eyes darting wildly about the room. The other engineers doubled their work effort. Their work were simply too important to do anything about the situation unfolding before them. "M-Mercy!" The warlock-engineer squeeked. "Most brilliant of Arch-Warlocks-..!" His hoarse breathing intensified as the applied pressure to his throat deprived him of oxygen. "I only felt.. duty-obliged to tell-inform of Spinepaw's demise!" Creek gripped the Warlock-Engineer harder. "Demise? How!? When!? Tell-Share!" The Warlock's eyes slowly rolled back into his head. With immense effort, he lifted his arm and tapped the bloody carcass stuck to Creek's warpsaw repeatedly. Creek looked at the corpse, dumbfounded. The pulped piece of meat did have a certain resemblance to Spinepaw. He released the quivering pile of Skaven, who sucked in air greedily. Creek lifted the bloody warpsaw-carcass, and compared it to the engineer. With a satisfied nod, he tore a piece of mangled cloth from the bloodied meat, and dropped it onto the barely concious ratman. "You have gift-received promotion! You are assistant now!" The Warlock-engineer was so happy, he cried for an hour. Which was coincidentally about the same time it took for Creek Doomclaw to remember what he had been so agitated about. Upon recalling his scientific discovery with the warp-scryer, he immediately pulled the (un)willing appointed assistant with him out what remained of the door, and hurried down one of the thirteen shafts they would have to traverse to reach the nearest warren. He had a message to deliver. A malign portent.
  10. Kugane

    The tiny rat in the sewer

    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.)
  11. 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.
  12. Kugane

    2000 Skaven Army

    Hello, I want to make a new skaven 2k list now that I have Sayl on the way. This army is 1960 points right now, but I'm uncertain what I should add or replace. I did consider using a Verminlord Warbringer instead of the deceiver and take 40 Clanrats instead of 30, but I'm uncertain if it would add as much value as the deceiver does. Allegiance: Chaos Heroes Skaven Warlord (100) - Warpforged Blade Tretch Craventail (100) - General Verminlord Deceiver (320) - Artefact : Crown of Conquest Sayl The Faithless (160) Units 30 x Clanrats (180) -Rusty Spear 10 x Clanrats (60) -Rusty Blade 10 x Clanrats (60) -Rusty Blade 3 x Warpfire Thrower Weapon Team (180) 3 x Stormfiends (300) -Warpfire Projectors 30 x Stormvermin (420) -Halberd Battalions Verminus Clawpack (80) Total: 1960/ 2000 Heroes: 4/6 Battlelines: 4 (3+) Behemoths: 1/4 Artillery: 0/4
  13. I am looking for a good 2000 point list. I am currently building a new skaven army and thinking to go for Verminus. Does anyone know a good competitive list? I would also like to know what to do with the stormfiends I picked up. I was hoping to get 3x warpfire projectors bits since the box doesn't seem to have more than 1 set, but i cannot find anyone that has them for sale. So I was wondering if 3x warpfire is the best option currently? Or is there a better combination? I was planning to buy Sayl and perhaps Archaon soon, what else should I get? My budget is 100$ atm. Mycurrent miniatures: 90 clanrats (80 with spear, 10 handweapons) (30) 29 stormvermin and 1 converted IOB warchief to vermin 5 rat ogres I may convert to stormfiends 2 packmasters 1 arch warlock 3 engineers 1 warplightning cannon 1 doomwheel 1 verminlord deceiver 1 slaughter priest 10 gutter runners (converted from the bloodbowl minis) 30 nightrunners (converted from clanrats) Spinetail 2 assassins Tretch 1 warchief from IOB/SoD 3 warpfire thrower teams 2 poisonwind teams 3 NOS stormfiends
  14. Hey folks! I have 8 2K pitched battles under my belt with my verminus clawpack and plan on using them this weekend in a 2K tournament. I am having trouble finding a 3rd hero I like. I've tried the Arch warlock, engineer and verminlord. I have yet to try the grey seer but added him to help with battleshock and 2 more warpfire teams to make 2K. Any CC or recommendations would be great! LeadersSkaven Warlord (100)- Warpforged BladeSkaven Chieftain With Battle Standard (140)- Artefact: Chaos TalismanGrey Seer (120)- General- Trait: Lord of War- Artefact: Crown of ConquestUnitsClanrats x 30 (180)- Rusty SpearClanrats x 30 (180)- Rusty SpearClanrats x 30 (180)- Rusty SpearStormvermin x 30 (420)- HalberdWarpfire Thrower Weapon Team x 2 (120)Warpfire Thrower Weapon Team x 2 (120)Warpfire Thrower Weapon Team x 1 (60)Stormfiends x 3 (300)- Warpfire ProjectorsBattalionsVerminus Clawpack (80)Total: 2000/2000
  15. Relentless

    Verminus list..

    Greetings all Still figuring out this AOS and trying to come up with a 2000pt list to work towards for my skaven and have this, the latest incarnation: LeadersArch Warlock (140)Verminlord Deceiver (320)UnitsClanrats x 30 (180)- Rusty SpearClanrats x 20 (120)- Rusty SpearClanrats x 20 (120)- Rusty BladePoisoned Wind Mortar Weapon Team x 1 (60)Warpfire Thrower Weapon Team x 1 (60)Warpfire Thrower Weapon Team x 1 (60)Stormfiends x 3 (300)- Ratling CannonsBehemothsSkaven Warlord on Brood Horror (200)War MachinesWarp Lightning Cannon (180)Warp Lightning Cannon (180)BatallionsVerminus Clawpack (80)Total: 2000/2000 I really want to include the warlord on brood horror because the model is fantastic but because of this, I've had to drop a 20 man stormvermin unit and add another warplightning cannon but is having 2 a ****** move for casual play? Also a few questions... Is verminus Clawpack worth it? Is it stupid to not include stormvermin? How will this list do in a fun setting without getting stomped? And finally, weapons teams... good or bad and which ones!? Thank you guys, I'm used to battles in the 31st millennium so still trying to find my feet!
  16. Aries

    Clanrats! Let's talk

    The Battleline we all know and love. I noticed that there is a lot of gloom around the internet about them being the only battlelite choice (without taking certain clawpacks) and wanted to open a discussion. Are they even worth bringing? Which is better to take, Rusty Spears or Rusty Blades? What is the best strategy for them? Are they even worth bringing? I have seen lots of people online post a tiny unit of 10 rats to fill out their battleline requirement. True, 10 models can mean the difference in scoring objective points, but those 10 rats couldn’t scratch soap and are going to be obliterated in one combat. So, how do we make them worth bringing? Let's take the best case scenario: 30 Clanrats with Verminus Clawpack, Warlord, BSB, and Tretch Craventail. That is 60 Rusty Spears hitting on 4+ (rerolling 1s) wounding on 3+ (6s do double damage) averaging out to approx. 29 wounds at rend -1 aka approximately 8 dead Liberators w/Shields before they can attack back. To be fair, that is definitely a best case scenario, but there are some very effective ways to make Clanrats scary. The next question is then: Why take them over Stormvermin? Stormvermin can do everything just mentioned but better. There is no way around it, they simply hit harder, have better saves, and have a better ability. If I were to substitute the 30 Clanrats in the example above for 20 Stormvermin, they would get the same amount of attacks but at -2 rend instead of just -1. Now, this all may sound like a knock against the Clanrats but it actually is not an insult. I just compared a 180 point Battleline unit to 280 points of elite infantry and the only notable difference is an extra -1 rend. The Stormvermin’s better save is mitigated by the Clanrats having more models, which can be useful against mortal wound dishers. Are the Rusty Spears better than Rusty Blades? Obviously, Rusty Blades are better than Rusty Spears assuming every model can attack. But that is rarely the case with hordes as big as Skaven usually are. See this thread on Skaven units for help getting the 2nd and 3rd ranks in range: Example: 10 Clanrats vs 10 Skeletons The Clanrats should have no problem getting in range of the skeletons Scenario 1: The Clanrats have Blades and all 10 of them are in range of the Skellies. They will do an average of 2.5 wounds. (hitting on 4+ wounding on 4+) Scenario 2: The Clanrats have Spears and all 10 of them are in range of the Skellies. They will do an average of 1.67 wounds. (hitting on 5+ wounding on 4+) As expected, the Blades are better than the Spears. Example: 20 Clanrats vs 1 Treelord Some of the Clanrats will have trouble reaching the Treelord. Note: Both weapons get a +1 to wound for having 20 models Scenario 1: The Clanrats have Blades and only 10 of them are in range of the Treelord. They will do an average of 3.33 wounds. (hitting on 4+ wounding on 3+) Scenario 2: The Clanrats have Spears and only 15 of them are in range of the Treelord. They will do an average of 3.33 wounds. (hitting on 5+ wounding on 3+) Notice that neither are better in this scenario. The balance tips as soon as either can get more models in range. Example: 40 Clanrats vs 5 Liberators The Clanrats will definitely have trouble getting every model within 1" of the Liberators. Note: Both weapons get a +1 to hit and +1 to wound for having more than 30 models Scenario 1: The Clanrats have Blades and only 15 of them are in range of the Liberators. They will do an average of 6.67 wounds. (hitting on 3+ wounding on 3+) Scenario 2: The Clanrats have Spears and only 25 of them are in range of the Liberators. They will do an average of 8.33 wounds. (hitting on 4+ wounding on 3+) The Spears are suddenly much better than the blades. Conclusion: Spears are better if it means you can attack with more models. The rule of thumb is that 2 Blades = 3 Spears, so Spears are more powerful if it means you are attacking with 50% more models than you would with Blades. Note that this does not take into account buffs. Buffs like "Gnash Gnaw on their Bones!" and the BSB standard to reroll 1s skews the results heavily towards Spears if it means that there are more models in combat. Use Spears in your big groups to take advantage of this, use Blades in your small units where you are confident they will all be able to get in that 1" range. Strategy: Retreat! They don't call it a Vermintide for nothin' Something not talked about enough is the impact of the Clanrats and Stormvermin standard bearer and musician. Clanrats are designed to retreat. With the retreat rules as unclear as they are, take advantage of retreating simply to reposition. Use the ability to retreat and charge in the same turn to ebb and flow into and out of hot areas. Clanrats are one of the most mobile hordes in the game after they have engaged in combat. On your turn, if you think you can get more rats in range, feel free to disengage and re-charge the same enemy. Or charge a different one - 8 inch retreat plus 2d6 charge range means your Clanrats are moving at a speed of 15" on average on a retreat-charge. Remember, that is a 15" threat bubble that still applies when the Clanrats are in combat. That is fast repositioning that slower units won't be able to keep up with. Let me know your thoughts - I just felt the need to defend the viability of Clanrats.
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