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Posted: Sun Oct 11, 2009 9:32 am
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BoLS rumours (is more in depth back at the under-empire)
There are foul tidings on the fetid winds that emanate from Skavenblight: Chittering teeth in the darkness say:
The old Skaven book has the following CORE units:
Clanrats Skavenslaves Stormvermin Swarms Nightrunners Giant rats Poisoned Wind Globadiers
Now, with the exception of Globadiers, all can be put in ranks and they are all core.
Rumoured mount options are: Grey Seer - Screaming Bell Plague Priest - Plague Furnace, Giant Rat Warlord - Rat Ogre, Giant Rat, Litter/Throne of some type Mounts are only for characters and Nurglitch will be used a lot both as a Warlord and a Plague priest.
Ikit Claw will be a spellcasting nightmare, and good in combat to boot. He will be able to use all the Skaven spells or any of the normal 8 lores.
Deathmaster does indeed have a dagger in his tail!
SiN is in. +1" flight remains. Skaven may still decline challenges and use LD for the unit. Life is Cheap is only for slaves.
Vermin Lord is back Doom Wheel is back Seer LD7 Assassin is a hero choice Warplock pistol or muskets for all characters
Clanrats: 4 points. Nightrunner: 7 points, no skirmish, one movement before the battle starts, two hand weapons and throwing stars included, LD:6 (9 with full ranks). Stormvermin: 7 points with halberds and option for shields, S:3, 25 point magic items for the champion. Rat swarms are non 0-1 and 25 pts each.
Rat Ogres: 40 points, plus 8 points for each handler. Frenzy, champion WS:4, A:4. Master Moulder is a kind of unit champion with LD 6, no mixed units with Rat-ogres and giant rats. Jezzails: S:6. Gutter Runner: 6+ ward save. Plague Monks: no poison.
Hellpit Abomination: is in and quite potent. Plague Furnance: giant censor pushed by plague monks, impact hits and gas. Warp-lightning Cannon: fires like a standard cannon with a 3" template at the very end of the line, strength still random, no armor save, D6 wounds, crew doesnt have to flee, LD 7, @90 points
5 different weapon teams -Ratling -Warpfire thrower -Poisoned wind mortar, similar to globadiers -Hand to hand weapon team with impact hits and additional attacks -Warpdrill to tunnel for Eshin units (conflicting info)
13 different spells, 6 for Warlocks, 6 for Plague priests. D3 warpstone tokens for every mage at the start of the game. Warp lightning does only d6 hits and 1 still hits the caster Spell to stop fliers Spell for -1 BS to all enemy shooting
"13th Spell", casts on a 25+, cannot be augmented with bonus dice. Target unit suffers 3d6 wounds, no saves allowed. Any survivors are replaced with clanrats.
Plague Furnace is a mount for a plague lord/priest. It is said to works like a Cauldron of Blood, giving a bonus like poisoned attacks or frenzy to nearby units, whilst nearby Pestilens units gain either Hatred or possibly Stubborn. (conflicting info)
Plague Catapults are S:2, no armour save, 5" template and the target unit must take a panic test if wounded.
Storm banner is like the old one except it runs out at 4+. Which I think is probably better than before.
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Posted: Thu Feb 11, 2010 3:29 am
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Just putting in some thoughts on the new skaven book.
It plainly sucks... Yet I love it. It's badly written, bad wording etc, but it's still a fun army to play, but I wouldn't mind that FAQ to hurry up, the doomwheel is weird as it is, the slaves are fuzzy and so are some unit upgrades (gutter runners and globadiers coming into mind, same with warlock engineers).
But overall, it's a damn lovely written when it comes to fluff and such, cheap models and a strong character in it since you can make armies for all greater clans now, sadly there's no non-special character Lords for the greater clans, you must have Throt to use giant rats as core-core and Skrolk for pestilience troops, but I don't care since I love special characters. :B
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Posted: Sat Feb 27, 2010 4:08 pm
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Shinobi_8745 Just putting in some thoughts on the new skaven book. It plainly sucks... Yet I love it. It's badly written, bad wording etc, but it's still a fun army to play, but I wouldn't mind that FAQ to hurry up, the doomwheel is weird as it is, the slaves are fuzzy and so are some unit upgrades (gutter runners and globadiers coming into mind, same with warlock engineers). But overall, it's a damn lovely written when it comes to fluff and such, cheap models and a strong character in it since you can make armies for all greater clans now, sadly there's no non-special character Lords for the greater clans, you must have Throt to use giant rats as core-core and Skrolk for pestilience troops, but I don't care since I love special characters. :B I rather enjoy the new characters in contrast to the almost nonexistant special characters of last edition. Though I do sorely miss the "Life is Cheap" rule...
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Posted: Sun Feb 28, 2010 1:49 pm
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Posted: Mon Mar 01, 2010 7:59 am
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Posted: Mon Mar 01, 2010 8:31 am
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Posted: Mon Mar 01, 2010 8:40 am
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Posted: Mon Mar 01, 2010 10:03 am
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Posted: Mon Mar 01, 2010 10:20 am
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Posted: Mon Mar 01, 2010 12:40 pm
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Posted: Tue Mar 02, 2010 9:32 pm
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You know, I've been meaning to ask, how in the world does The Beast Cowers work on a Doomwheel? I understand the poor classification of roles in the book, but aside from visual differences, there's at least one thing that sets a Doomwheel apart from Monsters; the fact that it has a crew stat. Even with the Dark Elf War Hydra, the Beastmasters are counted as separate models, or a Monstrous Mount, where you have to randomize hits. Simply having a crew sets it closer to a War Machine by rules, but since it isn't classified as one, it does tend to fall between the rules for a Chariot and a Monster.
Regardless, I would say that using The Beast Cowers on a Doomwheel is the equivalent of using it on an Empire Steam Tank or a Dwarf Gyrocopter, they don't really have regular unit classifications, but they aren't Monsters just because they have no other category to fall under.
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Posted: Tue Mar 02, 2010 11:40 pm
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Posted: Wed Mar 03, 2010 5:05 am
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Shinobi_8745 Well... the doomwheel is powered by ordinary rats in a big wheel. The Dwarf gyrocopter and steamtank states that they're counted as warmachines I think, I know that a steam tank is anyways. Fraid not, neither is explicitly referred to as a war machine, though the unit entry for the fluff of the Doomwheel at least calls it an engine of war.
Not only that, just because it's driven by rats doesn't make it targetable by the Beast Cowers, as the crew are core, not beasts or cavalry. It still doesn't technically count as a chariot. I'd check it out a little more thoroughly, the "single model" thing technically counts it as a monster, but the crew part and the fact it's not technically a single model, only counted as one due to the crew not having separate bases, make it something else.
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Posted: Thu Mar 04, 2010 3:24 am
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This is indeed a big discussable topic, but by zooming through various tournament forums, gaming clubs and such the majority of them find the doomwheel to be a monster, but they also do say that it's unclear.
Anyways, discuss this with your opponent pre-battle, and if you can't agree then roll-off to see what it counts as.
Another question that rise up is the unit strength of the doomwheel if it indeed is not a monster (same goes for the plague claw and warp lightning cannon), also when it comes to screaming bells and plague furnaces, they're not monsters or chariots, I assume that the wounds is counted towards it's unit strength, that's how the majority of the Skaven players handle it though, which could count it as a "monstrous" mount.
I just want the new Skaven FAQ now...
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Posted: Thu Mar 04, 2010 7:46 am
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Shinobi_8745 This is indeed a big discussable topic, but by zooming through various tournament forums, gaming clubs and such the majority of them find the doomwheel to be a monster, but they also do say that it's unclear. Anyways, discuss this with your opponent pre-battle, and if you can't agree then roll-off to see what it counts as. Another question that rise up is the unit strength of the doomwheel if it indeed is not a monster (same goes for the plague claw and warp lightning cannon), also when it comes to screaming bells and plague furnaces, they're not monsters or chariots, I assume that the wounds is counted towards it's unit strength, that's how the majority of the Skaven players handle it though, which could count it as a "monstrous" mount. I just want the new Skaven FAQ now... Well, I'm going to say in the case of the Doomwheel, it moves as a chariot, has the US relative to a monster, but for balance purposes with spells and rules, counts as a war machine for purposes of targeting, like with The Beast Cowers, but I'm more than willing to let a Doomwheel under half it's wounds count as "Below half strength." The plageuclaw and lightning cannon are easily defined as war machines due to the Ponderous War Machine rule.
As for the Furnace and Bell, I suppose you would work the US out based at least partly on the fact that it adds rank bonuses as if it were "counted as the same number of models it would displace." While this doesn't technically define the US, for purposes of combat res it does give them the equivalence of 15 man-sized models. Don't you just love how ridiculous this all gets? *goes back to reading the rules for Blood Bowl*
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