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PostPosted: Wed Mar 15, 2017 7:52 pm 
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RE.Lee wrote:
My biggest problem was spell selection. I wanted to go with Plague, for its destructiveness, but had a very limited repertoire in the first few turns. I think double Seer is the way to go, especially since the Warlord and his team once again proved that Skaven just can't fight well.

Would a plague priest (or what they're called) be an option? I think they only go up to lvl2. But they're also cheaper and more expendable.

And yes, skaven have a tendency to have stuff go horribly wrong for them. Blame one of the other rats. Preferably a dead one who can't defend himself. ;)
SpellArcher wrote:
RE.Lee wrote:
Thanks for the comments and stay tuned

Will do!

+1 :)

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PostPosted: Thu Mar 16, 2017 5:23 pm 
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I did have a Plague Priest but being level 2 is just not enough to guarantee Plague (the spell). Others are not that hot (apart from Wither, which is ace) and Clan Pestilence troops in general tend to let me down (not this time though, as they faced little opposition).

Two Grey Seers it is next time!

In the words of Thanquol: "The hidden foe must be powerful indeed!" :wink:

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PostPosted: Thu Mar 16, 2017 8:31 pm 
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Could you split the Seer's spells 2-2? That way you'd have (with the PP) a 90% of Plague? Odds are one of the Ruin spells would be good and you could swap the other for 13th.

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PostPosted: Fri Mar 17, 2017 8:10 am 
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RE.Lee wrote:
Others are not that hot (apart from Wither, which is ace) and Clan Pestilence troops in general tend to let me down

They are sneaky buggers and probably have their own agenda. They're probably purposefully making you fail to advance their own goals and shame you before the council of 13...

Burn em to the ground I'd say. Or better yet, use them as cannon fodder.

Of course, with 2 seers you run the risk that each tries to outdo the other and wants to claim all glory for himself. And as a result they probably blow up large chunks of your own army while blaming the other guy (rat).

;)

Rod

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PostPosted: Fri Mar 17, 2017 12:13 pm 
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That sounds like a disturbingly plausible scenario, Rod :lol:

@SpellArcher - that was my original plan I think, but perhaps I just didn't trust the Plague Priest enough and I really wanted to get Plague, since I knew casting 13th would be very tricky.

Between two Seers I should get access to Plague and Scorch and a variety of other useful spells. I've also discovered that I can still get an easy 13th off thanks to the Power Scroll!

Here's the draft:

Seer, Earthing Rod, Ironcurse Icon
Seer, Power Scroll
BSB, Storm Banner
Engineer, Level 2, Condenser
Engineer, Rocket
Engineer

37 Clanrats, command, shields, Mortar
38 Stormvermin, command, Discipline, Warpfire Thrower
2x39 Slaves

2x9 Gutter Runner, poison, slings
3x3 Jezzails, champion

Doomwheel
Warplightning Cannon

A good magic phase, or even a poor one+some warpstone, and I can cast Scorch, Plague and 13th on one turn. No way anyone is going to let that through, so scrolls will be burnt. Question is - do I wait with using the Power Scroll to the moment my opponent is out of dispels?

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PostPosted: Fri Mar 17, 2017 10:28 pm 
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That is an horrific magic phase. The pick of two very destructive Lores, double Dreaded 13th, 2D3 extra power dice and the very saucy Power Scroll. Do you even need the Warlock Engineer? Scroll if not facing Dwarfs I guess. The concession with double Seer is it costs you the Bell but you tend to leave that at home anyway RE.

RE.Lee wrote:
Question is - do I wait with using the Power Scroll to the moment my opponent is out of dispels?

I remember a great game Seredain played vs Dark Elves. He waited til the end of the phase then simply Power Stoned Convocation through on some hapless Witch Elves because his opponent brought Morathi instead of a Scroll. Might even be worth it just to draw the Scroll anyway. Then you can munch some Warpstone and repeat.

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PostPosted: Sat Mar 18, 2017 12:06 pm 
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Good points. The Engineer is redundant perhaps, especially since I've got no-magic ones to carry the Rocket. The Condenser is a sweet piece of equipment though...

I'm sketching a Bell list, too. 200 points is easy enough to find and the benefits are enormous. Risks are lower then ever thanks to D3+1 wounding cannons and combined profiles, so I can Skalm the Bell itself :)

I'm reading Churchill's "History of the English Speaking Peoples", and just could help to dig up my Brets :lol: It seems that even after I've cannibalized them for the Empire I can still put together a 1400 point list:

Lord, Knightly Temper, Birth-sword of Carcassonne, Cuirass of Fortune, Potion of Foolhardiness, shield
Prophetess, mounted, Level 3 Heavens, Sceptre of Stability
BSB, Gromril Great Helm

7 KotR, command, Banner of Chalons
5 KotR, command
20 Bowmen, command
Trebuchet, Yeoman
5 Grail Knights, command, Banner of Defense

I'd love to squeeze the Mane of the Purebreed (+1S for charging horses once) or the Ruby Goblet (being wounded max on 3+ after you've suffered a casualty), but there were other priorities.

Unlikely to ever field this army on its own, but perhaps as a part of an alliance in one of the campaign's big battles? They have a crusader colour-scheme so joining them with Tomb Kings (or against them) could be a good idea. The TK would like some heavy cavalry for sure :roll:

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PostPosted: Sat Mar 18, 2017 4:17 pm 
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RE.Lee wrote:
The Condenser is a sweet piece of equipment though...

Plague Seer with Rod plus 2 x Lvl 2 WE, one with Condenser, one with Dispel Scroll is solid.

RE.Lee wrote:
I'm sketching a Bell list, too

I'd be very interested to see it.

RE.Lee wrote:
I'm reading Churchill's "History of the English Speaking Peoples",

Churchill wrote:
History will be kind to me, for I intend to write it!

:)

RE.Lee wrote:
Knightly Temper, Birth-sword of Carcassonne

Pg 58 "A character with this Virtue may not use magic weapons." (Unless the FAQ changed this.)

Nice balanced list though.

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PostPosted: Sun Mar 19, 2017 10:35 am 
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SpellArcher wrote:
Pg 58 "A character with this Virtue may not use magic weapons." (Unless the FAQ changed this.)


Well that helps with squeezing the Goblet or Mane in - now which to pick?

The Bell list right now:

Seer on Bell, Lore of Plague, Earthing Rod, Skalm, Shadow Magnet Trinket
Seer, Lore of Ruin, Power Scroll, Ironcurse Icon

BSB, Storm Banner
Engineer, Level 2, Condenser
Engineer, Doomrocket
Engineer

37 Clanrats, shields, command, Mortar
39 Stormvermin, shields, command, Razor Standard
2x39 Slaves3
3x3 Jezzails, champion
2x Doomwheel
Warplightning Cannon

So I'm dropping the Gutter Runners - not sure if its a good idea, but I'm always hopeful the Bell will destroy any warmachines :lol:

Double Doomwheel should provide target saturation against cannons and help with the Gyrocopters - perhaps I should be dropping the Jezzails instead? They do little anyway, especially with the Storm Banner up...

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PostPosted: Sun Mar 19, 2017 1:07 pm 
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SpellArcher wrote:
The concession with double Seer is it costs you the Bell

I was assuming 25% Lords.

RE.Lee wrote:
perhaps I should be dropping the Jezzails instead?

Tricky one. In general they don't hit enough but they did bag a Gyro last game.

RE.Lee wrote:
So I'm dropping the Gutter Runners - not sure if its a good idea, but I'm always hopeful the Bell will destroy any warmachines

Normally I'd want to bring Gutters on behind War Machines but Organ Guns complicate this.

It's a shame to leave the Warpfire Throwers out but I'm not sure what you'd cut RE.

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PostPosted: Sun Mar 19, 2017 5:43 pm 
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SpellArcher wrote:
I was assuming 25% Lords.


We've fully embraced the End Times in this regard :wink:

The champions in the Jezzail units really help, with BS 4 they hit 50% of the time at long range. With nor Storm Banner or other penalties I should cause 2,31 wound per turn on the Gyrocopters - not bad at all. Practice has been less impressive, though I still remember how they won my first victory against the Dwarfs.

Warpfire Throwers continue to disappoint. Last game they had the perfect circumstances, as other stuff was higher priority to shoot but they still only managed a single shot (killing a few Hammerers) before they inevitably exploded (killing a few of my guys).

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PostPosted: Sun Mar 19, 2017 9:09 pm 
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RE.Lee wrote:
The champions in the Jezzail units really help, with BS 4 they hit 50% of the time at long range.

Same with Flamers in my Daemon army.

RE.Lee wrote:
Warpfire Throwers continue to disappoint. Last game they had the perfect circumstances, as other stuff was higher priority to shoot but they still only managed a single shot (killing a few Hammerers) before they inevitably exploded (killing a few of my guys).

Into the bin!

:)

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PostPosted: Mon Mar 20, 2017 11:57 am 
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SpellArcher wrote:
Into the bin!
:)


But they're so kewl! :lol:

Meanwhile - the Greatswords are finished:

Image

On to the Handgunners (or Ungors?)!

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PostPosted: Tue Mar 21, 2017 8:18 am 
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They're looking good. Very much a "don't mess with us, we're bad-ass" kind of look. And I like the snow bases.

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Eirik wrote:
Please try to remember that, no matter how 'official' the source seems, rumours are basically just a dictionary combined with a random number generator

For Nagarythe: Come to the dark side.
PS: Bring cookies!

Check out my plog
Painting progress, done/in progress/in box: 166/18/104


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PostPosted: Tue Mar 21, 2017 11:11 am 
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Quality work RE.

RE.Lee wrote:
Ungors

For some obscure reason I always had a yearning to make Ungors with Shortbows work on the table.

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PostPosted: Wed Mar 22, 2017 8:39 am 
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Cheers guys!

SpellArcher wrote:
For some obscure reason I always had a yearning to make Ungors with Shortbows work on the table.


I shall finish what you've started :wink:

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PostPosted: Wed Mar 22, 2017 9:23 pm 
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RE.Lee wrote:
I shall finish what you've started

Grandfather?

:)

I had vague ideas about 2 x 10 with Soulblight or Withering but it's a bit of a stretch.

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PostPosted: Thu Mar 23, 2017 1:13 pm 
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SpellArcher wrote:
Grandfather?


:lol:

The no-horns have been assembled now, lovely models. I don't think I can resist painting them in first order :wink:

I was thinking mainly of using them to screen my MoK Bestigor, or with the Mark of Slaneesh, to ambush enemy shooters. Magic support for them seems a bit wasteful?

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PostPosted: Thu Mar 23, 2017 9:28 pm 
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RE.Lee wrote:
Magic support for them seems a bit wasteful?

You know these insane ideas we get from time to time? Like the elf army with no shooting? Or the Bretonnian army on foot? It's one of those.

:)

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PostPosted: Sun Mar 26, 2017 7:43 am 
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SpellArcher wrote:

the Bretonnian army on foot?


Battle Pilgrims FTW!

I've discovered Prisma :shock:

Image

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PostPosted: Mon Mar 27, 2017 12:14 am 
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Funky!

:)

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PostPosted: Mon Mar 27, 2017 7:00 am 
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Handy :)

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For Nagarythe: Come to the dark side.
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PostPosted: Sun Apr 02, 2017 9:11 am 
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Finished the Warhounds - they'll most likely act as unit-fillers for Beastmen units, I think they don't have the power to act as effective chaff against Dwarfs.

Image

Did some work on the Handgunner command group and Belakor, too. I'm traveling this week so no new stuff in the pipeline.

Relief of Carroburg is almost certain to happen on the 22nd of April :)

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PostPosted: Sun Apr 02, 2017 11:49 am 
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RE.Lee wrote:
Finished the Warhounds

Just the job!

RE.Lee wrote:
I think they don't have the power to act as effective chaff against Dwarfs.

In my experience they could be very handy to keep a Dwarf block busy for a turn while you deal with another. They're so cheap too.

RE.Lee wrote:
Belakor

RE.Lee wrote:
Relief of Carroburg is almost certain to happen on the 22nd of April

Looking forward to these.

:)

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PostPosted: Mon Apr 03, 2017 7:16 am 
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SpellArcher wrote:
RE.Lee wrote:
Relief of Carroburg is almost certain to happen on the 22nd of April

Looking forward to these.

Yeah! Bring it on!

The warhounds look OK. From the picture it looks like they could use another highlight.

Rod

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Eirik wrote:
Please try to remember that, no matter how 'official' the source seems, rumours are basically just a dictionary combined with a random number generator

For Nagarythe: Come to the dark side.
PS: Bring cookies!

Check out my plog
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PostPosted: Mon Apr 03, 2017 11:33 am 
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Thanks guys!

They do look a bit flat despite 2 highlights #-o It only took me like 3 hours to get the unit done, so the result is decent :wink:

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PostPosted: Tue Apr 04, 2017 6:11 am 
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Impressive indeed then. I'm already happy if I can get the base layer applied in three hours on a unit...

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Please try to remember that, no matter how 'official' the source seems, rumours are basically just a dictionary combined with a random number generator

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PostPosted: Fri Apr 07, 2017 9:46 am 
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Speed painting is the way to go :D

Speaking of which - a bit overdue but the final models of the Tomb Kings have acquired paint and here they are:

Image

They need some magnetized trays now.

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PostPosted: Sat Apr 08, 2017 11:29 am 
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RE.Lee wrote:
They need some magnetized trays now.

A touch of Smiting and Khalida might not hurt either!

:)

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PostPosted: Sat Apr 08, 2017 7:14 pm 
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True!

I have a nice 1600p Khalida list drafted, planning to use it alongside some Brets in the campaign :wink:

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