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.