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Made in us
Monstrous Master Moulder




Cleveland, Ohio, USA

Considering some lists with a Verminlord Deceiver General. Was looking for some input on a Command Trait / Artifact loadout. FLGS doesn't make use of Realm Artifacts, so that's out the window.

Gut reactions tend me toward Shadowmaster against heavy shooting/magic armies, else Incredible Agility. Artifact-wise, I'm torn between Shadow Magnet Trinket, Cube of Mists, or Gnawbomb.

The rest of the list is a combination of battleline clanrats, a unit of stormfiends (will expand to 2x3 in time), Warp Lightning cannons, plague monks, a furnace, a bell, arch-warlock, and Skreech. Likely not all of this at once, but those are the tools in the arsenal. Silliness like taking Skitterleap on the bell and throwing both Skreech and the Deceiver forward are definitely on the table.

They are my bulwark against the Terror. They are the Defenders of Humanity. They are my Space Marines, and they shall know no fear. 
   
Made in us
Crazed Spirit of the Defiler





Hmmm, I too have been pondering this. I currently have a Warpseer as the general for my all Eshin army, though were I to go full Eshin the Deceiver would be the general of course.

I kinda think Shadowmaster is the way to go, as even with Agility flying, most of the time terrain won't be able to obscure him or grant cover. Then he'll be mostly immune to spell casting since most spells require visibility, though not all; I guess most endless spells just have to be in range.

As for the artifact, I think the one where he could teleport out of any situation might be the way to go (sorry, can't remember the names at the moment). Is there one that forces the enemy to fight last in the combat phase? That's a good one too. Combat order is taking a big role in the games now with Khorne and Slaanesh and probably others fighting first or forcing things to fight last.

I'm doing a big Slinktalon battalion with 80 Gutter Runners and 20 Night Runners, and the Deathmaster will normally have the Sword of Judgement for a surprise. But without Realm objects the fight last thingie might be the ticket for him; or Warpweeper Stars for the his 4 shots.

With your mixed Skaven you'll be able to jump all kinds of units forward quickly; fun times!
   
Made in us
Monstrous Master Moulder




Cleveland, Ohio, USA

No fight last artifact, but the Shadow Magnet Trinket allows the Deceiver to fight first. Closest you get is the Cube of Mists preventing pile-in and imparting a -1 to hit (once per battle). More useful for charging characters near blobs without suffering the wrath of the blob.

My only thought with Incredible Agility is the ability to move over my own / other units more than terrain. Again, it's the follow-up pick to Shadowmaster against armies without substantial shooting / magic.

Really silly idea is to run three Verminlords and a Grey Seer along with Cogs. Dreaded Skitterleap + Skitterleap + Gnawhole to launch all three across turn 1. Shadow Magnet on Deceiver to ensure two of the Verminlords fight first, Cogs to soften the charge requirements.

They are my bulwark against the Terror. They are the Defenders of Humanity. They are my Space Marines, and they shall know no fear. 
   
Made in us
Crazed Spirit of the Defiler





See that makes me want two more Deceivers D

   
 
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