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Made in gb
[DCM]
Et In Arcadia Ego





Canterbury

I have seen it, AFAIK it comes out a fortnight or so after the rest of the kits we have seen, with the new battalion.

EDIT : see here-- no pic, sorry !

This message was edited 1 time. Last update was at 2009/10/06 19:07:43


The poor man really has a stake in the country. The rich man hasn't; he can go away to New Guinea in a yacht. The poor have sometimes objected to being governed badly; the rich have always objected to being governed at all
We love our superheroes because they refuse to give up on us. We can analyze them out of existence, kill them, ban them, mock them, and still they return, patiently reminding us of who we are and what we wish we could be.
"the play's the thing wherein I'll catch the conscience of the king,
 
   
Made in de
Dominating Dominatrix






Piercing the heavens

Okay, thanks.

hmmm....a new big kit with Plague in the title. Me like already.
   
Made in us
Longtime Dakkanaut





Ellicott City, MD

MeanGreenStompa wrote:Some lovely models, I like the leaping Queek although I don't like the giant skeleton on his back.

Price is ludicrous though especially on this idea for units of platics of something elite costing half again as much again as regular troops, there is no justification in production or materials for those prices.


Of course there is... Making the mold for plastic models is a fixed capital investment. Yes the plastic to make the models, the packaging, the time investment in designing the figures, etc, probably costs the same for elites or regular troops, but you can expect much greater sales for regular troops and therefore can spread out the capital investment over a broader base leading to lower prices on a per unit basis for regular troops. Elites, by their nature, do not sell as heavily as troops. Therefore to recoup the capital investment you need to charge a higher cost per model.

One could, perhaps, argue that the delta between the two is artificially wide, but to say there's no justification strikes me as being off the mark.

Vale,

JohnS


Valete,

JohnS

"You don't believe data - you test data. If I could put my finger on the moment we genuinely <expletive deleted> ourselves, it was the moment we decided that data was something you could use words like believe or disbelieve around"

-Jamie Sanderson 
   
Made in us
Rampaging Carnifex





Mandeville, Louisiana

Maybe they'd sell more elites if they didn't cost so much? I'd buy more just to have them.

Dakka. You need more of it. No exceptions.
You ask me for an evil hamburger. I hand you a raccoon.-Captain Gordino
What are you talking about? They're Space Marines, which are heroic. They need to be able to do all the heroic stuff. They fight aliens and don't afraid of anything. -Orkeosarus

 
   
Made in us
Longtime Dakkanaut





Ellicott City, MD

Railguns wrote:Maybe they'd sell more elites if they didn't cost so much? I'd buy more just to have them.


How many Rare/Special units can you have per army compared to Troops? Sure some people will "overbuy" but the rules simply don't allow you to field as many Rare/Special units as you can Troops.

Vale,

JohnS

Valete,

JohnS

"You don't believe data - you test data. If I could put my finger on the moment we genuinely <expletive deleted> ourselves, it was the moment we decided that data was something you could use words like believe or disbelieve around"

-Jamie Sanderson 
   
Made in us
Rampaging Carnifex





Mandeville, Louisiana

It isn't like you get the maximum number of models per unit in any of the boxes. You'd need to buy $100 American before taxes to get a full squad of terminators. (which is USUALLY the same with core choices, but the pricing model for "units" is completely inconsistent.)

Dakka. You need more of it. No exceptions.
You ask me for an evil hamburger. I hand you a raccoon.-Captain Gordino
What are you talking about? They're Space Marines, which are heroic. They need to be able to do all the heroic stuff. They fight aliens and don't afraid of anything. -Orkeosarus

 
   
Made in ca
Superior Stormvermin




I hadn'rt seen this posted on here yet. Stolen straight from the Warhammer Forum who stole it from Warseer.
http://warhammer.org.uk/phpBB/viewtopic.php?f=3&t=64602


1st: Armywide special rules and differences from "normal" armies, changes from old book.

Magic Items: You have the usual Magic items with the usual restrictions (100 points for Commanders, 50 for heroes), seperated in weapons, trinkets, armour etc.
And than there are the "special" lists of items. Some characters as the Assassins for Example are only allowed some of the special lists. Moulder Clan equip, Skryre wargear, etc.

Shooting into close combat - gone. Yes, it's gone. Really.

placing characters within the last rank - gone. Still, if a character decides to withdraw from a chalange and is placed in the last rank, he still benefits the unit with magical items, leadership, battlestandard etc.

Other army wide rules: Live to fight another day: +1 distance to flee.

you get +1 morale (up to a maximum of 10) in the higth of your rank bonus.

looted wargear (not sure about the name)
thats a short list of equip including several weapons and funny objects. You may have as many of them as you whish, still only once the same per character.

Warpstone pistol - 8 points. 10 " range pistol with warpstone attacks (means magic attacs). counts as a pistol in all means.
Warstone rifle - S 5 Warpstone musket. Move or shoot. 10 points.
Guardian rat - 1 WS 3 S 3 aditional attack with bearers initiative. 5 points.
Tail weapon - 1 aditional attack with S 3, does not benefit with other wargear, may still be used with magic weapons.
Poisoned attacks - 15 points.


2nd - Units.


I start with the boring stuff here, everyone who's interested into the hell pit abomination should scroll down...

If I do not mention otherwise, every unit has +1 to flee and +MW for ranks.

Core

Clanrats -
the same. 4 points each with 1/2 (yes, one half) point for shields and spears.

Stormvermin:
Strength 3. Come with halberds and mail armour for 7 points, 1 point for shields. One unit may have a magic banner for 50 points. Champion may pic from the "wargear loot" equip for 15 points.

Both Clanrats and Stormvermin may add one (1) weapon team of the following:
Flamethrower (70 points) , Thing-shredder (55 points), Globe mortar (65 points), Rattling gun (55 points)

Flame throwers now have flaming attacks.
rattling guns are the same, but do not hit automatically. the do not suffer a penalty for multiple shots or longe distance shooting.

Slaves -
two points each. 1/2 point for shields, spears or slings. No weapon teams, no champion, Musician standard costs halved.
Slaves have two special rules, one is "cornered" which I do not remember... the other is "worthless" - as long as an enemy is only engaged with slaves, you may shoot into the close combat.
Slaves do not provoke panic tests from any other unit than slaves.

Shadowrunners
May make a free movement at the beginning of the game. No skirmishers. May have a Warpunnler. 7 points per model,
come with two hand weapons and shuriken.
Champion has a 6+ ward save.

Giant Rats: little cheaper, do not count for minimum of core units

Vermin swarm: 25 points, same as giant rats. do not block linoe of sight.



Special

Gutter runners
May have a warp tunneler. skirmish, outflank from any edge.
Champion has a 5+ ward save. Come with same es shadow runners.
May be given the following: Nets (a net counts as a shield and gives a malus to the enemy, I think it was -1 to hit, nut sure though.) poisened attacks for 5 ppM.

Rat ogres.

Same price here, same profile, come with... frenzy...? don't know the english term. You are granted +1 attack but you have to charge if possible.
you may add as many ogres to the unit as you want (4 ppM), for each 2 ogres you may add one more handler.
May have a mastermoulder (counts as champion, may have 30 points wargear, a Thing-cather which grants him killing blow for 20 points or a great weapon for 4 points.
Mastermoulder profile is 6 5 3 4 4 2 5 2 6

Plague monks: 7 points per model, come with two handweapons, one unit may have a standard for 50 points.
Still have frenzy (was it frenzy? se rat ogres for what I mean...)

Jezzails: 20 points per model. 4+ armour save, NO skirmishers. May have a champion with BS 4 for 10 points. Unit size 3+

Censer bearers: the same almost, forgot about them.

Globardiers: 10 ppm. 5 - 15
Special rules: Life is worthless... may fire into close combat.
shoot from behind: when engaged into close combat, all globardiers which do not have contact with enemy models may shoot at the unit(s) they are engaged with.


Lords
I did not look up neither the abilities of special characters, nor their options. I just list you the points.

Lord Skrolk: 470

Thanquol: 450

Ikit Claw: 395

Skrotz the mutant: 225

newHeadhunter-thing-char: 215
After a brief overlook he seemed pretty strong with WS 7 and 6 attacks...

Verminlord: 500 points.
profile: 8 8 4 6 5 5 10 5 8
Special rules: Flee + 1, Immune to psychology, Terror, great target, 5+ ward save, Sorcerer lvl 4. He counts as a demon.
The vermin lord may not be the general of your army.

Warlord: 90 points.

Grey seer: +1 Morale. Comes with Lvl 4 and D3 warpstone tokens. 240 points.
The Screaming bell is his mount, 200 points. The model itself is HUGE, almost twice es big as the current one. Kit is also used for the "Plague menetekel" (now this word is totally strange to me, and there seems to be no translation to english... wiki led me to this:http://en.wikipedia.org/wiki/The_writing_on_the_wall
There's a Rat ogre ringing the bell and a grey seer (with horns) riding the bell. Function of the screaming bell later.


Heroes.
Snikch: has a mantle which obscures him, he's only visible to units on 4+. 270 points.
He has got a murdering profile, Initiative 10 and always strikes first.

Tretch: 145 points.

Assassin. Sad part first: assassins do take a heroe's choice. They work pretty much like DE assassins, with lower profile (stil I 9 ASF)

Warlock: 15 points. At this stage he's a technician only, no wizard.
he may be upgraded to level 1 for 50 points or level 2 for 85 points.
Only one to have 2 warpstone pistols...
May chose lore of doom only. (more to magic later)

Plaguepriest: 100 points, lvl 1 wizard. may chose lore of plague. May have a Plague Menetekel giant swingy-thingy... oO for 150 points.

Now, lets start the interesting point:

Screaming bell.

Bell comes with Magic resistance (2), 4+ ward save, causes fear, is a Large target.. It MUST join a unit of storm vermin or Clan rats. The joindes unit becomes stubborn.
Bell has T6, LP 6, S 5, causes impact hits. The Rat ogre ringing the bell may strike with S5.

Enemy units in contact may chose to attack the Bell (WS of the ogre is applied here (WS 3)) or the prophet.

Moving the bell: It requires at least 10 models to move the bell at full capacity (5 Inches). For each model below 10, it loses 1 Inch of movement, if the unit dropps to 5 it may not move at all.

Ringing the bell (thats what you wanted...)
at the begining of each turn or magic phase (not sure) the player may ring the bell. At turn one he may only use 1 dice, at each of the following up to three.
The bell is automatically rung if wounded by a S5 or higher missile attack.
Results:

1 - nothing happens. Spank-spank the Rat ogre for failing-failing...
2 - 4 unit with the bell attached moves D6 inches forward (and may attack if possible)
5 - 8 all friendly units may reroll morale checks within 24 inches of the bell
9 - 10 Bell (not the seer) casts the Spell "Scorch" from lore of doom (see later with magic) at power level 5
11 - 12 All enemys with T7 or higher suffer D3 wounds
13 Say Ding-Dong alound and smile to your enemy. All Enemy units within 24 inches suffer D3 S4 hits. If the Bell is engaged in close combat ALL Skaven within the unit it is attached to may attack in close combat this round.
14 - 16 All units within 12 " gain +1 attack for this turn.
17: All gain +1 attack and get to reroll tohit and to wound
18: with a loud BANG the Bell is destroyed. All units within 4D6 inches suffer D6 S4 hits without armour saves.

if you roll two equals, the result is applied, but the unit pushing the bell suffers D6 S4 hits.
If you roll three equals, both bell and prophet suffer a S5 hit.

Plague menetekel:
It's not a furnace, it's like the bell itself, but with a big censer instead of the bell.
Moves just like the screaming bell, but may only be joined by Plague monks.
I do not remember a lot of this thing. It has two effects, the one's a mighty blow which causes a numer of hits declared with the artillery dice of S5 o the enemy unit in contact., the other makes all models in contact (friend and foe) take a Toughness test or lose one lifepoint.


Which leaves us with
Rare choices

Hell Pit abomination: 235 points.

It may NOT tunnel. It is a crawling, moving mass of dozens of Bodies moulded together, has severel arms, giant claws, etc. The drawing shows it to be at least 10 times as high as a man. It is NOT a giant rat, more like 100 sakven mutated together with parts of giant creatures. the pic was only small but it scared the crap out of me...

Causes impact hits, Terror, Large Target, Regeneration, Stubborn.

Profile: 3W6, 3 1 6 5 6 4 * 8
Moves 3 D6.If you roll three times the same, something bad happens. roll a D6 to see the result: 1: does not move at all, 2 - 5 moves at a random direction, 6: gains + 1 strength. If you roll a second or more 6 it looses 1 wound.
Special attacks: Troll 1 D6 to determine how it strikes
1-2: Feast: 1 S6 hit at all models in contact, no armour save, causes D3 wounds.
2-4: leash: 3D6 attacks. A unit that suffers a casulty get a -1 penalty to hit rolls against the abomination.
5-6: Crush: all miniatures in contact have to take a I-test or will be killed, the crushed unit suffers 2D6 S6 hits.

If the nasty thing is dead, playe a marker at it's position. at the beginning of your next turn, roll 1 D6.
1 - 3: Killed. The dreaded creature is dead, dead, dead. Your enemy may open a keg.
4 - 5: Rats leave the sinking ship, er, mean to say creature. Place D3 Vermin swarms.
6: It's ALIVE!! The Abomination comes back to life with D6 Lifepoints.

Doom Wheel - 150 points

Causes Terror, Impact hits (D6 + 1), Large target.

Moves like a chariot (3D6). If moved through difficult terrain it only suffers D3 S4 hits and moved on. However, if it moves againts impassible terrain it suffers D6 S10 hits and stops...
when negaged in close combat it may crush the enemy, causing D3 S6 hits.

Warplightning Arc - has to shoot 3 times each round, causing as many hits as the artillery dice shows you to the NEAREST unit. Strength is 6. Warlock may surpress firing with a morale check. Morale is 7.
If you roll a malfunction: 1: suffers D6 S6 hits, - 1 D6 movements. Three times this result and it is destroyed.
2-5 moves at a random direction.
6: Whats that button-button fore? Moves an aditional D6 until end of game.

Warp Lightnin canon - 90 points.
No more ward save, does not have to pick "flee".
It works just like a cannon now, with the following difference: The first Artillery dice is used to determine the beginning of the effekt, the second one for how far the Spark "jumps" and for the strength.

Malfanction: 1- 2 : it exploed.
3 - 5: oooops... shoots 4D6 in a random direction, with S 10, and exploed with the 5 inces blast at the end of the line.
6 - may not shoot this turn.

Plague catapult: Magic catapult with S2 poisened attacks with large template. Funny thing: one of the malfunction results makes your opponent place the large template anywhere within 3D6 from originalt target. 100 points.

Magic:

As reported there are two lores: Lore of Doom and Lore of plagues.

But first....

the DREADED 13th Spell - cure of the horned rat. Cast on 25.

Only grey seers may have it.

It causes 4D6 casulties at one infantry unit. No Saves at all. If the unit is totally destroyed by this, you gain a unit of clan rats equal to the number of models destroyed, otherwise they are only casulties (the fellow warriors just "release therir former brothers from their suffering")


Lore of Doom:

1 - Sulfurjump: teleports one character within 12 inches to anywhere on the table. cast on 5+
2 - Warp lightning: magic missile with D6 S 5 hits. a roll of 1 hits the caster.
3 - Howling Warpstorm: Flyers may not fly, and all shooting suffers -1 to hit. Skaven shooting excluded. cast on 7+
4 - Deadly frenzy: one unit gains frenzy with +2 rather than +1 attack. does replace normal frenzy (so you don't get +3 attacks) lasts until unit looses combat.
5 - Scorch: places 3" template within 24 ", causing a flaming S5 attack to any model touched. Cast on 11+
6 - Jaws of the World Rat (seriously, it's named somewhat else, something with chasm or canyon or what ever, but the effect is the same...) Draw a line of 4D6 inches from the caster. Any model touched must take a Initiative test or is removed. War machines and chariots only on 5+.

Lore of plague.

1 - Plagebreath: cast on 5+, S2 breath weapon which ignores armour. In close combat engaged unit sufferd D6 S2 hits without armour.
2 - Poisened Gift: cast on 7+, unit gains poisened attacks. If it has it already, poisened attacks now work on 5+. Last til end of the game (!!)
3 - Wither: one Unit within 12 inches suffers -1 Toughness til end of the game. Cast on 8+
4 - Verminflood: cast on 8+: 5 " template moves 4d6 inches (not through impassible terrain, touched units suffer §d6 s2 hits.
5 - Foul clourd: cast on 11+ all units within 12 " suffer D6 S 5 hits without Armour: enemy on 2+, skaven on 4+, plague monks, censer bearers, globardiers and plague priests on 5+.
6 - the plague: same as before. cast on 12.

Weapon teams: almost forgot about them.

They come with heavy armour. As long as they stay within 3" of their attached unit they gain the morale bonus of their units ranks, and a 4 + ward save. They count as a single unit (and may be attacked and shot at as usual)

so, this is it. Enjoy =)

p.S. The battalion includes: 40 new clanrats, 20 plague monks and one giant rats/rat ogre kit. 85 euros.
   
Made in de
Dominating Dominatrix






Piercing the heavens

That Abomination thing sounds like a lot of fun.
I'm still not going to play Fantasy.
   
Made in gb
Fixture of Dakka





Southampton

Had a look at the sprues in GW Oxford Street on Tuesday. Really liked the Clan Rats, which I don't think some of GW's own images do justice. They have proper ratty faces and about half look suitably downtrodded enough to function as slaves (would it have killed them to put manacled arms or something on the sprue though?).

From The Crippler's post above, it doesn't sound like the army book is reinventing the (Doom)wheel much. Brings back a lot of old units (wonder if the old Vermin Lord model will be used like Karl Franz or Eltharion) with only a couple of new bits. I am reserving full judgement on Hell Pit Abomination, but was never a massive fan of Clan Moulder stuff and I don't think I'll like this either.

However, new models shown so far are enough to get me on board. Army book now pre-ordered

   
Made in gb
Fixture of Dakka





Southampton

Further to the above, Vermin Lord is indeed still in production allbeit as a Collector's mini.

http://www.games-workshop.com/gws/catalog/productDetail.jsp?catId=cat1300324&prodId=prod1140208&rootCatGameStyle=

[Thumb - m1250490_99060206051_ColWHVerminLordMain_445x319.jpg]


   
Made in gb
Krielstone Bearer





Stoke On Trent/Cambridge/Northampton/England

Dare I say it, but all these lovely Skaven models want me to convert up a Hrud army for 40K.


Automatically Appended Next Post:
Now will it be based upon IG, Tau or Dark Eldar???

This message was edited 1 time. Last update was at 2009/10/08 14:43:00


dogma wrote:Is there any Chaos God who goes un-worshiped in Brazil?
Probably Nurgle, Africa has the lock on that.

metallifan wrote:
The Dark Eldar are, by fluff, sex-addicted, space-cocaine snorting, cross-dressing, slave-taking, soul stealing space pirates. They should fit the bill. No one is forcing you to buy minis with man-thongs.

Sharpasaspoon wrote:Rome, Greece and GW.... The Greeks invented Sex, the Romans thought about having it with women, then GW decided to screw us.

I use Zap Brannigan's art of war and try to jam enough wreckage in their main cannon so it won't work. 
   
Made in de
Dominating Dominatrix






Piercing the heavens

Good point Flashman. Still no Rat demon in the book. Lame.
   
Made in gb
[DCM]
Et In Arcadia Ego





Canterbury

Anung Un Rama wrote:Good point Flashman. Still no Rat demon in the book. Lame.


.sorry, what ? Vermin Lord is an option in the book.

The poor man really has a stake in the country. The rich man hasn't; he can go away to New Guinea in a yacht. The poor have sometimes objected to being governed badly; the rich have always objected to being governed at all
We love our superheroes because they refuse to give up on us. We can analyze them out of existence, kill them, ban them, mock them, and still they return, patiently reminding us of who we are and what we wish we could be.
"the play's the thing wherein I'll catch the conscience of the king,
 
   
Made in eu
Infiltrating Broodlord





Mordheim/Germany

Nice downgrading of the skryre stuff and buffing of the rest without completely nerving them.

And big thumbs up for the plague catapult!

Sad thing that I won't update my skaven this time around...

Greets
Schepp himself

P.S. The different lores look good.

This message was edited 1 time. Last update was at 2009/10/08 16:15:55


40k:
Fantasy: Skaven, Vampires  
   
Made in ie
Frightening Flamer of Tzeentch





I am defo going to be getting these new models

radiohazard wrote:Now will it be based upon IG, Tau or Dark Eldar???


I had this idea a few years ago; never put it into practise though :(
I was going to use Dark Eldar, with Plague Priests as Wyches, Vermin Lord as Talos, Stormvermin to Incubi, Doomwheel as Ravager, etc.

DR:80+S++G+MB--IPw40k00#-D++++A+++/aWD100R+T(D)DM++++

Church: So it is a sword, It just happens to function like a key in very specific situations.
Caboose: Or it's a key all the time, and when you stick it in people, it unlocks their death.  
   
Made in us
Decrepit Dakkanaut






SoCal, USA!

Nice, sounds like Skaven are going up.

   
Made in us
Rampaging Carnifex





Mandeville, Louisiana

Great, so the clan that interested me the most thematically and artistically is the one that gets nerfed. I hope a skryre army isn't too nerfed to play well.

Dakka. You need more of it. No exceptions.
You ask me for an evil hamburger. I hand you a raccoon.-Captain Gordino
What are you talking about? They're Space Marines, which are heroic. They need to be able to do all the heroic stuff. They fight aliens and don't afraid of anything. -Orkeosarus

 
   
Made in es
Regular Dakkanaut






radiohazard wrote:Dare I say it, but all these lovely Skaven models want me to convert up a Hrud army for 40K.


Automatically Appended Next Post:
Now will it be based upon IG, Tau or Dark Eldar???


My vote for the imperial rats!
   
Made in us
Decrepit Dakkanaut






SoCal, USA!

Railguns wrote:Great, so the clan that interested me the most thematically and artistically is the one that gets nerfed. I hope a skryre army isn't too nerfed to play well.

If it's what actually interests you, then you should still do it. I doubt it will be horrible.

   
Made in us
Rampaging Carnifex





Mandeville, Louisiana

I will anyway, but it sucks to play an army that you like the theme off but it manages to be terrible because of the theme and gets consistently creamed. It doesn't look like skryre took that bad of a hit though. The Skryre warlock engineers or whatever they are called apparently took a hit, and the Warp lightning cannon seems to have been nerfed in survivability at least. As long as those two things aren't totally ganked to help sell doomwheels I should be fine. Jezzails too.

Dakka. You need more of it. No exceptions.
You ask me for an evil hamburger. I hand you a raccoon.-Captain Gordino
What are you talking about? They're Space Marines, which are heroic. They need to be able to do all the heroic stuff. They fight aliens and don't afraid of anything. -Orkeosarus

 
   
Made in ca
Avatar of the Bloody-Handed God





Inactive

-No more shooting into combat? Oh great ... take away the most unique rule that made Skaven fun... ( no more pew pew skaven army for me )

-Doomwheel is rare choice ? Been plastic i would have thought they get similar entries to Lizardmen Stegadon allowing lots of them ... guess not.

-Hell Pit abomination: Will this thing get a model?

Paused
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          ʳʷ   ᵖˡᵃʸ  ᵖᵃᵘˢᵉ  ˢᵗᵒᵖ   ᶠᶠ 
   
Made in us
Decrepit Dakkanaut






SoCal, USA!

@Railguns: It's a new WFB Army Book - it can't be worse than Ogres / Beasts.
____

LunaHound wrote:-Doomwheel is rare choice ? Been plastic i would have thought they get similar entries to Lizardmen Stegadon allowing lots of them ... guess not.

-Hell Pit abomination: Will this thing get a model?

Doomwheel is like Stank ... mandatory 2 per army!

Wait for Wave 2.

   
Made in us
[DCM]
Tilter at Windmills






Manchester, NH

Railguns wrote:I will anyway, but it sucks to play an army that you like the theme off but it manages to be terrible because of the theme and gets consistently creamed. It doesn't look like skryre took that bad of a hit though. The Skryre warlock engineers or whatever they are called apparently took a hit, and the Warp lightning cannon seems to have been nerfed in survivability at least. As long as those two things aren't totally ganked to help sell doomwheels I should be fine. Jezzails too.


Which is worse-

Being hobbled by your theme?

Or having your chosen theme be THE most powerful option, thus the one every pure-competitive player who cares nothing for the fluff gravitates towards, leaving you a theme-loving player indistinguishable from the mass of bandwagon-hopping powergamers, with no one appreciating your theme because of the association?

Skrye was the broken option for years. A friend of mine really enjoyed playing Skaven early in 6th edition with the old Ravening Hordes list, in which the rats were a bit overpriced/underpowered, and he earned a lot of respect when he won with them. He stopped playing them when the book came out and the Skrye shooting/magic nastiness became a go-to list for powergamers.

Won’t be able to tell for sure how much Skrye got nerfed until I actually read the book, but I strongly suspect that it’s still going to be good; it just won’t be as much of a shooty/magic gunline.

Adepticon 2015: Team Tourney Best Imperial Team- Team Ironguts, Adepticon 2014: Team Tourney 6th/120, Best Imperial Team- Cold Steel Mercs 2, 40k Championship Qualifier ~25/226
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Maelstrom's Edge! 
   
Made in de
Dominating Dominatrix






Piercing the heavens

Mannahnin wrote:
Railguns wrote:I will anyway, but it sucks to play an army that you like the theme off but it manages to be terrible because of the theme and gets consistently creamed. It doesn't look like skryre took that bad of a hit though. The Skryre warlock engineers or whatever they are called apparently took a hit, and the Warp lightning cannon seems to have been nerfed in survivability at least. As long as those two things aren't totally ganked to help sell doomwheels I should be fine. Jezzails too.


Which is worse-

Being hobbled by your theme?

Or having your chosen theme be THE most powerful option, thus the one every pure-competitive player who cares nothing for the fluff gravitates towards, leaving you a theme-loving player indistinguishable from the mass of bandwagon-hopping powergamers, with no one appreciating your theme because of the association?


QFT. Clan Skyre was almost the fun aspect of a Skaven army, but the over powerbuild was (one of) the reason(s) I stayed away from it.


reds8n wrote:
Anung Un Rama wrote:Good point Flashman. Still no Rat demon in the book. Lame.

.sorry, what ? Vermin Lord is an option in the book.

Oh, the Vermin Lord IS the demon. Must have overread that part. Well, in that case:

This message was edited 2 times. Last update was at 2009/10/08 22:40:05


 
   
Made in gb
Longtime Dakkanaut






UK

Oh dear.

Loving the new models, especially the clanrats. Must be strong and resist until I've finished painting what I've already got (yeah, right).

Can anyone smell.... cheese? Eek!

   
Made in gb
Ridin' on a Snotling Pump Wagon






News for yous!

Death Master Snickh. 6 attacks, armour piercing and D3 wound per hit with Poisoned Attack and ASF.

Queek Headtaker. Ignores armour saves, wounds all Stunties on a 2+

Lord Skrolk. Allows Plaguemonks as Core choices.

Night Runners. Now ranked unit, but gain a free move before the first turn. Unknown whether this allows a march.

War Lightning Cannon. Fires like a normal Cannon (guess+overshoot, then bounce). uses small template, S Artillery Die (2-10)

Vermin Lord - Lvl 4 Sorceror with Terror

Doomwheel - Causes Terror, Chariot, 3D6 move, 3 Lightning shots a turn as S Artillery Die (2-10)

Gnawtooth grants his unit (Giant Rats or Rat Ogres) a choice of Regeneate, additional attack, or Poisoned Attacks

Slaves are half the cost of Clanrats (Clanrat costs currently unknown).

Say thank you Mad Doc Grotsnik


Automatically Appended Next Post:
News for yous!

Death Master Snickh. 6 attacks, armour piercing and D3 wound per hit with Poisoned Attack and ASF.

Queek Headtaker. Ignores armour saves, wounds all Stunties on a 2+

Lord Skrolk. Allows Plaguemonks as Core choices.

Night Runners. Now ranked unit, but gain a free move before the first turn. Unknown whether this allows a march.

War Lightning Cannon. Fires like a normal Cannon (guess+overshoot, then bounce). uses small template, S Artillery Die (2-10)

Vermin Lord - Lvl 4 Sorceror with Terror

Doomwheel - Causes Terror, Chariot, 3D6 move, 3 Lightning shots a turn as S Artillery Die (2-10)

Gnawtooth grants his unit (Giant Rats or Rat Ogres) a choice of Regeneate, additional attack, or Poisoned Attacks

Slaves are half the cost of Clanrats (Clanrat costs currently unknown).

Rat Ogre's now available as a Character Mount! Called Bonebrutes or some such. Whether this is a 'souped up' variant or not currently unknown.

Say thank you Mad Doc Grotsnik

This message was edited 1 time. Last update was at 2009/10/09 00:01:56


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Made in ca
Superior Stormvermin




What is everybody's opinion about the 1/2 point upgrades? I think it's so strange. Wouldn't it have been better to just say - entire unit may have shields for 15 points, or something like that?
   
Made in us
Decrepit Dakkanaut






SoCal, USA!

I just like the 13th spell. Go big or go home!
____

Woo-hoo, Monte Carlo simulation complete:

5 PD = 21% miscast, 4% success
6 PD = 26% miscast, 21% success
7 PD = 33% miscast, 44% success

Fun!

This message was edited 2 times. Last update was at 2009/10/09 02:37:41


   
Made in gb
Fixture of Dakka





Southampton

Bet Ikit Claw (old Skyre character who appears to be making a comeback) allows Doomwheels as special choices. I fully expect there to be some way to field a "Charge of the Doomwheel Brigade".

Oh and thank you Mad Dok Is the book in the shop now?

   
Made in gb
[DCM]
Et In Arcadia Ego





Canterbury

Thanks to Mr. McBaine of Warseer for the following :

Ikit Claw :
M5 WS5 BS3 S5 T4 W3 I3 A2 LD7
Level 3 caster, chooses from Lore of Ruin, may switch 1 Spell for Warplightning
Exoskelleton : magic armour, 3+ AS, 5+ Ward Save. It states that it enhances his strengh (without it it would be S2). It comes with a Warpfirethrower which has one use only, but can reroll the artillery dice.
Stormdemon : Helbard which allows no AS. Can cast Black Warplightning as a bound spell (Powerlevel 5).
The black Warplightning does Artillery dice hits. If a misfire happens roll 1D6 :
1-2 : Ikit and all models in base to base contact take a S5 hit
3-5 : Ikit can cast no more spells during this magic phase
6 : Overload, Ikit generates D3 Power dice

Queek Headtaker
Same profile as normal warlord except for WS 7 and 6 attacks.
Can upgrade a unit of Stormvermin to his personal guard, giving them +1 WS and +1 S (+4 ppm)
Cannot join units with casters and the other way around.
Gets +1 to hit and to wound in a Challenge, must always accept them.
Dwarf Gauger and Handweapon :additional Attacks already in profile, all attacks allow no AS and Dwarfs are wounded on 2+
Warpstonearmour : 3+ AS, if a save is passed, the attacker gets a S5 hit (the normal Warpstonearmour in the magic item section is the same for 30 Points, but just S4 hits).

Skrolk
M5 WS6 BS4 S4 T5 W3 I6 A4 LD7
Level 3 caster, chooses from Lore of Plaque, may switch 1 Spell for Pestilence breath (translation ?)
Has Frenzy and may change Plaque Monks to core, but not sure about that...
All models in btb contact get -1 to hit, Clan Pestilence Units are immune to this effect tho.
Staff of coruption : Flail, after to hit rolls, a model which is hit one or more times must pass a single T test or is slain immediatly (no saves of any kind allowed !!). If it survives, go on with the normal to wound rolls and so on.
Liber Bubonicus : Bound Spell (Powerlevel 6). Chose a Unit in 24", then throw 1D6 :
1 : nothing happens
2-4 : every model in the unit gets a S1 hit, no AS allowed
5-6 : every model in the unit gets a S2 hit, no AS allowed

Deathmaster Snikch :
M6 WS8 BS6 S4 T4 W2 I10 A6 LD8
He may start the game hidden in a unit, be deployed like a scout or enter the battlefield like Dwarfen Miners from an Tableedge. He also has a 4+ Ward save, and nobody may use his LD and he always strikes first. These exact rules are the same for every Assasin, so now we come to were Snikch is special :
He has 3 weeping blades (bonus attacks already included in profile), which have Armour piercing and do D3 wounds.
If any unit wants to target him for magic, shooting or charges, they have to roll a 4+ to do so. If they dont pass, they may declare another target and ignore Snikch in all ways.


Clan rats are, I believe, 4 points each, half a point (yes..they are back) each for a shield.

The poor man really has a stake in the country. The rich man hasn't; he can go away to New Guinea in a yacht. The poor have sometimes objected to being governed badly; the rich have always objected to being governed at all
We love our superheroes because they refuse to give up on us. We can analyze them out of existence, kill them, ban them, mock them, and still they return, patiently reminding us of who we are and what we wish we could be.
"the play's the thing wherein I'll catch the conscience of the king,
 
   
 
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