Wednesday, December 29, 2010

8th Edition Skaven: Plagueclaw Catapult

Yet more reinforcements for the Skaven elite. This time they bring the big guns. a full pledge plagueclaw catapult, made up of several different parts found in a huge bucket of bits I have.
I originally was going to use a different ball of flame that comes normally with the screaming bell tower, but then last minute decided to go with the ball of flames from the plague furnace. Sad thing is I dont know where all my bits come from, there was a plastic bit grab fest on the last day of the bunker, and I got 3 full bags of stuff, some of which I have no idea where it came from, but gathered it anyways, though I do know some are from scenarios of 40k, and LOTR and other random stuff..
The one thing I haven't figured out totally was deciding on extra models to put with it, I had the bell ringer rat ogre at first, but there really was a lot of room left for the guy, then i tried the plague rats that have the rope from the furnace, and it just didn't look right. So for now here it is, and i may modify it later.

I am hoping to use this guy this weekend.


Tuesday, December 28, 2010

8th Edition Skaven: Rare

The final chapter of the Skaven Units is here, and what a show we got for you today. Although there is only 4 rare units, each one has a purpose, and each one are very viable options to take.

Hell Pit Abomination (9/10)
I didn't give it the 10/10 for one reason, Skaven should never have had access to the creature. The hell pit does not fall in line with normal Skaven theatrics. The only random thing is which attack he will do and how far he will travel. Games work shop just added him to the Skaven because everyone else had a giant/big thing, so why not the Skaven? Well I Skaven really do not need him, yet you will find him in 80% of the competitive list out there, because he is actually really good. Worth every point you spend on him giving him an optional 6+ ward save against magic. His weakness is of course fire magic. Any time an opposing wizard cast a fireball type spell at it, your gonna wont to do whatever it takes to dispel those spells, because once the hellpit has taken any fire damage, he will not be able to respawn.
At 2500 points you will see very often 2 Hellpits, usually going up the side flanks, though I normally will just point him towards the nastiness big unit the enemy has. Even if its in the middle. If it can get a charge, you get those d6 str 6 impact hits which are nice, on top of some random amount of damage. With the regeneration and being stubborn at ld 8, he is a very viable solution. Try keeping a BSB near buy, so he can roll doubles for that stubborn LD 8. One m,ore thing is try to get in combat asap, to limit the long range attacks against him.
My suggestion is to only take one at 235 points, and then perhaps a double Doomwheel threat. More targets the better, as your can divert the focus of your opponent.

Doomwheel (8/10)
I personally love the doomwheel, especially at times when it takes on a poor charge from a steam tank, and then lights it up the following with warplightning Zzzzzap!!! :)
Oh the joys this doomwheel as brought me. I have taken down the likes of steam tanks, hydras, and other large daemon creature rolling the sweat 3 d6 Str 10 hits, of course I have also failed with str 2 hits, but they are what Skaven is about, unlike the hellpit. Hellpits attacks are usally always good, no really bad ones.
The doomwheel also has a nice 4+ armor save, does d6+1 str 6 impact hits and causes Terror. On top of all that it has a toughness of 6, which is nothing to sneeze at.
When deploying the doomwheel, i usually will either have it way out on the flanks so that it does do too much damage to me, and I also make sure that there is a small slave unit near by to take any Zzzzap hits. You can also deploy one in the middle, but if you have a DW in the middle(for purposes of taking out a big bad unit), I suggest having at least two in your army, as they excel at goping up the flanks.
At 2500 points, I can see myself taking 2 doomwheels because they are so kewl to have on the battle field, which still allows the option to take other rares, even a hellpit if one was so inclined.

Warp Lightning Cannon (9/10)
At a reduced price of 90 points from the 7th edition to 8th edition, WLC have quickly come a fan favorite as I can put two of these out. Especially now you can measure and not have to guess, they excel as snipers, as I have sniped out a general (yes he rolled a 1 on look out sit)in a large unit, to sniping hydras, highly damaging steam tanks, and other large targets. Zapping a unit with a potential of d6 str 10 hits is too good to be true, and as I was saying earlier. And with the small template at the end is very nice indead. Of course, every 1/6 times it blows up, but what normal Skaven thing doesn't? (stupid hellpit)...
When aiming, it is probably best to aim around 8 inches in front of a unit or 12 inches from the front of the back rank.

PlagueClaw Catapult (6/10)
At 100 points, they aren't as good as Warplightning cannons, but they do have their uses. Against elven/human players that have low toughness scores, these catapults excel. If you need extra firepower then taking one of these can also help, but I probably would go with poison wind mortars, and not take up Rare percentage points here. I might be missing something with them, as I have only played with them once. But as you will soon find out, I will probably be trying them out more, so that I can come back to this post and update this if I find that they are worth their 100 points. But for now I would pass as there are other options more viable to take.


As different combinations that i take for my rares, it depends on how cheesy, or or themed i like to be. I have done well with the following combinations:
2 Hellpits and Doomwheel : Gives three targets opponent has to worry about, and can by them selves wipe out entire armies.

1 Hellpit and 2 Doomwheel and WLC: Gives me a little more options to play with, as I still have 2 toughness 6 Doomwheels coming for you up the flank, and a hellpit headed for the opponents general. Also adding that WLC will allow me to snipe or weaken other units.

2 Doomwheels, 2 WLC, 1 Catapult. Gives a TON of shooting and may be a little cheesy, but what combination isn't.

Maxing out on your 625 points for rares isn't a must, but is fun to watch. Well atleast for you. Playing friendly games against your friends that are also playing none cheezy list, dont do the first option above. 2 Hellpits are just mean. But hey, we are Skaven. Want some Wine with all this cheese?

Monday, December 27, 2010

8th Edition Skaven: Special

In this segment I will cover the special units of the Skaven.
Since the 8th edition rule book came out, it made several units more viable then when we were playing in the 7th edition. I will cover these and more.

Gutter Runners (7/10)
For me they are a must, because in almost any good list you will have either or both the Plague furnace and Screaming Bell. Which means the opponent will usually have at least 2-3 war machines/catapults to take them out. Along side the storm banner, the gutter runners will bide you more time, and will usually get your towers into battle.

Gutter runners are very fast with a movement of 6, and have pretty good initiative at 5, and due to skirmishing, have a 360 degree line of arc. They are excellent at hunting down war machines and other specific units. I will avoid taking their champion because if you are attacking another unit that has a character, they can issue a challenge, which will limit how many attacks you can get in a a specific model.
The warp grinder is an ok option, but may be too expensive to be a solid option. I recommend using either the scout rule or the sneaky infiltrator.
A descent setup is slings with poisoned attacks. I also like taking at least 2 units of 7 to better you chances of getting one out the second turn.

Rat Ogres(7/10)
I give them the 7 because we are playing now with the 8 edition rules that allows the rat ogres to wreck havoc. They were almost a waste to take in the 7th edition rules, but now that you can attack with extra ranks, and perhaps if you are bold enough to go with 18 rat ogres (6x3) that could potentially get you 60 Strength 5 attacks. What!!! That is awesome. Further more, if you are spending that type of points in this unit, you may also want to spend points a packmaster skweel gnawtooth, who can potentially give this unit regeneration, poison attacks or 1 extra attack. Bringing the 18 rat ogres is also a big point sink that your opponent will eventually have to go after. And I have done it before, and will probably do it again. After saying that, what I normally will take when taking rat ogres is between 6 or 8 rat ogres along with Master moulder and a great weapon, running them up against the flanks of your enemies. With the awesome movement of 6, they can really do some damage as a hammer.
The only real cons is the frenzy of the rat ogres. Allowing opponents to bait them in certain directions, and having your pack masters killed causing stupidity among the ranks.

Plague Monks (7/10)
There are two ways I have seen plague monks used. The first being the protector of the furnace. When building this unit, I will normally take between 27 and 35 monks. Full command and a magic banner.
The second use I have seen is taking 10-12 monks and using them as a hammer option pairing these guys up with Censer bearers is not a bad option either. The main thing I do not like about the plague monks is the low initiative they have compared to the rest of the Skaven army. Sitting at 3 isn't so hot, and may prove to be vital if taking smaller units.

Plague Censer Bearers(8/10)
The Censer bearers have always been one of my favorites. As a popular choice in many lists, they are worth every point that are spent on them. Along with having the fumes of the censer, they have hatred and they hit hard. They are a nice option to take as a hammer unit, along side the furnace.
Normally I take 7-8 per unit, with a champion.

Warplock Jezzails(5/10)
Going from the 7th edition Skaven rulebook to the 8th, they have lost a lot of their mojo, and now are a very expensive long range option to take. Mainly because they lost skirmishing ability and shoot in rank and file. They still do descent damage to high toughness opponents, but not enough to warrant how much it cost to take them. But I do give these guys more credit than their brothers Poison wind Globadiers mainly because of the range, and they can possibly wound on 2's rather than on 4+. On larger creatures though its more even, but if you need long range, these guys are ok.

Poison Wind Globadiers.(4/10)
With the ability to take a poison wind mortar, one unit of these may be worth the cost of taking a minimal sized unit. Globadiers as mentioned earlier, are not as good when attacking weaker opponents, but do still have some uses for units that have toughness 10, as they still only need a 4 to wound, and remove any armor saves unit would have. (So if those man things have their steam tanks, you now what to do)
The biggest downside is their range of 8 inches. If its possible to tie up a unit with slaves, then come form behind and get some pot shots in, i can see these guys as a very useful unit.

Friday, December 24, 2010

Skaven 8th Edition: Doom Wheel

For more reinforcements I have called upon the mighty Doom Wheel to join my ranks.
Being that it is the holidays and i have some free time on my hands, I thought I would dust off a couple boxes I had and start putting them together. This week, I shook the dust of the mighty Doomwheel, which I will cover neatness in my Lore updates within the next week or so. (And again I apologize for the horrible camera resolution, someday I'll get me a real camera)
Here is my progress so far:

Monday, December 20, 2010

Skaven 8th Edition: Screaming Bell

Taking a break from my Skaven Lore, I thought I would bring in some reinforcements to my army. Currently I only have been playing with the old Skaven Scream Bell Model which is basically all metal. It also only fits on the 50x100 instead of the 60x100 that the new Bell is on. So I took it upon myself and brought into my new army the new Skaven Bell.

Basically from the original package, one gets a 60+ multi-piece set that allows one to choose between either the plague furnace or the screaming bell. Since I have already the Plague Furnace built, I of course went with the screaming bell option this time.

Now I admit, my camera is awful when it comes to taking pictures of miniatures, so I will try to put up the best pictures I can of this model. I had meant to take pictures of the progress, as I have been working on it everyday for the last couple weeks and finally got to a point where I am happy enough to deploy it, but as all painters know, there is always more that can be done, and probably more that will be done. Here are a few pictures of my screaming bell so far. The pictures don't at all give it justice, because you cant really see all the details but you will get the general gist of what I tried to do.

I also worked on my furnace which is better than it was before, but mostly just touch up. here are a couple pics of my furnace.

On both models I still have some work to do. Mostly fine level painting, and some highlighting which I attempted to do on my bell, but a long ways to go. I also have another model I am working on so stay tuned for that one as well. So much to do, so little time. Cheese anyone?

Sunday, December 19, 2010

Skaven 8th Edition: Core

In this edition of my Skaven 8th edition review, I will be going over core units, and how much I love 'em. I will even share some cheese with all the rats reading. Lets start at the beginning, the main stay of the Skaven army.

Clanrats (8/10)

Clanrats use to always had to be in the army in 7th edition, now in 8th edition its more of a choice rather than a requirement. I still love putting clanrats in, they are very afforable at 4 pts a piece, and have access to some awesome weapons that some other units do not. In this portion I will cover both clan rats then the weapon teams to be complete.

With Clanrats I usally like to go 25 models for the 5x5 block with full command.

Now depending if they are pushing the bell or not, I like to equip them with just the shield and hand weapon for the 6+ ward save, but I do see merit for the spears to be an option if your pushing the bell. Since you aren't likely to break, those extra attacks can come in useful.

As for the weapon teams, there are two I usually will take and leave the others at home.

1) Warpfire thrower. I really like this solution especially against other big blocked opponents and against armies such as the Darkelves who have hydras with regeneration. Now that you can measure the distance away from a unit, its best to be around 8.5 inches away from intended target, and fire away. And as long as you do at least one wound, it causes panic which is nice.

2) Poison Wind Mortar. One of my most favorite weapon teams to take. Since long range guess work is no longer the issue, these guys are quite awesome. Having 2-3 of these guys makes a lot of cheese and wine from your opponents. For sportsmanship I would only take 1 maybe two, but not more. Oh and for further advice, never use the parents line of sight as this could very well mean disaster for you, as it has for me a couple times in the past till i learned :)

3)Doom-Flayer, the only non ranged weapons team the clan rats of to take. It is OK in combat, but I do not think it is worth 55 points to take.

Stormvermin (8/10)

The Storm vermin got a significant boost going into the 8th edition from 7th. Mainly because they have a pretty descent initiative sitting at 5. They are now a very viable choice to take, as they are the elite core unit that the Skaven have. I always take a full command and this unit is my choice when pushing the bell, and the capability to take a magical banner is a huge plus. Stormvermin are also another cheap way to get out some Poison Wind Mortars, if you want to be cheesy in that way. Ohh how much wine you will get with that cheese.

Skaven Slaves(10/10)

Probably the only 10 out of 10 core choice there is. They are a must have. They are probably the most underrated, yet broken unit (even more so than the hellpit) the Skaven have. This coming after the latest Skaven faq v1.3, where you can delete the last two lines of expendable. Which means you can shoot and kill opponents that have been "tarped" by Skaven slaves without having to need to randomize where shots go to. The Blessed Horned Rat has shown his mercifullness to the slaves, and made them that much better.

Sitting at 2pts a piece, I now like to take a couple 5x10 blocks of slaves with a musician. for a 102 points, that's a great deal. If you have a Grey Seer on a Bell, that means you can be 18 inches away, and usually be at a stubborn ld of 10. What??? That is awesome, throw in a BSB near by, and you got some awesome tar pits. Cast poison on them and frenzy, they are a unit to be scared of. I'm not convinced taking a shield or spears are worth the points, rarely will you see them in action. Slings on the other hand I have seen and can add that extra long range punch. 50 sling attacks coming at you is nothing to sniff at.
Some of my lists I will take 3 of these units of the 5x10 blocks if I have the grey seer on bell. If I'm not taking the Bell, I will probably only have two of these units. But they are very impressive, and have done me very well recently. And the exploding feature of the slaves adds just that much more fun, the Skaven way. Yes sir, here is some wine to go with my cheese.
Other tactics that are common among slave owners is using a block of 20 slaves, and marching then up and angling them next to your opponent, hoping that they will charge, and fail to catch up with the slaves. This strategy is there to expose the flanks of your enemy.

Night Runners(5/10)
Coming from the 7th edition Skaven to 8th Skaven, they took a pretty good beating, taking away their skirmishing ability, and not having much combat to go along with what they can do. The main strategy that is used is to setup one unit of them with the Warp Grinder weapons team ,I say one, because that's all that can have with the Warp Grinder weapons team, tunnel behind the enemy and go for a rear charge. Usually winning by static res due to hitting in the back ranks, plus having ranks of their own, they usually can get an enemy unit fleeing towards your own units.

Giant Rats (7/10)
Giant rats excel at flanking units with their blazing speed as they are the "fast cav" of the Skaven army. They are best used along either a unit of Clanrats or Storm Vermin. Other uses I have seen them in are what is called speed bumps for your higher damage dealing units. Basically 2+ units are lined up the rats up 2 rats per rank and like the Skaven slaves, march the them in a single filed line one inch behind the other. Forcing the enemy to either charge them or go around them, slowing them down some. If the enemy decides to charge, all the merrier, as it doesn't matter if they break through or overrun, because you will have less than 5 rats left they wont cause panic, and the enemy will run into the next set, which will again slow him down, not doing too much damage (24 points per unit or so, depending if you want to add extra pack masters and rats or not). Also adding master moulder with great weapon to the front unit pays off as he can get a couple s6 attacks in. He also adds a descent leadership in case of fear charging units.

Rat Swarms (4/10)
Rat swarms have two basic strategies.
1) They are similarly used as Skaven slaves in that they are good as tar pits. Using 3+ bases which gives a descent 15 wounds slows down most units.
2) The other use which was a little better in the 7th edition rules is it shields of units from being charged like your Jezzails, or even stops some units like your plague monks from charging due to frenzy.
For the most part, I do not see the cost effectiveness and rarely will you make up the points spent here.

Saturday, December 18, 2010

Skaven 8th Edition: Heros

In this edition I will go over heroes. Heroes seem to have gotten quite a nice boost since its last edition. Before it was all pretty much the same idea, with your warlock engineers having the same magic items, and only a few at best. And there really wasn't much change. Now there is a slew of options, and I like it alot. Lets begin:

DeathMaster Snikch (1/10)
Yes I have taken him, yes he is that bad. For the points he is not nearly any good, and compared to his Dark elven cousins, he sucks the big one. And with all the stories of how good he was suppose to be, he really is a disappointment to all Eshin kind. He does have some cool items, but he still isn't worth having on your list except when you are just having fun, and your taking themed list. But as far as trying to be competitive, there is no real reason why to take him. Pass.

Trech Craventail (3/10)
This guy is pretty fun to play with. For friendly play, definitely take this guy. For just being a hero, he can do some good damage, but you will never see him in a competitive match. Just be warned. But you gotta atleast try this guy out once. I did, and like it.
He is all about hitting the opponents ranks, and when things gets ruff, he has a descent chance to switch to another unit. He also has a descent ward save sitting at 4+

Assassin (5/10)
Again, not as good as the dark elven counter parts, but they are fun to have, and if not anything else, fun to mess with the opponents head, reminding them that there might be one in there. They are also decsent at going at your opponents Heros (not Lords).
I have run a couple different setups with them. First one that i like is with the blade of corruption. Simple, easy to get 2 wounds on that hero, not much defense. Just hope your opponent doesn't have that great of an armor save. If you are concerned about armor saves, then go with the warpforged blades. Even against Lords, this might be interesting choice.
With this first setup, basically hide in unit and have unit charge away.
Another setup I like to use is one I like to have with Gutter Runners which I call the Giant Killer. Assassin with warpstone Stars. Great against war machines and other large targets that gutter runners love to go after. Another favorite weapon is the anti-hero weapon. Giving you added str and attacks for each hero.

Warlock Engineer (10/10)
Probably the 2nd most underrated model in the Skaven army. With only being 15 points, they can caddy for Lords all the items that a lord would normally take. I usually will give them any item that effects the whole unit, such as the Shadow Magnet Trinket and the Iron Curse Icon.
Also with such being a cheap price to start out with, you can also bring your Brass orbs, Doom orbs, and any other weapons you like.
Probably my most used Warlock engineer setup is a Level 1 Wizard using the Warp-Energy condenser and the doom rocket. I also have been known to wear the ring of ruin, so that I can use the fireball spell for relatively cheap but you do not need to be a wizard to do that. The only thing with that is it takes away from the power pool, so it depends on how much power dice you roll up for the turn. Another strategy I have seen is that use can use warlock engineers to block units from attacking the rank and file of a unit. if you have a block of 25 clan rats, and put in the front rank 5 different warlocks, you enemy must attack the warlocks individually instead of the unit. There are lots of things you can do with the warlock, even if its just putting a 15 model out there, distracting the enemy because it could have a weapon or not, and the enemy will have to decide wither or not to attack it, and if not you could use them to help march block.
The rarest setup is the sniper outfit. I dont think I have seen anyone try this, nor have I. Stick with the Caddy/Warp lightning Wizard.

Chieftain (10/10)
Being the only Battle standard Bearer choice in the army, its pretty important to have one in the Skaven army especially since our Leadership isn't always top notch. It really helps out those Hellpits who only benefit from a Stubborn LD of 8.
A descent setup for the chieftain is any magic banner normally I get the storm banner if not taken elsewhere, the Shield, Poison, optional Pistol and Tail Weapon.
BSB's are always good no matter what banner they take, I advise you always to take at least a shield to get you to a 3+ save in combat while the other equipment just makes sure that while he is there he can hurt something. Keep him in the unit where you lord is, and your good to go.

Plague Priest (8/10)
The plague priest is a very popular choice, but not a definite need in your army. The plague priest is your combat wizard, who can have a few options at his feet. One of the more popular options is using the all powerful furnace. Along with the furnace I will give him the flail and make him lvl 2 so that he has a greater chance of getting a spell like wither or bless with filth. Even though the furnace is vulnerable to Catapults and other template war machines, they should on average last till turn two or three if you you deploy some gutter runners and have the storm banner in hand.
The other options is to run in in a unit of either plague monks or your censer bearers.
If I am not taking him in with the furnace I usually will set him up with the following: Make him a lvl 2 wizard with plague censer and a warp scroll. Run this guy in a pack of censer bearers, and watch him beat down some units. The warp scroll is especially effective if you can get wither off on a unit. A very nice combination against lower toughness opponents.

Monday, December 13, 2010

Skaven 8th Edition: Lords

The first section I will be over viewing are the Lords of the Under Empire. Assuming a standard game is 2500 points, I will base my opinions off of that.
First Up"
Lord Skrolk (5/10)
I give Lord Skrolk a 5 out of 10 in effectiveness per points spent. At 470 points, he is a very high priced Level 3 Plague Priest for what you get, but after saying that, he has been one of my favorite named characters to take. Primary reason:Plague Monks count as core. With him in my list it allows me to take two very large blocks of plague monks of 40 usually with a furnace in each. Throw a few units of slaves in there to fill in rest of core requirements, and you got some nastiness to work with. On the other side, one hit he took going from 7th to 8th edition is that you must use power dice to cast his awesome Liber bubonicus. For games that are competitive, I would leave him at home because there are other Lord choices that give you more for the price.

Thanqoul & Boneripper (8/10)
At 450 Points, Thanqoul and the Boneripper combo comes out to be worth each point if you calculate a greyseer to be 240pts, Boneripper @ 75 points, Up to an extra 5 warpstones over a normal grey seer, that he gets to reroll worth 75pts, +4 ward save worth 45pts, and extra spell worth say 35 pts, and throw in a chance to heal for 20 pts, thats 490pts there. Which I feel is well worth it.
The advantages with him is that he usually will always have enough power dice to cast spells, he has access the the 13th spell, and he get 5 spells instead of 4. Which is pretty awesome.
Goes along pretty nicely with the extra warpstone he has to cast with.
The only downside is that he wont ever ride a screaming bell, which in the 7th edition Skaven Rules I believe he could. Guess he got scared of heights or something. But at least he gets the +4 ward save that the bell normally would give him.
I personally love taking him, and feel he is very competitive as far as Named Characters goes. He is definitely one of my top 2 favorite Named Characters. The other is coming up shortly.

Ikit Claw (6/10)
As much as I like this character, I do not see him as competitive as some other options. But having said that, he is a very fun character to have. Bringing the beloved Storm Daemon into battle and having descent saves by himself makes him a viable and fun selection. But at level 3, I would look elsewhere.

Throw The Unclean (8/10)
Probably one of my top two favorite named characters. On of the reasons is that I love having rat ogres on the table. Allowing two large groups of Rat Ogres core (18 each), I think is a huge advantage, which can give you up to 60 attacks at str 5 for each unit.
He is also pretty cheap compared to other Lord Options which will allow you to Add in a Grey seer if you wish. Additionally I enjoy the fact that he 4 attacks that are considered to have creature killing blow, and then an addition whip attack that can lower opponents ld by 2.
And if all that is not enough, he also enjoys having the blessings of the horned rat by having regeneration.

Queek Headtaker (7/10)
Probably one of the most underated Named characters as he is the only one that can buff up Storm Vermin by giving one unit of Storm Vermin +1 ws and +1 str.
As far as Skaven Warriors goes, he is pretty descent in HtH combat, and does even better in Challenges as get he gets both a +1 to hit and to wound. His armor is pretty descent as it gives +3 Armor saves at the same time bounces back successful hit with a str5 hit back. Thats pretty dang cool. I have played with him with great success mainly because of my large block of Storm Vermin just kick butt.

Vermin Lord(5/10)
Ohh how much I love playing the vermin lord, oh how much a target is painted on his head. Luckily he has 5 wounds, is a fighting machine, and can cast with the best of the skaven. He is much better with the 8th edition rules than the 7th edition rules mainly because of how Terror works. Plus Large Target doesn't give bonus to people shooting at him. For Fun games I think its all right to take him, not too much cheese because he is easyily snipable, but, he does pack a punch and miscasting the 13th spell doesn't bother him too much as he isn't by any of his own units, and he does have those 5 wounds. That is if he isn't instant killed. Another knock on him is he only has a 5+ ward save, which isn't that great, just like any other daemon out there.

Warlord (10/10)
The first of the non named characters. The warlord has many options you can go with.
First option is what some call the butcher. Basically getting on the warlitter, taking a shield and warpstone armor, giving you the +2 armor save, with back bounce damage. Very good against rank and file units that have low str. The next setup i have used is the flanker setup. I put him on a Rat Ogre, give him the warlock augmented weapon, portents of verminous doom, and the warpstone armor(which of course I love to put on him) This setup is basically for hitting the flanks of armies and making them run. Put him in with a group of rat ogres, and not much can with stand a flanked charge from him, especially having that portents which lowers enemies' LD value by one. This setup also gives him 10 Str5 attacks (including the bonebreaker). Very nice I think. Another setup I have used is the bounty Hounter. Basically Give him a shield, great pox for movement, and the fellblade. You can then have him join a fast moving unit if you like, but basically aim him towards anything scarey on the opposite side, at let them have it. I have done this once, killed two dragons before the fellblade finished him off. Luckily in 8th edition you can have more than one lord under 3k.
Overall I love the warlord options, and there are many more. Very good companion to the grey Seer, and should be considered for every list.

Grey Seer(10/10)
If you do not have a grey seer in your list, your probably playing for fun, or have some other really cheesy option out there. The grey seer is one of the best options for lord, if not the best. Coupled with the power stone, you can almost guarantee that he gets of the 13th spell which can be a huge game changer. Also give him Skalm to heal any damage from the miscast that could, and probably will happen. The Bell mount he has options to is also a very solid choice, and has the fun factor and competitive factor rolled up in one.
If for some reason you find your self having two of these guys in your list, and you can always have fun with skitter leaping into the back ranks, then miscasting your 13th take not just the average 14 models with that spell, but also have a chance with a large template surrounding the grey seer, and kabooming it. I have done this once, and the look on my opponents face was :(
Loved every moment of it. Grey Seer is a very competitive Lord, and should only be really considered if you aren't really concerned how the your opponent feels about cheese and sportsmanlike conduct.

(PS. On the grey Seers, the only items you really need to take is the skalm and power scroll, everything else can be taken by a caddy)

Sunday, December 12, 2010

Skaven Report

My hopes are for the next couple weeks, I will be able to give my opinion and break down of the Skaven Army and how they rate in 8th edition. Like my fellow comrades Steve and Ben I will attempt the same with the Skaven breaking down their ranks, and perhaps adding a section for the Skaven strategies and army lists. Doing this will both help you as a reader better understand the Skaven, and either how to play them, or against them, and help better myself in future gaming events.

Saturday, July 10, 2010

Battle Report #3

As mentioned earlier last Thursday I went in to get a game in for 8th edition at 2750 points. And found Tyler who owns the Warriors of Chaos. Now if you ever read BoLs they have many great articles, one that talks about a prediction on the tiers of armies in the 8th edition (HERE) As you can see the Warriors of Chaos are right there on top. Probably because of their awesome initiative, and high overall stats.

My first two battle reports this month were already against the Chaos Warriors, and my opinion of them wasn't so high. So this time, I allowed my Tyler to see my list, and told him about all the Lords, Heros and units that he would have to deal with. I also encouraged him that he should build the best list possible, so that I would be that more challenged. And of course if he had no models to proxy, i had extra bases and models to allow him to proxy. I was really hoping to get beat down, though I had my doubts that I would get beaten too easily. But we shall see.

Skaven 2748.5
Mordred the Grey Seer (General)
Throt the Unclean
Queek Head-taker


(group 1) 8 Rat Ogres with 4 pack masters
(group 2) 8 Rat Ogres with 4 pack masters
25 Clan Rats
21 Slaves with Mus and shields
25 Stormvermin Body guard with full command

(group 3) 8 Rat Ogres with 3 Pack Masters
(group 4) 8 Rat Ogres with 2 Pack Masters

Warp Lightning Cannon

Warriors of Chaos
Lord and Heros:
Lvl 4 Sorcerer Lord
Chaos Lord on Juggernaut
Lvl 2 Nurgle
Wulfrick the wanderer

2 units of 11 Chaos Warriors
10 War hounds

5 Chaos Knights (this is where he put his Chaos Lord on Juggernaut)

Dragon Ogre Shaggoth
Hell cannon

To start, we rolled to see how much terrain we would have on the board. A die rolled a 6 which means 10+ pieces of terrain. Next we rolled what would be the terrain, we ended up with the following (Note we also rolled a 12 which gives you a building, 2 obstacles and a the hauted mansion mentioned below):

3 Mysterious Forest
1 Mysterious River (Got the T. Raging Torrent that gave unit +3 init, but had to roll for dangerous terrain), and we deployed it straight through the middle of the battle field
2 Sinister Status (These were nasty)
2 Buildings
1 mist wreathed swamp (Very deadly)
Acropolis of Heros
Haunted Mansion
2 Obstacles

Where to put all this? Well we managed, and we putting alot of stuff through the middle and in deployment area, which happens to be very critical because up next we rolled to see what type of match this was going to be. We rolled a 2, which is the Breaking Dawn (or something like that) Basically all troops just wake up where ever they were sleeping for the night, and are deployed in a random zone((1) left flank, (2) right flank (3-5)center, if a 6 was rolled you got to choose a zone) on your side of the board. The person who goes first lays down all his army first, then the second guy lays downs his. I went first. Unfortunately all but the cannon, slaves and the clanrats and stormvermin were placed in the middle, basically all the rat ogres cannon and doomwheel ended up in center, which is kinda blocks since there were a bunch of buildings and forest near the middle. Which also kinda sucks because each center zone had a sinister statue in it (which does d6 str 4 hits to each unit within 6inches). Fortunately Tyler's deployment area (which he placed) had the deathly swamp in there also. But it didn't matter much because he rolled a bunch of 6s and got the majority of his troops on the flanks with only a 2 of them in the center (the warriors).

After deployment, it was a sight to be seen, and I wish I had my camera on me, next time I will (hopefully)

Now we roll to see who goes first, on a roll of 6, Tyler goes first, anything else, i would, but of course a 6 was rolled.

Turn1 (The awakening)
Warriors of Chaos:
With so much stuff on the field , he tried to maneuver towards me. He does get hit by the Sinister Statue that was placed in this center deployment area, doing about 80 points of damage to one of his chaos knights. (Ha, i haven't gone and im ahead already )
On my left flanks, he had his warhounds and Dragon Ogre and hell cannon, on my right flanks he had his choas nights marching, Chosen and Marauders. In the center were his two units of chaos warriors who march straigh up avoiding any forest.

During the Magic phase he rolls he only gets 5 magic dispel dice, and doesn't get anything off.
Shooting phase
Tyler carefully places his hell cannon template over my clanrats that had my grey seer, and gets a direct hit. Killing 13 of the clan rats. The grey seer barely passes the panic test, and holds strong.

Movement phase, I try to get all my units out to the flank so that I can combat his troops. With his Dragon and warhounds facing my seer and a unit of slaves on the left flanks, I take two of my rat ogre (group 1 and 3) units and march them toward the dragon so that I can hopefully block him from getting to my seer, and my other rat ogres I sent off to the right to help queek with the matchup with the Chosen and the chaos knights who on coming up my right flank. With Queek and his Bodyguard on my right flank, eyeing wulfrick who is also on the same flanking sides he marches forward hoping to show he is no dead beat.
My doom wheel rolled a 13, and marching straight forward in the middle of the battle field towards his warriors.
My Warplightning cannon was also placed Center, and it takes a wounds from the Sinister Statue placed in the center of the zone.

Magic phase, the Seer gets of Wither on the warhounds dropping their toughness to 2, all other spells were dispelled.

Shooting, The cannon rolls a miss on the second roll, making the short disperse, and the doomwheel takes out 3 warriors of chaos at str 10

Turn 2:(the Charge)
Tyler decides to charge my unit of stormvermin with his Chosen, he also gets +3 initiative because his army is mostly in the river, and his Warhounds get a charge on my unit of slaves.
He moves forward with his dragon, as his warhounds were blocking his charge to the grey seer, and instead marches towards them. (Scary)
His warriors advances towards doom wheel but had a failed charge on it.
and his other units get in position to attack the next round.

Magic phase:
He gets off infernal gateway, but luckily I dispell it. Other than that, he didn't have enough dice to cast anything else useful.

His cannon decide to shoot the rat ogres that were headed toward his dragon, and does 5 wounds to them, dropping one and heavily damaging another.

Queek makes his challenge the champion of the Chosen, and does 6 wounds to him (over kill) but the champion was wielding an item that gave him ASF, and was able to get one wound off on Queek.
As for the unit combat, the wounds were pretty match, but I won combat because I out numbered him and had overkills. But he made his break test, so he wasn't too worried.

The other combat was with the slaves and warhound. Slaves managed to do 3 kills, and the warhounds got 5.


This time the cannon doesn't take a hit from the statue, and decides to stay put

The Doomwheel charges a unit of warriors that had his Sorcerer Lord in it, And the Rat ogres (group 2 and 4) on my right flank move closer to combat. On the left flank, the rat ogres(group 1) engage the dragon blocking it from getting to the seer. and group 2 of the rat ogres decide to move towards the other unit of chaos warriors that had a lvl 2 nurgle in it.

The Seer gets off plague on the warhounds, which they must pass a toughness test with a toughness of 2. All but two warhounds survive, also since they were in combat the slaves had to take a test, where all but 10 die( ill take that), after which the spell ends.
All other magic was countered including the scorch spell which was dispell scrolled.

Cannon hits target, but only with str 2, and does no wounds, and the doomwheel is able to take out 3 more warriors of chaos

The slaves finish off the warhounds and queek and the stormvermin bodygaurd tears break and pursue the Chosen and run into the Maruders that has Wulfrick waiting in the wings.

Mean while on the other side, the Rat Ogres(group 1) charge the flanks of the nasty looking dragon shaggoth, and get a couple wounds dealt to it while lose a couple more members of its squad.

The doomwheel only gets two impact his, but make them count, and the warriors dont damage the wheel but hold its ground.

Turn 3 (the decisive moment)
The warriors decide to make one last push, have the chaos knights ram into a unit of rat ogres(group 2), and having their only other unengaged unit (other than the cannon) warriors, charge another unit of rat ogres (group 3).

Magic phase
Infernal Gateway was casted on the doomwheel blasting it away into the internal depths of oblivion.

Shooting, Cannon finishes off clan rats, leaving the grey seer lonely.
Shaggoth does another 5 wounds to the rat ogres, and only takes one in return. But The RO hold their ground.

The unit that charged the (group 3) unit of rat ogres flees as they are no match for the mighty rat ogres and gets run down

In the combat with Wulfrick vs Queek, they kill each other in mortal combat as they both have initiative 7.

but the stormvermin body guard win combat, and pursue and destroy the mauraders.

The chaos knights kill three rat ogres, losing only two and win combat and pursue and destroy that unit of rat ogres. Leaving on the right flank one unit of unengaged rat ogres (group 4), chaos knights and stormvermin body gaurd

On the left side of the board we have a grey seer, unit of slaves barely breathing, shaggoth, rat ogres groups 1(badly injured) and 3

Slaves dont do anything because well they are too scared to do anything
The grey seer is tired of the other lord, so tried to make him pay.
Movement. Grey seer moves within a 24" range of the other sorcerer and cast the 13 spell.
Ratogre group 3 joins the fight against the dragon, and
Rat ogre group 4 charges the chaos knights, and the stormvermin setup for a charge for the next round.

Magic phase
with all 6 dice seer cast his 13th spell. Yay no miscast, and it goes off. mutating chaos warriors into clanrats. We decided to eject the sorcerer out of the unit, which doesn't bother me, and apparently in the errata, thats what suppose to happen anyways. No matter, just wait to see what happens next.

That ends the magic phase

Shooting phase, the warlock lightning cannon hits and destroys the sorcerer lord.

The rat ogres finish off the Shaggoth, but not before Shaggoth does another 4 wounds.
On the other side, the rat ogres kills remaining Chaos knights leaving the Chaos lord on juggernaut to deal with. They also take several wounds from him. No one breaks.

At this point, the Chaos warriors had only the cannon, and a Chaos lord on juggernaut and decided to conceed.

Though this battle was much closer than it appears, it was very hard fought victory and I learned a few things from it. Hopefully Tyler wont give up on Chaos warriors. I need him to do well in the map campaign that is starting up next thursday.

Cannons are vicious, no guessing, and can place shots exactly where they want (1 out of 6 chance atleast), can be very deadly.

Even though i didn't bring the 18 rat ogre unit, i think splitting them up in 4 groups was well worth it, and probably a lot better outcome. Especially all the terrain we had to deal with.

Im not saying Rat Ogres are the best, but when it comes to skaven stuff, they are pretty good. I just wish they had better Leadership values.

Any suggestions to list ideas, i am very welcomed to having.
It was fun bringing the three lords, even though i didn't have heros, i think they made up for it. I guess i could also have brought a storm banner with the stormvermin. Also i could have gone for a BSB, which could have also helped out a bit. Hmmm....

Friday, July 9, 2010

Builds that I am Considering

Hoping to have my builds built by Thursday, I am considering the following builds. Please advise which builds you like, and why. Or what builds you may like but would change a bit before deploying.

First Build:
1500 Throt the Unclean is hungry, and looking to munch on anything in his way, including Rat ogres. Not a whole lot of magic, could get lucky on what spell i end up with, and i could go with a level 2 PP and drop a unit of slaves just as easy.
Im hoping enemy wont have that much magic either, and hoping the rat ogres can get 21 str 5 attacks in and do some major damage. Also try to use the slaves as rat traps, and try to get people in awkward positions so that my RO can hit their flanks.

1 Throt the Unclean
6 Rat Ogres with 3 Rat Ogre Packmasters
6 Rat Ogres with 3 Rat Ogre Packmasters
1 Plague Priest Magic level 1 with second hand weapon - Plague Furnace
Shadow Magnet Trinket
27 Plague Monks

1 Doomwheel

20 Skavenslaves with Musician
20 Skavenslaves with Musician
20 Skavenslaves with Musician

Total 1500 exact

List 2:
This next list is a queek list. Again not alot of magic, 2 lvls on th Warlock engineer, who will have Magic Missle and one other spell.

1 Queek Head-Taker
30 Stormvermin bodyguard (Who have the +1 str and WS and have the high initiative)
Halberd; Heavy Armour; Shields; Standard; Musician
Banner of the Under-Empire (could swap out with Storm banner)

1 Doomwheel

1 Warp-lightning Warp Cannon

7 Rat Ogres with 1 Masterbred (8 total RO)
4 Rat Ogre Packmasters

1 Warlock Engineer
Magic Level 2
Dispel Scroll
Warp-Energy Condenser

1 Warlock Engineer with Doom Rocket

21 Skavenslaves with Musician
21 Skavenslaves with Musician

Total: 1500

The next one is more of a balanced between some range and close combat.
1 Plague Priest
General; Magic level 1; 2ndWeapon; Plague Furnace
Shadow Magnet Trinket [30.0]

27 Plague Monks w/ Bringer-of-the-Word
2ndWeapon; Standard; Musician
Banner of the Under-Empire

1 Warlock Engineer - Magic Level 2

25 Clanrats
Light Armour; Shields; Standard; Musician

25 Clanrats - Shields; Standard; Musician

22 Skavenslaves with Musician
22 Skavenslaves with Musician
21 Skavenslaves with Musician

5 Warplock Jezzail Teams

1 Warp-lightning Warp Cannon

1 Hellpit Abomination

15 Giant Rats 3 Packmasters (Three ranks of attacks :)

And my Grey Seer list:
1 Grey Seer - General;

1 Chieftain - Shield; Battle Standard (Considering Storm banner or anything else here)

25 Clanrats with Poisoned Wind Mortar

1 Warlock Engineer
Magic Level 1
Warp-Energy Condenser
Doom Rocket

25 Clanrats

20 Skavenslaves
Slave Musician

20 Skavenslaves
Slave Musician

20 Skavenslaves
Slave Musician

8 Rat Ogres with 4 Rat Ogre Packmasters

1 Doomwheel

1 Warp-lightning Warp Cannon

1 Warp-lightning Warp Cannon

Total Army Cost: 1500.0

Ok, slay away, im sure i got a lot of work ahead of me, and once i know who the race im going against i can always tweak whatever list i take. But in general i would like to take what i will be using.

Thursday, July 8, 2010

Warhammer Risk

Today I went to the bunker to play a game of warhammer, and while there they were starting up a "campaign" map quest. Which happens to start next Thursday. They are going to allow players to signup till Tuesday.

Basically there is a huge hex map, probably with 100 locations that a player can start at. We began tonight by drawing numbers to see who can pick their territory first. I got the lucky number 1, and chose a position in the upper left corner, which has less borders to other land area. Though I need to be careful, because I do touch a lot of ocean. Unfortunately two areas down is freaking Scooter who has a nasty Lizard army... He loves running his slann within the temple gaurd.

So from what I understand from the rules in this case is that each army starts at 1500 points and each week every player gets a turn. Which happens on a Thursday. Players are allocated so many movement points. So one can use their movement points to attack other players, claim different resources, build a port from their towns.

The ports allow an army to attack any other army that touches water.
Which is good and bad for me, if I can get a port, I can expand, at same time I need to be able to defend what I have.

Also for each 10 hexadecimals (wide and tall) you own(basically each area is 10 hex wide and tall) you get 100 extra points. So that I can have a 1600 point army if i expand to the development below me which no one has taken yet.

This will be my first event of any kind and should be fun. This will also get me to play at least one game a week, which is what I was hoping and have time for anyways.

Not sure how long this will take, but I already have made some alliances with Tyler, who so happens to be playing Warriors of Chaos, and who I also played against, and will have that battle report up in the next day or so.

When I know more rules, or rules are more clarified, i will have them posted, but for now this is what I know, and I am planning on having fun with it. Now I need to start building those rat ogres:)

Saturday, July 3, 2010

Battle Report #2

My second game was against a kid named Tyler. He also brought Warriors of Chaos.
This time we played just 2000 points. But since I only had the models which I had brought for my earlier game, the list looked very similar, just trimmed down in some aspects.

Skaven (1960): (Didn't reallyl care about matching 2000 even though i guess i could have thrown in an extra unit of slaves.
Lords and Heros:
Throt the unclean
Grey Seer (dispell scroll)
lvl1 Warlock engineer with condenser

18 Rat Ogres with Gnawtooth and a few more pack masters
30 clan rats
20 slaves

Doomwheel, and 2 Warplightning Cannons

Warriors of Chaos(Woc)(2001):
Socerer Lord with infernal book of secrets
lvl 1 wizard, and a fighty hero.

He has a couple units of Chaos warrios,
Mauraders, exalted ones, chaos war hounds, chaos knights. And some unit that can come on the board on a 5+ first round, 4+ second round and so on.

Mutation: gnawtooth rolls a 1, which is regen again for the RO.

1st round:
WoC goes first, and they advance
As for spells, they do get 7 str 7 hits into the Rat Ogres, doing 5 wounds with out me allowing a save. So now im down to 17 Rat Ogres :( ..hehe

Rat ogres move up 6 inches, Doom wheel treads 13 inches and the clanrats are trying to stay safely behind, because he knows that his opponent has a unit that can infiltrate from behind on a 5+ the first turn 4+ the second and so forth.(Not sure what they were called. But the clan rats do move a little up.

Magic (5 + 1):Dont get anything off.
Shooting, the WLC only kill 4 guys total, and the Doomwheel kills one.

2nd Round:
Woc decides to back off a little getting scared of the rat ogres coming thier way, on the flanks though they charge the doomweel, and on the unit of fast cav, try to get closer to one of the WLC.

Magic, I use my dispell scroll on his infernal gateway, out side of that he doesn't do much, and i get lucky on my dispells.

With my Rat Ogres I decide to charge, needing a high roll. Ya, I barely make it, and the rat ogres runs in the unit of chaos warrios that has his lvl 4 sorcerer. The Doomwheel also charges one of his units, which it overruns after destroying (along with taking out three of them with his shooting)

Magic phase, I draw out his dispel scroll with the spell scorch, and with only 2 dice left, i decide to use all three warpstone tokens and the two dice to cast the 13th spell. I rolled a 21 + the 4 levels of the seer, barely making the cut, and since he only had two dice left, and he failed to roll double 6s to dispell it, I use the spell to convert a unit of chaos warrors, and his lvl 1 wizard into clanrats. How nice.

Rat Ogre get 40 attacks at str 5 at his unit, and ends up doing a whopping 19 wounds. Which destroys the unit. And instead of over running, I reform and face his last unit that can do anything.
And as described above Doomwheel destroys the flanking units of the WoC.

At which point, Tyler decides to concedes the battle.

Again WoC didn't have any shooting, just combat, and my rat ogres were too much for him. Also his 'infiltrators' never did make it onto the board. Though they probably would have if the match went three rounds

Battle Report #1

Now that I have started to write about Warhammer events, I will be reporting on hopefully all my Warhammer battles.

Friday July 2nd I was able to get in two games in 3 hours vs two different opponents who coincidently had the same Army race (Warriors of Chaos) And since I had only brought my one list (modified some because of different point values for the games) I had a better understanding of what I could do going into the battles.

Originally I brought 2750 points, but neither opponent had that many models or enough stuff to proxy for more so I had to cut down my list to fit around the number of points they each had.

So without further ado Battle Report #1
My first battle this month was with a man named Joe who had brought his Chaos Warriors to battle. At first I was worried, because one, I never fought Warriors of Chaos before, and had no idea what they could do, and how to go about them. Apparently they are a very good close combat army. And of course Skaven are not known for this, so we shall see what happens.

So for the first battle my opponent had 2264 points army, well after cutting my down a bunch i didn't want to bother trying to match that total so I took around 2100 with the following

The List:
Skaven ( 2139 )

Throt The Unclean
Grey Seer (Which I took pretty naked as far as items)
Spells: Scorch, Warp lightning, Plague, and 13th

#1 Warlock Engineer(lvl 1) with Warplock Condenser and Dispell scroll
Spells: Warp Lightning
#2 Warlock Engineer(lvl 0) with Doom rocket --One purpose, to get that rocket off
Chieftain /BSB

18 Rat Ogres with Packmasters and Gnawtooth (special packmaster)
30 Clanrats Full command
20 Slaves
20 slaves

2x Warp Lightning Cannons

Warriors of Chaos ( 2264 )

Sorcerer Lord
Chaos Lord

BSB with Banner of Wrath
and others

3 Very large units of Chaos warriors which were full command two with mark of Khorne, another with Mark of Tzeentch

He also had Chaos Knights Full command Mark of Khorne.

He also another unit of Maruder Horsemen that had the Mark of Nurgle.

On deployment:
I laid out my Doomwheel on my right flank coupled with a unit of skaven slaves, had warplightning cannons one on each back corner. Rat Ogres(Throt) up the middle, with the Clanrats (Seer, #1 Warlock Engineer) of to its right side, and the other unit of slaves on its left.

Warriors of Chaos:
He basically had his calvary units on each flank, and had all his chaos warriors up front. Each housing a Lord or Hero, also a Hero with his heavy cav,

Mutation: From Gnawtooth, a 2 was rolled which means Regeneration to the Rat Ogres Unit.

First Turn:
WoC go First:
They mainly advance as far as they could, as they want to get into melee combat as quick as possible. He did take 1 str 4 hit from the forest he tried walking through.
During his magic phase (5 + 2), he does pull out my Dispel Scroll on a successful cast of his attempt at Infernal Gateway. All other spells were dispelled.

I had my Doomwheel go forward, matched up against one of his calvary amd my Rat Ogres advances.
During the shooting, my Doomwheel kills at a str 8 2 of his calvary, and then for my warp lightning cannons, I did a special number, by landing the template exactly on top of his heavy cav (which take out 4 of the 6 of them) and in the middle of a unit of chaos warriors, which took out 11 of them. (Never been this successful with cannons before), and then i fired off my doom rocket, I way over estimated the shot, he was 15 inches away so i threw 5 dice, and well, the doom rocket went 27 inches... ya, the forest behind him burnt down in flames.

During my magic phase (5+2),(I channel an extra 2 dice and get another from condenser for a total of 10 for me, 5 dispel dice for him)I get off scorch which takes out another 10 of his chaos warriors.

Post Round 1 analysis,Warriors of chaos were not happy campers. I took out close to 400 points on my first turn, and we haven't even gotten into close combat yet.

Round 2:
He decides now that he is in range, to charge my rat ogres with a unit of Chaos Warriors (which had a sorcerer in) and his Marauder Horsemen that had a chaos Lord, and one Horsemen (i might be confusing his unit between horsemen and knights as i don't know Warriors of chaos at all)
He also decides to charge a slave unit with another unit of chaos warriors.

Magic phase he doesn't get anything off.
We start with the big rat ogre vs his two units. Now Rat Ogres are only initiative 4, so he gets all his attacks in first. He ends up making 5 wounds, but all but one was saved due to regeneration on the rat ogres.
Now the rat ogres get to attack back (60 attacks at str 5) I dedicate 20 attacks (10 to his chaos lord, 10 to his "rank and file" cav. Then 40 attacks against the Chaos Warrior Unit. Overall I get 22 wounds, His chaos lord survives, but other than that a lot of damage is done to the Chaos Warriors. He loses combat and flees, i am able to run down his unit of Chaos warriors who rolled a 2 for flees(double 1s..ouch) but come up short for pursuing his chaos lord by one inch. (his three dice he rolled a 7, and i rolled a 6 on pursuit on 2 dice.

As for the slaves combat, they were able to luckily do 3 wounds to his Chaos Warriors, but then explode in delight doing another 4 str 4 hit but only wounding with one of them.

Doomwheel turns and charges his horsemen (destroying all but 1 which flees) and my rat ogres also goes and attacks another unit of Choas warriors, basically destroying that unit as well.

Magic, I only got off a warp lightning bolt doing 4 wounds. and my shooting with cannons only took out a couple more guys, but nothing special like the first round.

By the end of my turn, Choas warriors had lost both his Lords, and one of his heros, and he decided it was time to shake hands.

Overall I think the Throt Ogre combination in 8th edition is quite awesome. At movement 6 and initiative 4 , they can get around which is nice. Complementing with the grey seer for magic defense and some offense. But my focus was to use the Ogres to kill and pursue. Also I got quite lucky with the warp lightning cannons. And doomwheel finally didn't die.

Friday, July 2, 2010

Not another basement blog...

Ever since I started this blog, there has been one driving motivation. To get a basement so that I can play Warhammer there. Now the question is why haven't I blogged anything about my Warhammer experiences? Well Thats about to change. Especially now that my group of friends that do play Warhammer are having a friendly competition to see who can blog the most about tabletop games such as Warhammer, play the most games, build the most terrains/models, and paint the most models. A point for each of those categories is awarded each month. (of course it is stated that quality is better than quantity, so someone can go spray paint a hundred models, vs someone detailing a very nice single model.

The competitors:
Steve (his blog)
Ben (at his blog)
Nathan (at his blog)
BK (Dont know the site here)
Frans (My self here)
Rob (at his blog)

Now people have been complaining because they think I have all this time to blog and play, well I beg to differ. We all have the same 24 hours in a day, some just choose to prioritize less time to hobbies than others. It is not like I dont have a life, in fact I have two children who I take care of, a beautiful wife who I serve all the meanwhile of having a full time job. Soo people, stop complaining, and game on!!!!!!!
(oh and +1 for this entry :) )

Tuesday, June 29, 2010

With everything busy in my life I finally can get back to blogging.Since the last post I have completed the following:
Primed x 3

Painted x 4( Yes 4 coats, and maybe more to come)

Doors that open and close :)

Hooked up Electricity (4 outlets, a switch, and 13 recessed lighting

Hung a Drop Ceiling 5 inches

Boy that sounds like a lot of work, and believe me it was. Luckily I have a couple good friends (Bob and Chuck) who has been helping me out a ton.

All that I got left now is:

Tile, Carpet and little prettying stuff up, like put door knob handles on doors a little stuff like that.

Without further ado here are some pics:

Here is the stairway down to the basement, I still need to paint it, but if you notice towards the bottom of the stairs near the ceiling part, there is about a 5 inch or more drywall bit. That is covering the drop ceiling, so you cant see above the ceiling

The next picture below shows that I put a another 2x4 along the ceiling, so that I can attach the drywall to it.

The pictures below shows what will be the new play room

Now here are some images of the Warhammer Room AKA Daddy's Den

Sarah wanted to help take pictures, so here we go

And now the best helper of them all

Does she have talent or what?