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Fantasy Tactics Discuss Warhammer tactics, from the oblique line to the feigned flee.

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Old 18-11-2009, 18:32   #1961
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Default Re: WarSeer's Skaven Council of Thirteen!

Originally Posted by ZeroTwentythree View Post
Re: Muscians in slaves. They're 2 points. Why wouldn't you take them for the tie-breaking and +1 to rally after blowing terror/panic or fleeing from combat?
Fleeing from combat? What fleeing from combat?
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Old 18-11-2009, 19:41   #1962
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Default Re: WarSeer's Skaven Council of Thirteen!

Sorry, I meant fleeing from a charge (avoiding combat.) It was just poorly worded.

Hey, maybe that qualifies me to write rules for GW?
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Old 18-11-2009, 21:32   #1963
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Default Re: WarSeer's Skaven Council of Thirteen!

Absolutely. We'll pair you up with the wardster himself.

Anyway, I think that at 2pts they are exactly right. No one could complain of them being overpowered. I recently played a game and instead of two units of 21, I took two units of 20 with musicians. Despite not needing to take any fear/terror tests I thought it was worth it.

Anyway, I played my first game yesterday and I was surprised at how good the magic was.

It was a 1500pt doubles game. That means I had 1500pts, paired with a warriors of Chaos army. We were up against Empire and Dwarves.
I was the only one with magic, but I took three mages to make up for it.

I had a L2 Warlock, A L2 Priest and a L1 Priest on a Pox rat.
The warlock rolled howling warpgale and warp lightening, the priest wither and vermintide, while the priest on pox rat rolled pestilent breath.
Despite the fact that I lost the priest on pox rat before my second turn I found that the opponent had to fight hard to dispel each of my spells, as each one would have a powerful effect upon the game.
I was mostly casing warp lightening on a wounded steam tank, howling warp gale, and wither on anyone close enough.
The three spells meant that each time one got through my opponents found it quite difficult to deal with, and we all saw that despite only having 6 casting dice versus 5(I think) dispel the magic really did have an effect upon the game, saving my units through the gale, and helping slaves win combats against withered opponents.

What are other peoples experiences of the magic phase now?
Is it particularly powerful, or did I just roll some lucky spells?
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Old 18-11-2009, 22:03   #1964
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Default Re: WarSeer's Skaven Council of Thirteen!

I have found the spells to be generally good all around. Ofcourse some are better than others, but I have to roll all "Bad" spells.

I think the fact that most of the casting values are attainable for lvl 2's make the lores good. What is the point of having a "Nuke Spell" if it never can go off
**Cough** 13th Spell **Cough**
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Old 19-11-2009, 00:21   #1965
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Default Re: WarSeer's Skaven Council of Thirteen!

Originally Posted by Hrokka `Eadsplitter View Post
Just have to ask: what is this thread about?? It sounds like half-private club for Skaven
Or is it just a tactic page with a fancy name??
Plz answer.
It's meant to be a living skaven faq, able to provide discussion and answers to any skaven related questions you may have.
It's also a side affect of the "skaven-thread phenomina", where a skaventhread is twice as likely to hit 100+ posts then most others.

Originally Posted by bert n ernie View Post
What are other peoples experiences of the magic phase now?
Is it particularly powerful, or did I just roll some lucky spells?
I think you may have just gotten the spell order right, warpgale in particular doesn't have a huge effect on the game but my opponents so far have thrown 3 dispell dice/ a scroll in it's way.
Just for the hopes of killing an extra 5-6 clanrats next turn

Originally Posted by Wargamejunkie View Post
What is the point of having a "Nuke Spell" if it never can go off
**Cough** 13th Spell **Cough**
I've had it go off and have seen another skaven player successfully cast it, I wiped out a unit of 8 bulls with standard bearer and butcher while he decimated a unit of black orcs.

Honestly thought it was a gag spell the first time I saw it though.
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Originally Posted by ZeroTwentythree View Post
Yes, you're absolutely right. It's the ignorant, brainwashed masses who haven't realized the dire consequences of the 4+ ward save on weapons teams. You are like the lone upholder of the truth, a beacon of light, carrying the message of how that ward save will fend off 28 bow shots, ruining everybody's games and destroying the fun of warhammer for one and all.
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Old 19-11-2009, 01:26   #1966
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Default Re: WarSeer's Skaven Council of Thirteen!

Originally Posted by Ward. View Post
It's also a side affect of the "skaven-thread phenomina", where a skaventhread is twice as likely to hit 100+ posts then most others.

That's because we always outnumber or opponents.
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Old 19-11-2009, 10:25   #1967
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Default Re: WarSeer's Skaven Council of Thirteen!

I used to post on this thread (and was a council member) a long long time ago. It warms my Skaveny heart to see it still going. Although looks like the fun little AoD side line has gone.


I've had my first 7th ed game (and first Skaven game for a long time) last weekend against warriors.

I used a vermin lord ( I had to for my first game) and it was great fun. It helps that my opponent is new, and that I too have forgot pretty much everything too. My Opponent had a tooled up Daemon Prince - so we both had a big nasty.

The Plague spells were good. I got the Vermin Lord in a good position and cast cloud of corruption (or whatever its called) and was able to hit the Daemon prince, 2 units of Knights and a warriors unit.

First and only cast of warplightning from my engineer hit himself. As it always should be.

And Doomwheel was fun - but didn't do much against a unit of warriors.
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Old 19-11-2009, 21:12   #1968
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Default Re: WarSeer's Skaven Council of Thirteen!

My issue with the VL is that, though it sounds like you did OK with him vs. the WoC, I forsee him getting blasted to shreds against armies with decent shooting or magic. Not to mention that his non-flying movement will not allow him to pick his targets like some other beasties, nor make optimal use of Terror. Especially when you compare his points to the other character options. There's also a lot of high point stuff in the new book, and keeping skaven "horde" numbers up is getting difficult to do with all that temptation.
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Old 19-11-2009, 23:38   #1969
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Default Re: WarSeer's Skaven Council of Thirteen!

I'd much much rather a doomwheel if I wanted a terror causer. It's faster on average, and only 150pts.

And if I want a terror causer and a level 4 magic user I'll just get a grey seer, and the two still cost less than the VL.

Also, I think there are going to be a lot more skaven armies able to deal with those insane flying everywhere terror causers what with a combination of both the storm banner and howling warp gale. It gives you so much chance to deal with such an opponent that it really makes for a much more even game in my opinion.
I'll reply to other stuff some other time.
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Old 20-11-2009, 00:06   #1970
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Default Re: WarSeer's Skaven Council of Thirteen!

Originally Posted by bert n ernie View Post
I'd much much rather a doomwheel if I wanted a terror causer. It's faster on average, and only 150pts.

And if I want a terror causer and a level 4 magic user I'll just get a grey seer, and the two still cost less than the VL.
Buy them both and it's still cheaper than the VL.

The doomwheel lacks the 5+ ward, but it's got a 4+ save, and better T. You can add the 5+ ward to the grey seer and you're still not up to the point value of the VL...
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