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Made in gb
Horrific Hive Tyrant





London (work) / Pompey (live, from time to time)

To cut a very long story short, i used to play skaven ages ago, yet i stopped playing for a while and sold off my army.
With the new release of skaven its drawn me back in again, but im now comming into this pretty new.
From what ive been told there is no real way to run a pure eshin force anymore to any good degree, so im going with a mixed army now.

There are some new units that im not used to, and dont know atall, so i am looking for any info on them if possible, also, i would like to know how they work in an army, and if they are points effective.
I appreciate any and all help given.


Weapon teams: the rattling gun and warpfire thrower i know, however, ive been told there are some new ones.
Do they work well? or am i best off sticking to the origionals.

Plague furnace: This is 100% new to me.
Looking at it i guess its an upgrade for a plague priest, but whats its actual function?
Seems rather points heavy, but without knowing its uses i wont make any judgement yet.

Jezzails: Still great monster hunters? or a real waste now?

Doomwheels: Allways have loved these and was pissed when they got taken out.
From what i understand they are VERY random, but are they worth taking? (would seem a real shame to leave such a great model out)

Abomination: I have no idea here, all i know is what ive been told about it, but it seems like a giant, with a few more tricks.

Rat ogres: From what i remember, i used to take a unit of 6 as a severe shock unit and anti-cav monsters.
do they still work? or have they been killed off now?
Also, any upgrades for em?

Others: Any other new units or real changes worth a mention?

I will be getting the armies book, but its been delayed and im told around a month -_-
So i really want to get a quick grasp on effective units and order them ready so i can get started as soon as possible.
As ive said, ive been away from skaven for a long time now, so any and all info is much appreciated.
Thanks again.

-JD

Suffused with the dying memories of Sanguinus, the warriors of the Death Company seek only one thing: death in battle fighting against the enemies of the Emperor.  
   
Made in us
Fanatic with Madcap Mushrooms






Chino Hills, CA

Alrighty Then.

I've heard cool things about the new Weapon teams, though, I would suggest sticking with the current ones for now and see if you want to change 'em from there.

Can't say anything about the Plague Furnace other than that it is a cool model.

Jezzails were nerfed a tad, but are still effective as monster hunters, I believe...

Doomwheels are certainly worth taking, still random however.

Abomination is pretty good, I'd say 7/10.

Can't say anything about the Rat Ogres

Finally, it seems that skaven shooting has gradually moved towards many template-based weapons.

Some people play to win, some people play for fun. Me? I play to kill toy soldiers.
DR:90S++GMB++IPwh40k206#+D++A++/hWD350R+++T(S)DM+

WHFB, AoS, 40k, WM/H, Starship Troopers Miniatures, FoW

 
   
Made in gb
Fixture of Dakka





Southampton

Plague Furnace makes your frenzied Plague Monks unbreakable (you'll lose a couple each turn from the fumes though, so make sure you take lots) and functions either as a breath weapon in terms of ranged attacks or as a stone thrower in close combat. Either way, lots of S2 hits with No Armour Save Allowed. Come hither Bretonnian Knights

   
Made in us
Decrepit Dakkanaut





Biloxi, MS USA

JD21290 wrote:Weapon teams: the rattling gun and warpfire thrower i know, however, ive been told there are some new ones.
Do they work well? or am i best off sticking to the origionals.


Ratling Guns roll to hit now. One of the 2 Cheapest available(same points as the much better Doomflayer).

WFT is a bit better than it used to be, but a tad expensive.

Plague Mortar is expensive, but it's the only move and fire ranged team. It's basically a longer ranged Globadier that can use the parent unit's LOS for targetting if you want(not as good and wouldn't recommend it).

Doomflayer. Cheap, impact hits, 3+ AS to the front, generates an artillery die of attacks, great for combined charges with their parent unit. I can see myself taking at least 2 every time I play my Skaven. My personal favorite weapon team in the book.

Warp Grinder allows Gutter Runners and ONE unit of Night Runners to tunnel for a high price(also the only 2 units to be able to buy it, but as I said, only 1 Night runner unit in the whole army can buy one as opposed to unlimited with GRs). It also can do a few extra combat hits, but isn't as good as the DF in combat and will die quickly. I'd only bring one to get a ranked(20 or 25 NRs) unit in the enemy's back field, but for GRs, I'd rather their built in outflanking.


You know you're really doing something when you can make strangers hate you over the Internet. - Mauleed
Just remember folks. Panic. Panic all the time. It's the only way to survive, other than just being mindful, of course-but geez, that's so friggin' boring. - Aegis Grimm
Hallowed is the All Pie
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Inactive

Weapon team especially the ratling gun is nerfed and about only half as effective before they blow up comparing to before ( due to non auto hit , you need 2x more rolls to do same amount of damage )

Plague Furnace needs unit to push.

Rat Ogre have Frenzy , i imagine they'll be lured everywhere and end up been shot into bits before seeing combat

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Horrific Hive Tyrant





London (work) / Pompey (live, from time to time)

Sounds like skaven have taken a nasty hit now then :(

The furnace is now a must then.
along with the doomwheel as these are 2 great models.
A few plague monks each turn means little if it has a good use.

Weapon teams seem fethed now :(
The rattling gun was something i used every time i got the chance.
May now drop that for a WFT since it seems a little more damaging.

Rat ogres seem bad news, but still of use.
I guess that new pack master guy may be of some use here now, with a large unit if possible.

the doomflayer looks like it will be with my storm vermin.
A little more impact in combat is allways nice.

the abomination seems ok, but i may test run it for a few games until i get my head around it.


Thank you all for the help and advice so far.
But there is 1 thing i missed yet i wanted to be a main point lol.

The Death master.
Ive been told he has been 100% nerfed and resides with the hero section?
are either of these true?

If so, who wrote the book? the guy must die!


Automatically Appended Next Post:
Aso if possible, how does the big V lord work?
From what ive heard he is pretty nasty, but easy to kill through shooting.

This message was edited 1 time. Last update was at 2009/11/23 22:07:52


Suffused with the dying memories of Sanguinus, the warriors of the Death Company seek only one thing: death in battle fighting against the enemies of the Emperor.  
   
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Inactive

I dont know what makes V Lord nasty ( never used one before )

But with stats of a wyvern & 5+ ward save its survivability is indeed low , even if its a lvl 4 wiz that is worth 500 points ( a few bolt throwers + failed ward save kills it pretty fast i think )

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Horrific Hive Tyrant





London (work) / Pompey (live, from time to time)

He has the stats of a wyvern? -_-
OK, if so he wont make my list

Just hoping sniktch isnt too bad now, if not, it looks like its queek or ikit instead.

also, is skrolk in the new book?

Suffused with the dying memories of Sanguinus, the warriors of the Death Company seek only one thing: death in battle fighting against the enemies of the Emperor.  
   
Made in ca
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Inactive

Im sort of confused to what the role of Snitch is atm , he can stay hidden like a Vindicare assasin , yet that rule doesnt allow him to block marches. He can do D3 wounds yet his str isnt exactly high. He only has 2 wounds and 4+ ward save , im not sure if thats enough to survive even if he has 6 str 4 attacks.


Skrolk is a decent mage + he hits hard in combat , but with frenzy + no armor i dunno o_o...

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Horrific Hive Tyrant





London (work) / Pompey (live, from time to time)

So i take it Sniktch is now a hero choice? :(

2 wounds suck, with his bands he used to be able to throw out massive strength attacks at WS10.
Now he is reduced to a simple assassin with upped attacks.
I used to use him to go dragon hunting against elf armies, i guess now he wont qualify to hunt down a fething ogre -_-
I take it that 4+ ward is still from his reflexes rule?

I must hunt down the dick who wrote this book.

You know, the Master assassin of clan eshin does not just about top a basic assassin, this is just a huge letdown to me.
They have killed off one of the greats in the skaven army, and one of the only ones ive ever shaped an army around.

Skrolk is his usual self then
Need to throw him in a large plague unit and let him work his magic while pulping people with his staff.

Suffused with the dying memories of Sanguinus, the warriors of the Death Company seek only one thing: death in battle fighting against the enemies of the Emperor.  
   
Made in ca
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Inactive

Here is an more indepth review from an experienced Skaven players i'll copy paste it for you JD <3
its from MadMakz:

Lord Skrolk - An expensive lord choice, a fighter and a caster, a terror on furry feet, Skrolk is the choice for a themed plague list due to his ability to make Plague Monks core. As a lord of his points I don't think he justifies his role in anything other than a themed list, because he is not a frightening enough wizard nor a game changing enough fighter to sway entire battles. The Liber Bubonicus at bound power 6 does increase his threat level as a mage, but it's random effects, chance of failure, and low strength at either effect rolled mean that it is limited in utility except against certain foes (Large units of T3 knights will find it a likely dispel, but a well constructed army well may have enough defense for it to be a bit of a fizzler). His terror causing ability is worth noting because it can mess with people's plans - but isn't strong enough on it's own given an environment with immune to psychology foes and a magic list which includes the Pipes of Piebald (which is almost as good for 25 points if you compare the tactical in game effect of terror versus failing to charge.). The rod of corruption is potentially devestating, but getting skrolk where he needs to be to use it to good effect will be difficult and his lack of protection means that versus remotely equally costed foes he will be relying on a charge, and even then bad luck could ruin his day.

Queek Headtaker - A Skaven lord who can really fight and isn't ridiculously over costed, Queek becomes an interesting choice. His fighting prowess are let down by a lack of defense, but if you can keep him away from enemy heavy hitters his sheer reliability (especially against Dwarfs and Greenskins) make him worth considering. A 3+ armour save bouncing back saves as S5 hits, ignoring saves and bonuses to hit and wound in a challenge make him a real threat versus 2 or less wound opposing characters and a nightmare for enemy champions, against whom he should get a good overkill bonus against, including cavalry champions due to his reasonable save who get the charge. In a 2000-2250 point list this is probably his strength, but you need an army list that can find a way to tie up really dangerous fighters and keep them away from Queek to ensure that his fury and conceit don't lead to his downfall. His ability to upgrade a unit of Stormvermin is good for those who are nostalgic and miss them being strength 4, but the cost of the upgrade is a little too steep to be considered a major bonus.

Vermin Lord- The mighty Verminlord was always a bit out of place in the Skaven book, disappearing in 6th edition in a way that made quite a bit of sense with the new direction of the list and game, so it's reappearance is a bit of a surprise, but the model is very nice and I already own one so in that regard I'm happy to see it back.

In terms of it's role within a Skaven army, it's brilliant for scaling the list if you want to play larger games, take a special character lord and a Verminlord and suddenly your 2000-2250 point list can up to 3000 points without a huge investment in more models, and you haven't done your army a major disservice because you have boosted both your spell casting, combat, and terror causing abilities significantly. Taking a Vermin lord in a smaller game would probably be a bunch of fun - it's nice to get a bit of a romper stomper lord choice, and if you go relatively points light on the rest of your characters and can make your army work being led by a leadership 6 character then you might be in good stead.

Your opponent may simply not know how to deal with a horde army led by a spell casting combat monster, they may over or underestimate the Vermin Lord and thus not play well against your army as a whole - as such I'd say he's certainly worth a try. But the sacrifices in both points and leadership you make to take him in lower cost games impact heavily on reliability, and while reliabity obviously isn't the hall mark of a skaven army, MITIGATING unreliability is often the hall mark of a competitive Skaven army. But if you are interested more in dealing death and destruction than necessarily winning more games than you lose, then taking a Verminlord sure sounds like a lot of fun, and may well scare the pants off the odd opponent who doesn't deal with him appropriately.

Deathmaster Snikch - Again the return of an old favourite, the Deathmaster fills the slightly more logical role of a Hero Slot this time around, and has the decreased wounds to go along with it. So at toughness 4 with two wounds, what does 270 points buy you? Well, I think it continues to buy you the 'Great Fury Hope'. Snikch "Always strikes first", and with initiative 10 he actually pretty much always "Always strikes first". This is particularly useful given the lack of wounds, as it means whatever damage he is going to meat out is likely to hit home. His ward makes up a bit for the wounds as well. The Cloak of Shadows provides a modicum of protection in terms of maneuvering to pick his targets, but a 50/50 shot isn't something to be relied upon. His large number of attacks combined with his Whirl of Weeping Blades do make him an undeniable threat, although the decreased power of weeping blades (armour piercing instead of +1 strength, or +1 to wound depending on edition) mean that while he remains a threat to many opponents, he is no longer "The Great Furry Hope" - no bands of power means that opponents with a ward and good armour save pose a real problem, with the stats baring out a less than 50/50 shot of wounding a 1+ armour save 5+ ward opponent. Sure that will be multiplied into D3 wounds - and maybe it makes sense that he is not suited to fighting well armoured opponents (he is an assassin after all), but as there are Knight champions who can get access to such protection, it is vital that the Deathmaster picks his targets very carefully to be able to regain his points.

Finally, I think it's crazy that Snikch isn't given smoke bombs in his profile. The single item that would make him worth a gamble (as if he managed to survive a failed attempt, at least he would be likely to survive the almost invariable failed break test and pursuit). It would be entirely themed, bad sadly is not included.

Compared to a regular Assasin, and considering he only takes a hero slot, I could see him come into play (as he is still significantly better than a regular assassin, even without the smoke bombs). Unfortunately his greatest strength is probably against ogres, as he could do a LOT of damage to a regular unit of ogres and easily regain his points.

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Horrific Hive Tyrant





London (work) / Pompey (live, from time to time)

Thank luna, once again, i owe you <3

This news makes me sad now :(

So, vermin lord only has terror, and thats about his best ability.

Skrolk isnt as resilient as he once was, and now has magic that doesent really have much use. His points heavy profile only gives the benefit of plague troops, which could be a plus point.

Queek seems like he allways was, possibly better, so i guess it will be queek i take now to lead my army.

All has now been confirmed about the deathmaster, meaning he is now a unit support role and lone hero hunter (lone lord wizard hunter)
270 points is somewhat insane though!
May have to take him even though simply because i love the model, and his fluff is the best from the skaven
Ill just have to take 2-3 units of 30 slaves to bulk out the army for points.

Thanks again luna <3

And thanks to Madmakz aswell for the info

Suffused with the dying memories of Sanguinus, the warriors of the Death Company seek only one thing: death in battle fighting against the enemies of the Emperor.  
   
Made in gb
Fixture of Dakka





Southampton

Correcting some errors I made about the Furnace...

It does an artillery dice worth of S5 hits in close combat.
The fumes cause D6 hits, which effect enemies on a 4+ and Plague Monks on a 6+. This makes Plague Monk losses to the smoke fairly minimal.

   
Made in gb
Horrific Hive Tyrant





London (work) / Pompey (live, from time to time)

The furnace i do like!

Just a thought, but can snikch hide in any basic infantry unit?
If so, would the fumes from the furnace hurt him while hidden?

Seems like i may be taking twin furnace in my list now
Something that good deserves to be used.

thanks flash

Suffused with the dying memories of Sanguinus, the warriors of the Death Company seek only one thing: death in battle fighting against the enemies of the Emperor.  
   
Made in ca
Avatar of the Bloody-Handed God





Inactive

JD21290 wrote:The furnace i do like!

Just a thought, but can snikch hide in any basic infantry unit?
If so, would the fumes from the furnace hurt him while hidden?

Seems like i may be taking twin furnace in my list now
Something that good deserves to be used.

thanks flash

The only way for him to be "destroyed" during hiding is if the unit he was hidding in
was destroyed before he reveal himself ( flee and caught , flee of table , complete wipe out via shooting o_o ? )
Other than that he doesnt get damage while hidden not even by the furnace.

Skaven Jezzails ( imo ) are still the most reliable ( hehe funny they have the reliable rule >.> ) shooting unit skavens have.
ratling gun blows up , warp flame can over shoot easily , poison mortar is decent though , then we have jezzails , range 36" ( thats considered very far in fantasy i think o_o )
at str 6 , only 20 points AND unlimited number to field. there is no better gun line i think in warhammer fantasy.

I cant say doom wheel is bad ( it does well for its point cost yes ) but its completely random . Because it shoots the nearest unit + its random movement , there is like... almost no sure way to
select what you want to hit . If i want to shoot a unit troll ( potentially wiping 3 trolls out! ) and i ran too far on 3d6 and end up closer to unit of night goblins... yay 3 dead goblins...

Rat Ogres , other than i like their metal models , i cant think of any good reasons to take them . frenzy + toughness 4 (ara?) and 3 wound + no AS = you'll be wiped out or baited around till wiped out by ranged fire very easily.

This message was edited 2 times. Last update was at 2009/11/24 22:26:56


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London (work) / Pompey (live, from time to time)

Luna, my grammar isnt exactly amazing hun
Doesent bother me lol, im used to alot worse.

So far im thinking a large 50+ units of plagues pushing the furnace.
May throw snikch in there aswell to act as a character hammer against anything that decides to try and kill the furnace.
Only problem is that single unit is a huge point sink then, and also, as soon as the DM pops out i need to get him out of there before it kills him, so maybe not such a good idea lol.

The plagues shouldnt run though, should be 100% chance they keep on going until they all die (i hope lol)

Thanks again

Suffused with the dying memories of Sanguinus, the warriors of the Death Company seek only one thing: death in battle fighting against the enemies of the Emperor.  
   
Made in us
Omnipotent Lord of Change





Albany, NY

LunaHound wrote:Rat Ogres , other than i like their metal models , i cant think of any good reasons to take them . frenzy + toughness 4 (ara?) and 3 wound + no AS = you'll be wiped out or baited around till wiped out by ranged fire very easily.

IMO frenzy and a point drop (are they cheaper? I never took them before, couldn't say!) was the most elegant way they could have 'fixed' rat ogres, though I would have preferred a better targeting chart - like 1-5 ogre, 6 packmaster as they hide behind the big ones - or some way around the unfortunate stupidity once the 2 little dudes are killed. Maybe the ability to buy more packies beyond 1:2 ratio? I still look forward to using my rogres, which spent the last book as DoW ironguts ...

JD21290 wrote:So far im thinking a large 50+ units of plagues pushing the furnace.
May throw snikch in there aswell to act as a character hammer against anything that decides to try and kill the furnace.
Only problem is that single unit is a huge point sink then, and also, as soon as the DM pops out i need to get him out of there before it kills him, so maybe not such a good idea lol.

Yea, that's a pretty huge unit Keep this in mind, once the furnace is down - and it can be shot out of the unit, or bashed in close combat, with no way to hide amongst the little frothers - those monks aren't unbreakable any more. Still a huge amount of CR and attaks to be had, but not un-chasable-downable.

Also, can't Snikch not join the unit? As breakable characters can't join unbreakable units. I suppose he'd appear and then by rejected out 1" from the unit some direction? Like, if you popped him out not in combat, he'd have to leave the unit and start moving on his own, and if you popped him out in combat, he'd form up to one side and basically be a second unit fighting the same enemy.

- Salvage

This message was edited 1 time. Last update was at 2009/11/25 05:07:20


KOW BATREPS: BLOODFIRE
INSTAGRAM: @boss_salvage 
   
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Biloxi, MS USA

Boss_Salvage wrote:
Also, can't Snikch not join the unit? As breakable characters can't join unbreakable units. I suppose he'd appear and then by rejected out 1" from the unit some direction? Like, if you popped him out not in combat, he'd have to leave the unit and start moving on his own, and if you popped him out in combat, he'd form up to one side and basically be a second unit fighting the same enemy.


Assassins can't hide in units of Plague Monks to begin with. Snikch is Hidden in the same way as Assassins, so he can't either.

Allowed hiding units: Slaves, Clanrats, Stormvermin, Night Runners, and Gutter Runners.

This message was edited 2 times. Last update was at 2009/11/25 06:06:33


You know you're really doing something when you can make strangers hate you over the Internet. - Mauleed
Just remember folks. Panic. Panic all the time. It's the only way to survive, other than just being mindful, of course-but geez, that's so friggin' boring. - Aegis Grimm
Hallowed is the All Pie
The Before Times: A Place That Celebrates The World That Was 
   
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Fixture of Dakka





Southampton

Platuan4th wrote:
Doomflayer. Cheap, impact hits, 3+ AS to the front, generates an artillery die of attacks, great for combined charges with their parent unit. I can see myself taking at least 2 every time I play my Skaven. My personal favorite weapon team in the book.

Warp Grinder allows Gutter Runners and ONE unit of Night Runners to tunnel for a high price(also the only 2 units to be able to buy it, but as I said, only 1 Night runner unit in the whole army can buy one as opposed to unlimited with GRs). It also can do a few extra combat hits, but isn't as good as the DF in combat and will die quickly. I'd only bring one to get a ranked(20 or 25 NRs) unit in the enemy's back field, but for GRs, I'd rather their built in outflanking.


Doomflayer is also quite handy for keeping a small enemy unit off your flanks. Imagine a unit of 5 Pistoliers circles round to try a flank attack at your Stormvermin. Charge in the Doomflayer and instant minced horse Weapon Teams are essentially the Skaven version of Detachments, except more fun.

Warp Grinder can only be attached to half of your Gutter Runner units (rounding up) and given that they have a Sneak Attack rule anyway, I'm not sure I'd waste the points on something that achieves a similar result. Plus Gutter Runners are more expensive and that 1/6 chance of a misfire suddenly looks uncomfortably likely to happen.

   
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Berkley, MI

The Hell Pit Abomination is 10/10. It has won me every game so far it has been a part of (only 3...). In one game it rolled a White Lions squad in one turn and then forced a unit of Dragon Knights to flee off the table. In a game last night it killed half of a Lizardmen army by itself, including an ancient steg, cold ones unit, and saurus block. MUCH stronger than a Giant in my limited experience.

Just save your anti magic for the fire spells directed at it until it gets into close combat.

Unless I am playing a game and trying to take it easy on a new player, I would take the HPA every game (also because I love my conversion).

This message was edited 2 times. Last update was at 2009/11/25 13:09:57


Rhellion's Hobby Blog:
http://4thcompanyultra.blogspot.com/ 
   
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Southampton

Rhellion wrote:
Unless I am playing a game and trying to take it easy on a new player, I would take the HPA every game (also because I love my conversion).


Any chance of a pic? Very keen to see people's Abomination conversions.

This message was edited 1 time. Last update was at 2009/11/25 13:21:10


   
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Berkley, MI

Flashman wrote:

Any chance of a pic? Very keen to see people's Abomination conversions.


Before it was primed...





More pics and pics of my other conversions on my blog.

Rhellion's Hobby Blog:
http://4thcompanyultra.blogspot.com/ 
   
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Southampton

Excellent Will hunt down your blog

   
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Horrific Hive Tyrant





London (work) / Pompey (live, from time to time)

Thanks for all the info so far

Im now stuck between 2 choices for a hellpit base model.

either A: GoW ticker:



Or B: Mcfarlane 2002 werewolf:




So far im leaning towards the 2nd, but thats mainly due to it needing minimal convertion work lol

Suffused with the dying memories of Sanguinus, the warriors of the Death Company seek only one thing: death in battle fighting against the enemies of the Emperor.  
   
Made in fi
Twisted Trueborn with Blaster






Second one

Win/Draw/Lost statics
Space Orks: 11/1/1
Space Marines: 10/2/5
Lizardmen: 8/2/3
High Elves: 13/2/2 and one tournament victory!
Dark Eldar: 1/0/0 
   
Made in us
Fixture of Dakka





I second the second.

CHAOS! PANIC! DISORDER!
My job here is done. 
   
Made in ca
Aspirant Tech-Adept





I er, second the second, seconding.
   
Made in gb
Poxed Plague Monk




The 11th circle of Hell

the seconds good but the first could look pretty cool with a rat tail and a pack master riding it and trying to control it, the steampunk esque back pack thing is pretty cool too, maybe put a chimney on it or something.

And whats stopping you from taking 2? lol



Once more down to the beach, dear friends, once more,
To drown our sorrows with our English beer!
In peace there's nothing so becomes a man
As modest stillness and humility;
But when the blast of alcohol blows in our ears,
Then imitate the action of the tiger:
Stiffen the sinews, summon up the blood.  
   
Made in us
Hellacious Havoc





Houston, Texas

I watched a WoC vs Skaven match up early last week. He had 2 WFT and 1 Mortar which he pretty much parked in a corner of his battleline and lobbed rounds across units. He was pretty good at measuring his distances and from what I could tell, its an effective unit when it hits. He took out about 10 Warriors with it (no armor save ).

Also he parked a WFT in front of a big unit of Knights. He did this on purpose b/c it can still stand and shoot when charged! Took out 4 knights when they charged!!! The WFT died but damn, what a point trade off!

His Bell unit being pushed by Clanrats wasn't really anything to fear, its just tough to bring down with all those wounds and a 4+ Ward on the bell and seer.

I think the unit of the game though had to go to his Ogre unit with Skeel which gave him +1 attack for that game. It was a unit of 4 which had two units of slaves in front so it wasn't lured by Frenzy. It slammed into some Warriors and after 2 rounds of combat, won the battle and started the avalanche of withdrawing WoC.

Just wanted to add my 2 cents. Hope this was informative.
   
Made in us
Savage Minotaur




Chicago

The first one, its teeth look like rat teeth, aswell, its got some mechanical generator on its back, along with the rat tale, I don't like the look of the second one.
   
 
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