streamdragon wrote:Doesnt the Death Globe being a magic weapon prevent multiples from being in one army? PWG champs arent special characters and Death Globes are not called out as allowing dupes.
Checked the
FAQ and I agree, looks like 0-1 death globe per army. The W-AW option for engineers includes an errata under the magic item description allowing multiples, while the
DG does not.
flamingkillamajig wrote:I think i'll just use more skitterleap'd warlocks with like brass orb, death globe and doom rocket. If a brass orb is initiative test or die all i have to do is skitterleap a warlock near a slann. At that point all i have to do is hit and once i do the initiative test should usually go in my favor. If not well then maybe a good cracks call will do something for me.
You're making sure to skitterleap that warlock 1" away from it's target, right? That way if he misfires it'll still tag the orb target
Just as an example for how nasty a warlock with a doom rocket that gets skitterleap'd into an enemy army's flank can be ... I've only done this a few times before with the doom rocket/skitterleap combo but so far i've seen incredibly good results with it by doing what i have been doing with it.
I've only run the doomrocket twice, and both times I crippled entire units of things - warriors in one instance, white lions in the other (so both had it coming

). Thing is, it was so utterly ridiculous for 30 points that I swore never to use it again - I make it my goal to leave as little of a bad taste in the other player's mouth as possible, and Skaven can taste pretty terrible! In all honesty I look forward to the rocket leaving with next edition.
I think i'd skip out on the idea of ratling guns mostly because i see better weapons teams lying around mostly in the form of the warpfire thrower though a small amount of poisoned wind mortars also sound good.
Long ago I retired my warpfire thrower. I ran it perhaps five times, out of which it hit a target twice (one of which was a perfect howdah splash on an Engine of the Gods, burning out all the riders (this was 7th edition) and wounding the beast), misfired horrifically twice (one of which panicked away the center of my army, effectively losing me the game), and was shot in the other. If it could move and fire we might have something - as it is, it's too unreliable, too short ranged, too easily killed and too expensive for me (and that's saying something in an army that is more or less unreliable!)
As for ratlings, there was a time I ran three of them, and with pretty decent results. My best shot was a spinning misfire which pointed back at its target - a Jabberslythe! - and dropped it in one insane burst. But generally they would be used to strip ranks from incoming choppy things - warriors especially, though swordmasters / lions / dark elf nasties if they could survive the shooting - so my rats could pretend to deal with them a little easier. 55 points isn't bad and 24" is nice (used to be 18"), and as a guy who remembers how broken they were I was ok dealing with rolling 4+ to hit. They also have one of the 'better' misfire charts, as it doesn't
often involve the instantaneous death of the weapon team (though I have had crews take each other out with spinning misfire shenanigans ...)
But then I gave in and started taking mortars.
On the topic of the poisoned wind mortar ...
For the past two years I've been running triple mortars and loving it. Mobile, decently costed and capable of crippling damage against both massed infantry and cavalry - and there are a lot of cavbuses out there nowadays - as well as capable of dinging away at single targets with some good hits / scatters (like stanks) and even lucky snipes against characters (failed
LOS! saves or
RNF depletion), I rarely find my mortars lack for something to shoot every turn that they're still alive. Actually the worst thing to happen to mortars in the last year are all these monstrous cav units, but I suppose they can focus on their friends instead (except not very well when those friends are on 40mm bases

). Where mortars fall short are the same negatives that all weapon teams have: easily singled out and killed, poor
LD (particularly when rallying), instantly yield up
VP, etc. But I find their solo nature to have its own advantages, such as having three relatively cheap redirectors that can sprint out in front of the main line and delay, sometimes accompanied by a shot down field if the enemy is particularly close! Of course I also have games where all my mortars are dropped by enemy shooting / magic before firing, or all three misfire and detonate horrifically in the first round
Has nobody mentioned doom flayers? They deserve that at least, though I find that despite a good price and solid armor, I rarely want a handful more S4 close combat hits ... but then I run all stormvermin and am eternally frustrated that we have no way to increase strength
- Salvage