Tuesday, December 13, 2011
Saturday, November 19, 2011
I play what I got a feeling for, and its been the rats. Otherwise I just don't get stuff painted. Well anyway, I've been painting up 1000p 40k orks to a tournament tomorrow. It's been good fun just to play some casual games, and to paint.
Well I will probably post some tournament pics. Further on, I might evolve the 40k orks or contiune strating my Orcs & Goblins army, we shall see. It depends mainly on how the tournament plans form for the spring, as to have some great goals to look forward to.
Oh, and I hope to plan in a good storm of magic game during december, as to have something to paint up that extra unit of rats to.
Well, wish me luck tomorrow, and see you antother time
Tuesday, October 18, 2011
Participated in the tournament I mentioned earlier here in my city. 70 people showed up and I had a great time, even though my results were a little lacklustre. The list I ran went as follows:
|Crappy pic, I know. Soon to come in good quality.|
- Warlord - bonebreaker, dragonhelm, luckstone, shield, sword of might
- Grey seer - dispel scroll
- Plague priest - furnace, flail
- bsb - shield
- engineer, doomrocket
- 28 clanrats, MB, shield
- 40 slaves, MC, shield
- 40 slaves, MC, shield
- 30 stormvermin, MB, storm banner
- 5 giant rats
- 25 Plague monks, MB, flame banner
- 6 rat ogres, champion, 4 packmasters
- 2 x Doomwheel
Sunday, September 11, 2011
|The big boss gets a rest..|
Friday, September 9, 2011
So this wekkends tournament saw me 9th out of 60 players. It was decent, but I did some errors on my part and had some "bad rolling" preventing me from getting those big wins you need for top placings. Though I must say had really fun games so I'm not disappointed.
Monday, September 5, 2011
Monday, August 29, 2011
As I've mentioned some posts ago, there's an tournament coming up. A 2400p comped tournament called "Gates of Westridge" now the 3-4rd.
The list are sent in, and the finishing touches are being made to the armies. For me
it's only some 10 man movement trays left, as the Verminlord got done this weekend. I think he turned out better than expected and I can't wait bringing him to the field - as he is generally considered a lousy choice. I prefer the term "competitively challenged" ;)
But no, seriously, I think he can do good stuff, but he could be hard to play with as he is an jack of all trades and sure pays the points for it. Stay under the radar and cast spells then hit fast and hard, to not get stuck in too much. In a units flank or against a wounded monster he is extremely deadly, mind you against a monster he need to kill it or else suffer heavy damage as he is made of wet paper.
So far I've played 5 games with him. He has died only once, and I've won all five games, so I'm confident the army is quite well put together and got quite good comp score.
I've loaded the army with champions in all units, expecting the compfavoured expensive lords. As such a champion will buy you a round of no casualities ( except the champion himself! ) against for example a dragon riding dude.
Well, some thoughts from the hip here, but there you go.
Wednesday, August 10, 2011
Monday, August 8, 2011
Last week I had the opportunity to play three games with my comp-tooled list including a verminlord. The opponents armies were also going to the tournament and as such they would suffer under the same "restrictions". As well as a lot of fun, there were some good learning points about the different scenarios, how the different army works and perhaps most of all - how the verminlord would play.
|The old classic GW-model, not my cup of tea though..|
My army looked as follows. And no, don't even bother on giving advice about including a doomrocket or such good things... I'm painfully aware of their non-existancy in my list. Though I did manage to get away with good comp and include a furnace, abomb, 2xWLC and a doomwheel and a good amount of slaves.
- Warlord, shield
- Chieftain, bsb, shield
- Plague priest, furnace, flail, dispel scroll
- 30 Clanrats, shield, fc
- 22 Stormvermin, fc, gleaming pennant
- 10 Stormvermin
- 41 Slaves, shield, mus
- 34 Slaves, shield, mus
- 22 Plague monks, fc
- 10 Plague monks
- 5 Globadiers
- 2 x Warp lightning cannon
Friday, July 29, 2011
Some mates and I have decided to take a trip down to Västerås for a 2400p tournament called "Gates of Westridge". I'm very excited and I'm eager to play some more warhammer. However, they are applying a comp system that I'm not very fond of. At all.
Thursday, July 21, 2011
Played a game of storm of magic this saturday. The forces were roughly:
Erik & Benjamin
4000p Ogre Lingdom
2000p Dark Elves
Well not entirely accurate, since there were two emperor dragons looming about in their forces as well...
Me & Marcus
4000p Dark Elves
including a Fire dragon and a bonegrinder giant
Monday, July 11, 2011
I've found it hard to maintain a constant blog update now during the summer, with work, sun and all. In fact my whole hobby-life is a bit on a low. Though don't despair! I'll hook you up with some highlights from the Warpstoned blog. Here you go.
Doubles tournament report
The art of army deployment
A look on the engineer
1500p team tournament report
Shield for slaves - maths
Review of the globadiers
Hope there's something in there for every taste. And enjoy your summer
/ cheers , Nick
Monday, June 27, 2011
Anyway. I've starting to think about the addition of a warlord to my army. Mainly because a means to fight enemy characters, at least unitl help arrives, but also easing the burden of generalcy on my seer. An item that really sticks out in my opinion is the warlitter.
Tuesday, June 21, 2011
I'm looking to changing up my army a bit and will try to incorporate these deadly skaven contraptions. Let me show you how I think.
Thursday, June 16, 2011
It's time to do some self-evaluation and rate the effectiveness of my army elements. I learned a lot of this army during the tournament and can definitely say that this is a solid army list, though somewhat reliant on playing it effectively as you really need all of your precious few hard-hitters. It's also rather solid in skaven terms. Not very much carnage can be inflicted on myself and is not that prone to fleeing/panic - which I like.
Let me break it down:
Wednesday, June 15, 2011
- Army list and thoughts
- Game 1: Brettonia
- Game 2: High Elves
- Game 3: Daemons
- Game 4: Empire
- Game 5: Daemons
With that in mind, I'll share my thoughts on the tournament and the army list.
Monday, June 13, 2011
Anyway, my last match up were another Deamon army, rather similiar to the one I played earlier ( and the others in the tournament, including the overall winner ).
Knowing me and my army could evidently give these beasties a run for their money, I was confident.
Saturday, June 11, 2011
Monday, June 6, 2011
Time to test the backbone of the ratmen.
Saturday, June 4, 2011
The game was witch hunt. The two first killed magic users were worth 2bp each.
The remaining 16bp was fought over by victory points as usual.
Friday, June 3, 2011
Monday, May 30, 2011
As you may or may not know, I played a 5 round 2,5k tournament this weekend with exactly the list I published here two weeks ago. I'll post pictures and battle report of the whole shebang in a few days, just let me put it down to words.
Anyway. I had a good run, and par one game where cannons and magic ruined my day turn one, I played really well and my army performed extraordinarily. Most importantly wiping two "identical" deamon armies, my ever present nemesis-army, which is a great personal victory. I managed to squeeze out a second place overall and 78/100 BP, which also was the runner up for most BP in tournament. So i'm nothing short of satisfied with my skaven.
Read in later for some thoughts, learnings, reports and pictures.
Friday, May 27, 2011
Will be doing some serious battling this weekend and this tournament was the aim for my army. I'll sure be having a blast.
Anyway I'll be tweeting from the games, so keep an eye out. Also ill take pictures of my finished army in all its glory.
Thursday, May 26, 2011
I use the GW modular movement trays and made up the rouchly .5" by strips of plastic card. It was a little fiddly, but I got them done, even magnetized. Around here there's few people woh uses these, but it seems it's more common in other parts of the world.
Truth be told, I've never run into problems not using them by always playing open and forward. Does the opponent place his skirmishers uneven, I point it out. However I can easily imagine that there could arise situations where thing are unclear.
Me, I really made mine because they look great. I'm a little bit of an a autistic in that regard, I like movement trays and and order in my units and on my battlefield. Anyway, now I have them.
Does anyone else have an opinion on these small trinkets of skrimish moving trays?
Sunday, May 22, 2011
I went over about 120 models yesterday with a final highlight of yellow and put some grass on them. Today
I'm done with the 13th victims clanrats, the abombs rat swarms, an enigneer and my Cannon.
However, some days ago I finished the furnace. It got a whole lot of colours. I decided to change it up and painted the wrecking ball as flaming rather than poisonous - as is cutomary. I thought it turned out nice. Also, the furnace got a whole lot more rust and mould colouring as well as some more broken stuff, to enhance the plague part.
Friday, May 20, 2011
Some great news from my TO some day ago. The tournament will heed the ETC FAQ thread. As such the abomination can't be boxed by the 1" apart rule. I've always lived with that and with some planning you can avoid it, though sometimes you just can't keep your abomination being led away from action. I think he will do me proud. I'm starting to get psyched up for the tournament!
Comments and criticism is, as always, welcome!
Thursday, May 19, 2011
Wednesday, May 18, 2011
I've also started out tweeting and will catch up to speed as time progresses. If you haven't dones so already, I suggest you start following me there, if you enjoy my thoughts here and are interested of my painting updates, quick-thoughts, blog updates and coming soon, in game bullet points. I'll be tweeting from my tournament next weekend. The posting on this blog remains unchanged and I will of course post some battle reports and experiences here.
So chack it out!
Tuesday, May 17, 2011
Soon soon I'm done with the painting and going over with some finishing touches. About time, the tournament is up for next weekend. I'm starting to feel quite comfortable with my list now and a really good result behind me. In the beginning I had a hard time playing with thw Bell being to afraid, but now I've learned what my army can and can't do and hence feel actually very comfortable with my seer on a bell.
Thursday, May 12, 2011
In addition to these I've magnetized my movement trays, completed all of my stormvermin and my abomination. All in all - Things are getting done in good speed and I suspect no problem finishing the army until the 28th. I do have problems however for deciding what to do with my last 70 points, but thats another article.
Wednesday, May 11, 2011
Plague priest, flail, dispel scroll
40 Slaves, shields, mus, ch
40 Slaves, shield, mus, ch
28 Plague monks, full command, plague banner
5 Giant rats, 1pm
5 Giant rats, 1pm
Dreadlord, gw, 1+sv
5 Shades, ahw
5 Shades, ahw
Tuesday, May 10, 2011
Well back on topic. As you know, skaven has access to great many different redirectors, giant rats and naked engineers mainly. They are both awesome and are points well spent. However, their leadership leaves much left to wish for and facing monsters or the wailing banner, they might disappear in short order. An hydra for example charging giant rats which flees from terror and it charges another chaff unit. This is something many skaven players may forget and gets charged by that big unit which now doesnt have a redirecto in front of it.
Monday, May 9, 2011
However. My new favourites the globadiers are now even more a so a solid choice. Regardless toughness and save, these guys will wound you on 4+. The list of possible targets for them increases with every army! With the trend of more big baddies I predict globadiers will just keep on increasing in utility.
What I like is that in addition to just shoot the monsters, you can continue to shoot them when they're locked in combat adding to your arsenal of possible ways to counter them.
My tip to skaven players: put in some globadiers to help counter the monsters.
Sunday, May 8, 2011
Wednesday, May 4, 2011
|The skaven army steamrolling over the battlefield|
Thursday, April 28, 2011
Anyway, this blog will continue as usual, bar this week's standstill.
I'll also advice you to read my post over at Troll Tales - an tactics report about the combat reform.
The post quoted from over there. Enjoy!
Hi guys. Today's post will highlight on of the most important and defining rules of 8th edition WHFB – The Combat Reform. Sure, magic is awesome, monsters are big and have thunderstomp and infantry are steadfast bla, bla, bla. All of that is another story. Haven't you been taken unawares by a combat ending in your turn letting a enemy unit combat reform and charge you in your turn? I bet you have, and I bet you would like to do it to your opponent. The combat reform happening in the ”wrong turn” for you might be devastating, implicitly giving a unit 360 degrees of freedom and a whole lot of unpredictability, which may be the worst thing for a game where the key of winning is predicting the ebb and flow of battle. A good player will defend against this and use it to his full potential.
Monday, April 25, 2011
I'm currently working on merging my blog with the Troll Tales one. The reason is to butt our heads together to provide you with a daily updated high quality blog. We both felt that we had trouble keeping up and our similiar writing style made for an good merge.
The process is underway and all posts here will be transferred over to Troll Tales.
That's where all posts will come in the future too. Same content, new package.
I hope you'll find it interesting.
Thursday, April 21, 2011
Fisrtly I'd like to mention I had a test-run of my 2.5k army yesterday. We had a bit of time issues, so I hadn't the time to take some pictures. I went up against a O&G army with a wyvern, arachnarok and a horde of big'uns as some notable features. Well, some further thoughts may come up here later, though I won a comfortable 16-4. It would have been 18-2, if only I had better knowledge of the scenario as my opponent got the objective once. Overall it was a good performance by my army and many elements performed well, including my globadiers who killed a goblin hero and took 2 wounds of the arachnarok. See my earlier post for a review of them.
Todays post will regard the wonderful characters known as the Warlock Engineers. Most notably the use of the naked ones, the 15 points guys with a limited life-span.
I currently field 2 naked warlocks in my list and find that its about what you need. Many more will not really increase your army's efectiveness. Their basic use is to hide in units and either move out to delay or divert enemy units. This is further enhanced by the use of skitterleap, being able to teleport a diverter anywhere on the tabletop, being able to be in the most critical situations on the battlefield. The beauty is that the enemy really don't know what your plan is when you throw your spell and often letting it go in favour of dispelling plague/wither etc. This is highly effective and can buy important units some time, most notably random movement units ending up to short, like the doomwheel rolling low and your engineer saving it from a counter-charge.
If you really want to draw out dispel dice with the skitterleap you may actually tell your opponent about your plan with the skitterleap, maybe delaying his favourite unit. This is of course done in a non-taunting way, I'm not promoting bad sportsmanship! Maybe just suggest you might use the engineer for delaing a unit, and often there is a good spot for him, so it's no empty threat, just playing the mind-game that is the magic phase.
This utility of the engineer has made them real favourites of mine. However, I've started to wonder of expanding their use to get more out of the spell that is skitterleap. Mainly, my army lacks gutter runners for the moment - on a pure model-based reason ( OK, they're a lot of points too ). So I'm a bit lacking in the warmachine-hunting business, only having my cannons and my bells deafening peals to counter them. Of course, storm-banner mitigates the enemys artillery's use early on, though it wont kill them.
So what I'm thinking is giving my engineers some cheap items, enabling them to be skitterleapt beside the artillery-piece and later charging it. This of course makes the engineers more expensive, as such the item-kit must be cheap!
What I'm thinking of is maybe giving one of my engineers one or more of the following - charmed shield (5p), rat-hound bodyguard (5p), tail weapon (8). Maybe charmed shield and rat hound bodyguard for a guy with 2 attacks and 6+/6+ save, ignoring one hit. He will then cost a grand 25p, so if he actually don't kill the artillery he might stall them. As he gets +1CR for charging he needs to be killed in order to lose the first round of combat, which may happen, though not so likely. Of course he can't effectively battle the dwarfs, though he may survive a round.
If one of my "naked" engineers gets this kit, the other one remaining totally naked, I still have a first priority throw-away guy untooled for being cheap, whilst giving me another option dealing with warmachines. Even if I'm ending up just sacrificing him too, its only 25p, come on.
Maybe I'll try him out. There's really no end to the uses you can have for a character whose base cost is 15p.
Over and out - squeek!
Monday, April 18, 2011
Well anyhow. Todays post will highlight the often overlooked unit of Poisoned Wind Globadiers. I've tried them fore some battles, and will continue to try them, and I find they have their uses. All in all, I really like them! ( Of course the biggest downside is the models cost, hence my conversion work, see the blog archive for pictures )
I'm always trolling the internet for new interesting opinions and tactics for my skaven, as well as WHFB in general of course. And I find that the general opinion of the globadiers is that they are really lacklustre, while the go-to guys is the gutter runners who you see in every competitive skaven lists nowadays. And as always, I'm not letting the internet getting in the way of my own judgement. So hear me out.
Poisoned Wind Globadiers
At 10p you get a skirmishing skaven with heavy armour. As I see it, this is enough to make me consider them. they fulfil the criteria for a cheap skirmishing unit. Though the more popular chaff-units are the rat-darts ( 5 giant rats + packmaster ) at 23p a pop, they are indeed cheaper and have an increased movement rate, but they are prone to going haywire due to loss of packmaster - something I loathe. The gutter runners are indeed better fighters and can scout etc. - they are considerably more expensive and doesn't fit into the chaff-unit category. Gutter runners are much more iumportant and have better things to do than to be sacrificed.
In addition to being a 10p skirmisher, the globadiers have their signature poisoned wind globes. Quick-to-fire weapons with a range of 8" and wounds on 4+ with no armour save allowed. They may also be fired into any combat, although randomizing hits. Ok. So a unit of five globadiers might not score as many wounds on a unit given that they also suffer from long range above 4", they can march and fire and wounds any model as easy. Making the ideal targets monsters, characters and knights.
So at 50p you got a skirmishing unit of 5 globadiers that are quite mobile and being able to pop some wounds on a monster. They can be used as diverters to good effect. Effectively giving you a diverter which might sometimes surprise you. A good thing is that they have the ability to do great against high T/AS opponents, but should there be none in the enemy army you haven't paid too much points for it.
They also give great protection against that flying dreadlord or other monsters, even if they are in combat.
A favourite of mine is to move up the globadiers in front of monster to divert it, fire their globes and then stand and shoot it with their quick-to-fire. No game changer, but perhaps a wound or two.
Sadly, as is the case with skaven, they have poor ld and might be prone to terror-fleeing. Bear that in mind.
Another use of them is to move the globadiers up and then join your engineer with doomrocket to them. He may now fire it even though he marched as he gains the skirmisher rule. Tricky right?
I am in no way saying that every army needs to have these guys, but I strongly favour these over rat-darts for the control and their shooting. That extra wound on that monster is golden.
I wouldn't bother with the death-globe champion though, as it adds to their cost and is only cost-effective against certain units and is one use.
Another trick with the champion is lining the squad up in one file, allowing the enemy to only kill the champion. this will allow your unit to break and outrun the enemy with +1" flee. Hence saving the units points cost. If it rallies.
Some math on a 5-man squad shooting:
within 4": 1.25 wounds
between 4" and 8": 0.83 wounds
OK short range shooting against monsters
Allows march and fire doomrocket
Does have heavy armour
May fire into any combat (even their own)
May hit themselves ( though they are throw-away units so who cares? )
Don't listen to the intyernet - try them.
( Don't mind me being from the internet though, I'm here to help you! )
Tuesday, April 12, 2011
With 8th edition rolling for some time now, I've come to some conclusions. The one that I'll
adress in this post is - Deployment are a very critical moment during a game of 8th edition Warhammer. You already knew that? Well, let me continue my rant.
8th edition is more manouvreable than ever, for infantry.
Well true, without being forced to take wheeling into account for charges and swift reforms
really lets infantry to do some crazy stuff sometimes. What I state though is that initial combat often occurs in one of the players round 2, with the possible long charges it doesn't take much moving to open up to a possible charge.
As many may have pointed out - the game has tilted more towards risk management than ever. Well to some this might seem like - big risks give big rewards. This might be true, and will cost you games, when that irresitible purple sun kills your general and other good stuff, and might just aswell blow your own wizard up when you try the same, only to roll a misfire on the range for the sun. Fun?/Boring? - live with it, when you really look at it, it doesn't happen that often. Anyways, back on topic.
What I'm playing for is often to see those - low risks give moderate rewards. Well, what the heck is he talking about?
I often set my army up so that in turn two you might try some "Hail Mary"-charges, long distance charges, that your opponent choose to hold against because of the low possibility and if you fail charge you will end up 4" forward, which you would have liked to move anyways. Given, it is low odds to roll 10 on two D6 to charge 15" ( in my case), but what have you got to lose? I find I often use this. To guard against the enemy doing the same, you will have to have a good supporting stance between your units even on turn 1. Don't spoil your game plan, play by the odds, but have these possibilities in your head.
If I try doing a long charge into the enemy with my furnace on turn 2 in 6 games in a row and succeds once, can the enemy call that a lucky charge? ( psst. the odds for rolling 10 or more on two D6 is 1/6 ) So if the enemy does a long charge, or any charge for that matter, and catches you off guard, because he was lucky, who's fault is it? Catch my drift?
Anyway. What I'm trying to build up to in this post is to have a solid battleline. How do you do that? Think through your deployment before you go to the gaming board. In the first turns you will not be able to change much. The real maneuvring comes into play later turns, I find.
What? But a good general reacts and counters the enemys deployment!
That is absolutely correct good sir. But a good general does that without compromising on his own battleplans. I've often seen some generals deploying monsters way out hidden for cannons, too far out to have an good impact on the game. I've seen people deploying their flaming banner units weird to be in a good spot for that hydra, and a hydra deploying weird to avoid those units.
Bear with me here. Nothing is black and white. Don't be afraid to counter the enemy. All I'm asking to sit down, yes do it now, and think about how you deploy your army. You might even think about possible changes in it towards different opponents. This, in addition to speeding up deployment, gives you the comfort of being able to think about the bigger picture while deploying. Although far from everyone sist down and thinks through deployment beforehand, generals who have played a certain army for many battles do this automatically, often by learning the hard way.
I'll show you an example, from my own current 2.5k army. Check my earlier post for complete list.
This a typical deployment for me. I vary this deployment according to the terrain and enemy of course. The rulers show my inspiring presence range of 18" via the Screaming Bell.
Some basic thoughts I have regarding this:
- A slave unit near my Bell for protecting and delaying attempts on my center.
- The abomination also goes central, hunting for blocks with characters and disrupting the enemies plans. In addition he delays enemy units reach my precious seer-general.
- Furnace unit anchor on flank whilst the other flank should be against a table edge. With unbreakable, gas tests, wrecker attacks, and flaming it should give enemies flanking forces or monsters a hard time getting to me. If it meets something too hard, it at least holds unbreakable for many a turn.
- Naked engineer on each flank being able to direct or delaying some units.
- Protected cannons behind hard to move units, whilst having good firing visibility to the slaves shoulde they be engaged with hard targets.
- The bsb gives ld rerolls to stormvermin, slaves and abomination.
- Central doomrocket engineer to be able to hit the biggest blocks in the center.
- Against many flanking units the furnace would move in one step to the center, avoiding being baited out to the flank by having to pursue/overrun.
- Doomwheel may freely be placed where enemy monsters/chariots are placed, or where many small units are, being able to catch them with its random move.
- The globadiers may be placed to block off enemy scouting positions.
So this post got rather long, sorry for that. Next time you have your army ahead of you, try to deploy it in your ideal formation just on a table. Perhaps you have to many units that need inspiring presence and cannot fit? Perhaps your flaming banner unit ( Oh come on, you have one ) is to important to your battleline to be put on a flank where a monster might be?
I promise you, it pays off to put some thought into this.
Thank me later
Sunday, April 10, 2011
- lvl4 shadow
- khorne hero on jugger
- khorne hero on jugger
- khorne bsb on jugger
- 24? tzeentch warriors - raptorous standard
- 24? khorne warriors - flaming banner
- 5 hounds
- 7 knights
We rolled for the scenario per the coming tournament and got banners. Meaning we would compete for 0-16bp via victory points and 4bp to the player with most banners in the end.
I was initially quite worried about the hellcannon blasting my big things. Also, how would I destroy his three champions on juggers with 5 hounds giving them some protection.
As i turned out he depolyed from left to right: knights, khorne warriors, warshrine, juggerheroes, tzeentch warriors with lvl4, warshrine, hellcannon. I deployed tightly with my furnace heading for the knights, my abomination heading for the lvl4/tzeentch warriors, slave against his juggers and doomwheel to his hellcannon.
He made two mistakes during deployment which I was eager to capitalize on. Firstly, he set his lvl4 with tzeentch warriors without any fleeing options, as there was a building splitting his force. I sent my abomination for the unit straight away, and he promptly moved the lvl4 away fearing to be smashed by the abomb - only to be turned into a rat by the thirteenth spell. Secondly, he wanting to protect his cannon set it up on its own in the corner. This however opened up for the doomwheel heading for it unopposed and promptly inflicting 3 st10 d6 wound-hits on the thing, blasting it to bits.
The jugger heroes tried to split charge, two against my slaves that I've moved up, and one against my 5 globadiers in the way of my bell. The globadiers responded soundly by inflicting two wounds on the hero, killing him as he came charging, then they kept lobbing globes at the heroes in combat with the slaves. The chaos knights got a engineer in front of them, charging him and overrunning into my furnace, which killed 5 of them sending the others running.
In the end my doomwheel accounted for the hellcannon and both of the warshrines sweeping the backside of the warriors army with lightning flaring.
The khorne warriors were late in for combat and got charged by furnace and stormvermin, and got their toughness reduced by wither. They were cut down to two men and were killed.
The tzeentch warriors did nothing to the abomb whilst it killed every last one of them.
The game ended quickly and left a resounding 20-0 victory in my favour. I lost a slave unit my mortar, a cannon (both to misfire), my priest on the furnace of course and some engineers proudly dying the name of greater good.
The real MVP of the game were the doomwheel, taking out the hard supporting units and saving my army from those horrifying hellcannon blasts. Honourable mention goes to the globadiers who killed on hero and wounding the other two. It was fun game though which came down to some early misdeployment from my opponent in addition to my skaven being perhaps a hard match-up from the start.
Looking forward to more battles!
Friday, April 8, 2011
Its really about big things and little crap. I kicked my gutter runners in favor of 2 5man globadier units, solely on the basis of coolness, but I think they'll do quite OK for their points. It also frees up some points for other things. My main focus have become taking cool things, so I'm eager to see how the army can perform.
I also got my ordered movement trays from back-2-bas-ix in australia. Laser cut mdf-board trays for a good price. Oh how I love them, rock hard, precise trays.
Anyways here's the list:
- Grey Seer, Bell, Power stone
- BSB, halberd
- Plague priest, furnace, scroll, ironcurse icon, flail
- Engineer, doomrocket
- 30 Clanrats, Shields, Full Command, Plague wind mortar
- 30 Stormvermin, Full Command, Storm Banner
- 39 Slaves, shields, musician
- 39 Slaves, shields, musician
- 5 Globadiers
- 5 Globadiers
- 30 Plague monks, Full Command, Flame Banner
- Warp-lightning cannon
- Warp-lightning cannon
Anyway. I'll let you know how it goes.
PS. Some army photos is soon to come up, perhaps from the game tomorrow.
Monday, April 4, 2011
The engineer is a kitbash from stormverming and the IoB-set. He will be one of my naked warlocks for the army.
Anyway. I'm quite happy with how everything turned out. C & C are always welcome :)
On a side note, my local gaming club will be hosting a running league with players playing one game a week until the grand tournament here in may. I will be trying out my list with great interest. I'll also post some thoughts and battle reports.
PS. last week I bought and built an abomination, a furnace and a warp cannon. This army won't be easy to transport!
Wednesday, March 30, 2011
2500p games, trying out some lists. More thoughts on that later though.
As my last post suggested, I've been building my own globadiers. I finished painting
them just now and thought I would post some pics. I really believe they fit in really nicely
with the new skaven and mind you they actually have heavy armour rules-wise so there will
be no WYSIWYG-problem. I tend to always take that into account when pondering a conversion,
the opponent should know what it is, or I rather leave the conversion at home.
What do you think?
Saturday, March 19, 2011
I bought some stormvermins the other day, but as I got ten too many I thought I would have a go at making 10 globadiers.
I picked up some gas mask heads from micro art and some air soft bullets for the globes. Here's some wip pics
Friday, March 18, 2011
Well the game was complete chaos. After six rounds of improbable achievments from all parties there was a halved grey seer on a bell, a halved bsb, a wounded doomwheel and a slave unit and for the dark elves - the hero of the match, one cold one knight. I won't go in to details of my army list and what happened during the match this time. I rather point out some of my thoughts now, when the dust has settled.
- Slaves - God, man. They are awesome. I will run three 40man units with shields. The 100 points for a unit that have a good amount of bodies and dish out 10 s3 each round plus the fact that you can shoot, magic their foes. I have realized that against other weak/medium core troops they might actually go victorious out of a combat due to their numbers. The only backside is that if my general is killed, they will be worthless at ld 2 + SiN.
- Storm banner - I'm itching to leave it at home and bring some more of my own shooting. I only really need it for cannon protection for my bell. I'd rather take my chances, perhaps.
- Shooting - I wonder if I will try to use 2 plague wind mortars and some globadiers with death globes + engineer with deat globe. They are additional deployments and can really give some surprises. Especially with that engineer for that double death globe fun. As a bonus, engineers gain the skismisher special rule whilst joined which means that marching doomrocket and deat globe - if needed. Without storm banner you can start fire the mortars on turn one.
- The Abomination - I'm still split on this one. He's good, but really doesn't fit my play style - which is a very much more controlled engagement approach. I find that my biggest reason now for me to take him is the amazing model and for taking cannon balls for my bell. I'd much rather have a Doomwheel more - I love them! Especially their versatility as mobile shooting platform/chariot/flank protection. This frees up some more points too --- decicions...
- The Bell - It's really hard with the general fixed in place like that, though I think he serves a bit like point denial. Its OK, no more no less. Frustrating though that it rang completely out of timing yesterday - firing scorch when only monsters were left and trying to destroy all those non-existent t7 stuff. Though it is the results that are probable and good. Though not yesterday.
- The plague priest - I'll kick him, and give the dispel scroll to the seer instead. I find him a good choice, but with so much points in the bell I need the points for more units.
- Giant rats - Namely units of 5 with handler. I think I will need about 4. 23 points for a fast diverter or for hunting war machines or just whatever. More deployments none the less.
I will try to revise my list and play some more games.
Back again soon. Soon done with all my stormvermin - awesome models!
Saturday, March 12, 2011
Enjoy and comment!
Friday, March 11, 2011
Anyway, I couldn't keep myself from painting yesterday and picked out my bell. Sitting there I realized I got to have it in my army - its just that cool. Nothing like a big ass construct to match the seers ego. I almost have it finished, though I thought I would try to justify its place in my army. After all you pay 200 points to stick your lvl.4 on a perch for all cannons to see.
So what does it do? And what consequenses does it have for building the rest of your list?
I'll start with the negatives. You actually pay 200 points to lock your seer in place in an unit and making him vulnerable for cannon fire etc. Even if you don't face cannons, if you just hang back with your seer and survive you'll not have justified the points. You'll have to use the bells all small quirks.
As for the positives.You actually get a 4up ward save and magic resistance 2. It means you are invulnerable to that pesky death magic. You also get a 18" leadership bubble which you may boost with a hiding bsb with standard of discipline to a formidable ld.8 - not that bad. Then of course you get to ring the bell. This is hard to value in points as you cannot count on getting what you want in the right time. Though a brief breakdown of what its most likely to do on 3 dice:
- Cast the Scorch spell on a level of 5. -- This is huge. Such a good spell for free. The opponent would very much like to dispel it with two dice to not run out of power.
- d3 st4 on every enemy within 24" and lets you attack with all the models in the bells unit in cc. -- This is ok, but situational, depending on what you face. Warriors will laugh att your puny attempt of harm.
- d3 wounds on everything with t7 or more and destroy buildings on 4+. -- This is great! It serves as an additional defence against cannons and it hinders an enemy life wizard from casting +4 toughness around. If he do, whatch him be obliterated ( if your lucky )
- Semi-probable are: Reroll ld within 24" and gaining extra attacks, move etc
Let's continue. I categorize the next boon into the unit breaker category. Impact hits and huge footprint. 30 clanrats and the bell 5 wide is 11 ranks deep. A charge with the bell will very likely remove enemies steadfast. Try a combi-charge with some rat-ogres for some unit breaking action and to get fewer enemies attacking the seer.
The bell also is unbreakable. Though all it is good for is if you are about to receive a charge that could kill the seer, you can reform them your flank/rear and lose combat - reform from defeat and counter charge with rat ogres for example. You really need to minimize the turn spent in cc.
The bell also lets you see in 360 degrees. Great for when you turn up your flank, you can still see everything.
Now for the most important thing - the rest of your list. You need to have the bell in mind designing your list or else it will fare badly.
First up: Anti shooting in the form of gutter runners and storm banner. I also count the Hellpit to this category as tha main reason for getting one of those would be to draw fire from the grey seer.
Including the storm banner makes me reconsider warpfire throwers instead of ratling guns. As with storm banner you never really needs to fire until turn 3 - when the storm should have ceased.
You also need combat hitters. Hammer units. Though they only need to be small to bounce up that combat res, and with superior ranks you should break the enemy. These ar mainly to save your tarpitting units, but mainly to save the bell unit if stuck in combat. I will use 2 man ratogre units for this task as they are vicious.
Okok. Well hhow dou you equip your seer?
I'll go with skalm and power stone. Skalm for healing back wounds, which will be needed after both miscasts, warpstone tokens and combat. Power stone is for getting those extra power dice when you need it. I will go with rather plague heavy magic, as they have the best in-combat spells which is crucial ie wither and poison. Deathfrenzy is also a viable option. So when you are locked in combat you can bring your magic might to bear and get out. There's much magic to be feared, plague/13th/skitterleaping doomlock, so I'll count on getting out the opponents scroll early on and being able to gear up when needed.
So all in all I think clever use of the bell would pay off. Though by no means it would be as easy as just buy a souped up warlord for 200 points and point him at the enemy...
This will be interesting.
Tuesday, March 8, 2011
The assault cannon-barrelled warp grinder is an idea I've stolen clean off of The Fields of Blood blog. Thanks Pete.
The IoB Rat ogres have had some minor conversions to them. Some shifting of tubes, armswap and the addition of a giants hand. I wanted to make them just a little bit more "mine".
As a side note - I'm really starting to get confused what to get for my 2,5k army. Have anyone had good luck with the Screaming Bell? I think it could be nice. Sort of expensive, but its really a solid anchor of leadership for my army, that is immune to all that death magic foolishness. Have I mentioned that the model might be among the best looking and characterful in all WHFB? I really think so, and as an motivational to paint mine I'll try to make a list including it.
Anyway here's the pictures in no particular order:
Sunday, March 6, 2011
beverages. The team part consisted of teams choosing match-ups via ETC style and then the thress battles tournament points were added to get a team total. My team consisted of my skaven, infantry-heavy dark elves and beastmen with a doombull of death. Overall the event
was incredible fun, but exhausting.
The list I brought to the event was:
- crown of command
- sword of might
- rat hound bodyguard, tail weapon
- potion of strength
Battle standarde chieftain
- lvl. 2
- shield, musician, standard
- ratling gun
- ratling gun
- shield, musician
- shield, musician
5 Giant rats
- 1 packmaster
2 Rat ogres
- master bred
5 Gutter runners
- slings, poison
1 Warplightning cannon
So, without further delay I'll give a brief overview of the battles:
Battle 1 - Brettonia - 13-7
The first battle was against the brets with to buses of knights, one of which had 3 characters in the front. He also had trebuchet, bowmen and some pegasus knights.
He sets up his army with his guns in the middle and the knights off on the right. I counter by putting my doomwheel at the right and all my blocks in the middle. The thought was to lur away the character funbus away from my army to let me pick the rest apart, as he cannot leave the doomwheel crashing about hid flank/rear. I also scout with some gutter runners in reach of the trebuchet, he vanguards his pegasus knights in front of them to protect it.
I start by pushing by army forward in a sweeping arc, keeping the knights on the flank well within sight. I try my hardest to pick out the pegasi, but to my frustration i only manage a single wound between my warplightning and my poison slings. He charges them and losing one killed off my runners. In his turn he charges my rat ogres with the pegasi and charging the doomwheel with his funbus. The rat ogres fails miserably and is killed, the pegasi were invincible!
The doomwheel of course, dies.
I declare charges with two of my main blocks against his knights of the realm and he decides to flee. He then realized his mistake when my forward placed rat dart declared a charge and the whole unit fled overboard. Yay!
to make a long story short, my engineer blows up, my cannon blows up, and my slaves tie his funbus up. A slave unit with assassin goes through the bowmen and terbuchet. The ratling guns killed the pegasi and then began smattering the funbus. The rat dart also managed a charge at his damsel wich fled off the table. Good investment those 23 points... In the end he has a few models left but my slaves and shooting manage to kill off two of the characters.
I pull off a win, but since I gave to much points away it only settles at 13-7. I was never really worried at any point during the match, save for the invincible pegasi, which luckily got mowed down. The scenario was capture, which I got the points for.
Battle 2 - Brettonia - 10-10
Another bret this time up. A very similiar list to the first one, but a men at arms unit instead of pegasi.
His set up is a true refused flank on the right, with bowmen and trebuchet in the corner. I deploy in the same manner as the first match. I start the game by moving forward midfield and by sneaking my runners behind his lines for some shots at the trebuchet an general mayhem. He turns his men at arms around to face them and I had the option of charging the bowmen in the side at 13" or a knight unit without characters in the side at 7". To afraid to lose my runners with hidden assassin I didnt dare charging the bowmen although it would have been awesome. I drink the strength potion and charge the nights revealing the assassin. Magic and shooting does little, the cannon blows up...
The assassin kills off thre knights and two runners fell. I lose by one ( damn musician! ) and though rerolling decides to flee. He turn the knights around moving around a house and trying to get to the assassin while keeping away from my blocks which are all almost in his lap. His character funbus kills the doomwheel. This gets repetitive right?
Anyway i move up, locks the funbus with slaves, destroys the men at arms, bowmen and the trebuchet, whilst keeping fire at the funbus with the slaves. Later on his regular knights charge my clanrats, and between my warlord and rat attacks his unit is broken and one model runs away with half his units cost still alive, grumble. The funbus is reduced to one rank and file two characters with one one left and one wholly alive. Though the battle field is truly dominated by rats, his characters and the single surviving rank and file gives him a draw.
The scenario was point of despair, since none was broken, both got 2 points for that. I'm a little dissatisfied not getting the last of the frenchmen, but it was a good game. My cannon still hasn't killed anything but himself still. I really hoped it to perform against the brettonians. But what can you do?
Battle 3 - High Elves - 18-2
He set up a big unit of seaguard, archers and a unit of phoenix guard with caradryan and a lvl.3 book-wielding mage along with some eagles.
He starts off by moving forward, and then realizes he is out of range with his spells, then decides to roll 6 dice att drain magic. 1,2,3,4,5,6 which i then dispelled with a double six. Take that elven magic!
I roll up, doomwheel killing a eagle, gutter runners the same. I warpgale to worsen shooting and ground the eagles, tohugh they were soon dead so they were grounded anyway. Then fires off a doomrocket which hit the very center of the seaguards, killing 15, leaving 5 left which tried to make a suicide run at my clanrat unit with engineer only to find an assassin there. Later I double charge the archers which had a line of runner leading the fleeing unit off board. i charge his phoenix guard with my rat ogres for some shots at the mage, killing him and then being run down in return. this brought his unit in to my thinned down slave unit wiht bsb, which were dispatched in short order. My cannon gets some wound off his phoenix guard which were starting to becom manageable. The phoenic guard failing to charge my cannon in the last turn then gets charged in the rear and flank by clanrats, slaves, warlord and assassin. They died. The elves find themselves wiped in the very last turn.
18-2 to the rats.
Battle 4 - Ogre Kingdoms - 19-1
The last battle was against a very good friend of mine which fielded some random ogres, a giant and a tyrant with wizarding hat(!). He rolls off getting spirit leech for this assassination scenario -rats! i deploy my characters off to my right while trying to divert his tyrant to the left with my stormvermin. My doomwheel tries to get a charge at some bulls, only to roll 5 and shooting slaves instead. It then got double charged, broken and fled to safety. He dont manage to overrun into my character unit. My two ratogres smashed into the ironguts flank, killing and overrunning into his bulls and killing them also. My giant rats holds his giant for two rounds by him yelling and brawling ( no thunderstomp ) and then falling. Which helps me delay his arrival. It is then shot and killed by warplightning and doomwheel. In the meantime my clanrat unit is fighting his large irongut unit with tyrant, only that they have been halved in number by skaven shooting, mainly the ratling guns. He smashes me but I hold. Only to pop out my assassin, with potion of strength and giving the unit ( and assassin! ) deathfrenzy. The assassin goes ahead and dispatches the tyrant and the unit is killed and broken. The only remaining unit is his bsb backed by a stubborn lending maneater fighting slaves. What does that mean? Yeah, two ratling guns, poison slings, and warplightning later they die.
So, this leads to giving the rats a 19-1 and not succumbing to one lost character in this assassination scenario. Got to keep that spirit leech in check.
All in all this leads me to a grand total of 60 tournament points. The only downside was that my fellow team mates manages to gather 75 tp between them. Giving us a 135 tp and a secon place amongst the 8 teams present. Great!
I really never felt worried during the match-up selection, which was great. Giving me afeeling that the skaven really is an all-corners list. Also going undefeated through my first real gametest with the skaven hints for a great future.
Some thoughts of the list:
- The crown was really unnecessary, thogh it was a points filler.
- The doomwheel is more of a threat than it is a killer. The opponents
must react to it or else it will run rampant.It is not really hard to break though.
- The ratling guns really impressed me. Their long range, their ( sort of ) reliability give them an edge. Firing into slave combat, without killing slaves is also nice. The lower points cost is also a plus.
- The assassin was a great fun to play with! Though real hard to use points effectively, he really has potential. Give that unit of slaves death frenzy, only to boost his attacks with potion of strength to get of a whopping 6 st 7 rerollable poison attacks, plus two st 3 poison rerollable. Given, the tyrant didnt have a ward save, but wrestling down a tyrant is quite a feat for a skaven character.
I'll take pictures of my painted army during the day, so they'll come up shortly.
Wednesday, March 2, 2011
Cheers. I just wanted to inform you that the painting is almost finished. Just a half of a Slave unit left. I will try to finish them tomorrow. I'be been so busy painting Im behind taking pictures, but I will!
I just have to say that the rat ogres where truly a joy to paint. I'm itching for more of them...
As I've said in earlier posts I'm attending a 1500 p team tournament Saturday, and I need to be finished til then. I'll be joining forces with dark elves and empire. This tournament scene is truly a laid back one rather than a competitive, but I hope for some good games. I really long to try the skaven out for a walk.
You can expect to have some coverage and reports on the event, along with any insights regarding skaven and 8th edition.
This tournament marks the point where I'll start turning my attention to assembling a fun, competitive 2500 list. Expect a lot of in depth analysis of different units and overall synergy.
Monday, February 28, 2011
I tried out some vivid greens for the Doomwheels warpstone and source lighting. I'm really pleased with the sick green color that I've achieved and that will be the model for all other warpstone items in my army.
The paints I used for painting warpstone is:
vallejos version of bilious green
mix in som sunburst yellow in the bilious for some extra magical shine.
Please fell free tom leave comments and criticism about the painting. As I've mentioned i will add base scenery after the tournament at saturday, and some other details highlighting.
I also had a practice game this afternoon against dark elves. It was crazy. Lessons learned:
don't be tempted to flank charge enemies combatting the slaves, shoot! I always seem to be too
tempted to save them early, while they actually will be staying put for some time. The Doomrocket is awesome. The doomwheel caused mayhem to both armies, killing knights , rat ogres and misfiring out of control through a forest into my slaves, never think you have control over it, put your rat ogres on your opposite side of the board... However the dark elves pulled off a minor victory I'm glad to learn my new armies abilities.
Anyways here's some pictures:
Friday, February 25, 2011
My army are quite agile and have decent shooting, but when locked in combat, they might struggle to deal with the enemy. The skaven can hold, and even shoot at the slaves opponents, but you really need something to bump that combat and win. Otherwise the units will surely be grinded down, not to mention my characters.
I think I'll try a unit of 2 rat ogres, one of them being a master-bred. The master bred is really a great upgrade. In addition to having +1 ws/a/in, it also makes the unit more durable by forcing opponents to distributing wounds between them. A plus is that the master-bred is very capable of winning a underdog challenge with his 5 st5 attacks + stomp.
103 points for 9 s 5 attacks + 2 stomps and a s3 att is a good investment for helping my other blocks out. You'll need to keep them within bsb and/or the general for a sort of control over their frenzy or stupidity.
The main tactic with these would be to hang back a little, keeping in potential flank arcs and not committing to units I don't wont them to. These guys wont survive a frontal charge at anything but the smallest units. Their ini of 4/5 is great for making sure those attacks get to hit and will sure count, especially when fighting other monstrous infantry.
Oh, and did I mention the IoB models look really great! Reason enough to get them.
I still have one gutter unit left still to potentially hide my assassin, which is nice.
Wednesday, February 23, 2011
This is how the painting is faring:
2 ratling guns ( I'll use the warp-grinder model for these )
12 gutter runners
6 giant rats
So I think I'll make it to next saturday :)
For now, I bring you, stormvermin: