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Warhammer Fantasy Battles: Skaven eat cheese (when they are given it).
More digging in the storage: found two boxes of blorcs. Apparently I took parts from both boxes for those ten in that pic, so I should have parts for another ten.
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Custom SpecialI know I am, I'm sure I am,I'm Sounders 'til I die!Registered Userregular
Well, I've gone from never having played Warhammer Fantasy (back when I was way into 40k, the old guys were the only ones into Fantasy and I didn't want to buy half a million GW models to even try to play).
Two weeks ago I bought the AoS starter set with an eBay discount promo. I now have that, the White Dwarf Khorne Bloodflayerpriestguy, and a Start Collecting! Seraphon set, box of Skinks (some of which will be converted to Chameleon) and a Skink Starpriest now on the way (Slann/Kroak, Engine of the Gods are on my radar next, or maybe another SC box?). And my friend picked up the Ironjawz and Stormcast SC boxes (his daughter liked "the gold guys"). So I guess I should build some stuff and maybe play some time.
I also really like the look of the Ironjawz myself, and Sylvaneth. And the Wight King model gives me a ton of nostalgic vibes (but I don't like any of the other skelly/zombie stuff...maybe put him with Flesh Eater Courts?).
I've been playing Clan Skryre since I finally finished building my Warp-Lightning cannon and....it's mean. It's real mean.
Even if I don't use the Skryre formation that lets me tunnel up a mess of Warpfire thrower teams, a Warlock Engineer, and Stormfiends (with Warpfire projectors), having a bunch of Warpfire thrower teams and Warpfire Stormfiends is just disgusting.
I've been parking my general (Arch-Warlock) in front of my Warp-Lightning cannon with a guard of 10 Skryre Acolytes while Stormfiends roam the board, sometimes with Clanrats as a speed bump.
I've won the last three games I've played with at least Minor victories, but I tend to table people by the fourth round.
Nothing was more satisfying than melting Skarbrand before he could even reach any of my units with my lightning cannon.
I have nine stormfiends, six of which have warpfire throwers, three of which have doomflayer gauntlets (so they can soak up wounds and give a bit of melee punch), four warpfire thrower teams, the cannon...
I don't think I can lose, unless something can weather at least 3d6 mortal wounds a turn, sometimes more depending on positioning and formation bonuses.
I don't think I can lose, unless something can weather at least 3d6 mortal wounds a turn, sometimes more depending on positioning and formation bonuses.
Alpha strike with Beastclaw Raiders throwing out six mortal wounds per Thundertusk?
I don't think I can lose, unless something can weather at least 3d6 mortal wounds a turn, sometimes more depending on positioning and formation bonuses.
Alpha strike with Beastclaw Raiders throwing out six mortal wounds per Thundertusk?
That's be a good one to try against, and I hope it can break my cheese. I can pop up anywhere on the board turn 1 with at minimum 14d3 mortal wounds, and at max (with good rolls) 12d3, and 3d6 mortal wounds.
Especially since all my models are one warscroll, so i drop them all at once and virtually guarantee alpha strike.
I could probably push it to 18d3 mortal wounds if I put warp fire throwers on all my stormfiends, instead of just on 6 of them.
It's really shitty.
.....I'm gonna play it a few more times before feeling like That Guy overwhelms the salty taste of cheesy victory
Alpha strike with Beastclaw Raiders throwing out six mortal wounds per Thundertusk?
That's be a good one to try against, and I hope it can break my cheese. I can pop up anywhere on the board turn 1 with at minimum 14d3 mortal wounds, and at max (with good rolls) 12d3, and 3d6 mortal wounds.
Also I just remembered that Stonehorns halve all incoming wounds, including MWs, so you effectively need 24 wounds to kill them. So those 14d3 MWs ain't enough on average. :rotate:
Echo on
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Halos Nach TariffCan you blame me?I'm too famous.Registered Userregular
Well, rounding up, so 23 wounds right? But yeah, they're pretty tough.
I'm going to the GT at Warhammer World in January, I suspect there's going to be a lot of destruction lists running max Huskards on Thundertusks + whatever battleline will squeeze in for 24 ranged mortal wounds a turn (plus 4 blood vultures) that can heal back 4D3 wounds a turn to boot.
Stonehorns are actually pretty good against this as they have to commit their full firepower to bring down a single model.
Which comes to somewhere around 2000pts, 1980 I think? Sticking to the BCR units leaves you struggling a bit on objectives, which is bad, but I'll have to try and work around that. Using the Destruction Allegiance cos it's stupid powerful when your units are already so fast. Might consider combining the two Mournfang squads into one unit of 4, need to test that out.
Just gotta make some objective markers up and I'm more or less good to go.
Wouldn't the counter for all these alpha strike mortal wound armies be nurgle? Or are they then too slow to get in on the objectives?
edit: that spire of dawn set seems amazing for 80$. It's too bad its mismatched if you want to do matched play for the aelves. All of that for the price seems really good. I wish they would do boxes like that more often for other armies.
DiannaoChong on
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Halos Nach TariffCan you blame me?I'm too famous.Registered Userregular
They'd certainly fare better than armies with no mortal wound protection, I'm not sure if speed is the issue to much as killing power perhaps, I haven't really played against Nurgle to be able to say one way or the other. I'm sure someone mentioned they had some way of stacking up their wound ignoring rolls, but I don't see it in the scrolls, maybe a battalion formation somewhere?
Spire of Dawn is just a repackage of the old 8th edition fantasy battle starter box with some round bases, not that's a bad thing, it was always a pretty good value box with a lot of nice miniatures.
Was wondering if they were sitting on a ton of old starter boxes after they pushed AoS out the door they wanted to get rid of, but I ain't complaining. Great value for the price.
Was wondering if they were sitting on a ton of old starter boxes after they pushed AoS out the door they wanted to get rid of, but I ain't complaining. Great value for the price.
I really want to find someone to split the box with me- the only weapon team I don't have is a Mortar team, and I literally need just two more of the Island of Blood rat ogres for my next conversion project....
So my friend basically sprung on me that he wants to get into AoS and get me a starter army for Christmas. I don't know anything about the game our the playstyle of the different factions in it though. Anyone got some good online resources you could point me to? I'd probably want to focus on one of the factions with new models as I think they are a marked improvement over the old stuff.
So my friend basically sprung on me that he wants to get into AoS and get me a starter army for Christmas. I don't know anything about the game our the playstyle of the different factions in it though. Anyone got some good online resources you could point me to? I'd probably want to focus on one of the factions with new models as I think they are a marked improvement over the old stuff.
Well, all the rules to the game are free, including for individual models/units, so you can see how it all works just from GWs website (with the exception of battalion 'formation' rules which I think you can only get in the faction books and stuff.)
It's a pretty simple ruleset (cos it's only four pages) with nuance added by unit interactions and synergies, so it shouldn't take too long to pick up. Just don't make assumptions base on other GW games, although the rules are similar in places there are some areas which you can brush over as 'I know that' but actually work a little differently than you'd expect (notably save modifiers and pile-in and stuff).
The factions are strictly split into 4: Chaos, Order, Destruction and Death and you can mix-and-match units from those factions as you like (and if you're not playing matched play you can use any models period, though without points things can get a little screwy), the individual sub-factions are then sort of more specialised theme armies with their own unique rules and flavour put in the battletome books, so, essentially, you're not necessarily limited to one sub-faction, and can branch out within any one of the four Grand Alliances if you like.
For the sub-factions that wholly consist of new models you've got:
Stormcast Eternals
Billed as something of a Space Marine stand-in, and they are fairly similar, they tend to be an elite, low model count army but I find them to be a bit of a jack-of-all-trades force, with units that are pretty tough, pretty stabby, pretty shooty, but not necessarily so much as a more specialised force in those areas would be. They have a lot of flexibility in terms of unit choice, letting you play a lot of different types of lists.
Khorne Bloodbound
Khorne-worshipping Chaos mortals, an army of big-strong half-naked dudes, even the cultists are huge, heavily melee focussed, I don't think they have any shooting at all in fact, the heroes can drive the masses forwards and make them stronger. Has a decent selection of weaker and more elite units, plus a bunch of heroes and stuff, decent models as far as Khorne goes, lacks a little in the big monster department and relies more on infantry units to dish out damage (though, again, you an ally in some demons and other stuff from the chaos faction.
Ironjawz
Elite orcs, renowned for their heavy armour, even bigger and meaner than regular orcs. Again a melee focused faction, though this one does have direct access to shamans for some ranged magical ability, the weakest unit in the faction are Ardboys, who aren't exactly puny, so it's a very tough force with a lot of melee potential, and some of the battalion formations can really let it sprint across the board. Also gets a huge punch-dragon which is pretty great.
Sylvaneth
Wood Elves minus all the puny elves, not an entirely new faction but it has some new models. They seem to work best as part of their own faction, which let's you place and move magical woodlands around the board which your units can teleport between and use to bolster their abilities, turning an otherwise quite static army into something very mobile and very dangerous.
I wanna say that's all of the factions currently using new models, but there are also several which have their own fluff and battletome using the older range of miniatures, for example the Savage Orc stuff is collected as the Bonesplitterz, who get a lot of tricksy formations and magic and excel at hunting monsters, or the Beastclaw Raiders who can run an army of entirely monsters and pile on the damage.
Is there any word on bringing the Bretonians back?
Or if they're going to do the knights again as a part of the print on demand?
I haven't heard anything about Brett's coming back, I wouldn't bet on it, odds of them showing up in the on demand thing is probably pretty good though, based on no evidence at all, but they just seem like a good fit.
And if you go on the shop page for any AoS kit there's a little tab halfway down with a PDF for their rules as well.
They also include the core rules at the back of all the physical books/battletomes for easy reference.
I will say it's probably a good idea to pick up a copy of the Generals Handbook at some point, which contains all the points costs for everything plus the rules for matched play, (which alter the base rules a little bit), creating tournaments, some narrative battle scenarios and stuff, but it's not particularly pricey and has a lot of decent content.
There's also an app with has all the free rules for the existing rang and a basic army building funtion. In-app purchases are for all the books you can buy on top of that.
Also, Inquisitor, I'm suuuuper into theorycrafting age of Sigmar, so if you want to shoot the shit....
I play at least a game every weekend, for the last few months, so I've got a lot of experience (I play skaveeeen)
Wouldn't mind hearing your opinions on the different Verminlords.
They all suck! (Not really, but mostly aren't worth it, points-wise, unless you build around them)
The corruptor might be the best "general use" Verminlord. He's cheap, can cast two spells, his signature spell isn't that bad, and his command ability affects any Skaven unit, giving them +1 attack with all their melee weapons.
The Warpseer is surprisingly able to tank (reroll all failed saves lol), and while his command ability is bad badbad, he can cast two spells, and his signature spell is surprisingly useful.
The deceiver is fun, really hard to take down as well, and his signature spell is HILARIOUS. But on the other hand he's so points costly, and his command ability is useless.
Finally we get to the warbringer, and it's almost the same story as the deceiver, but he is easier to kill. On the other hand his command ability and signature spell are moderately more useful than the deceiver or Warpseer, but he costs too many points.
Skreech Verminkin is....I don't know. He's good? But he costs quite a bit and once my Arch-Warlock killed a friend's in close combat, which is saying something.
When I get my Verminlord and stop proxying, I'm going to bounce between the Corruptor and Warpseer, personally.
I'm not going to switch over. If I recall, 9th age is similar to the old Fantasy Battles, with the regiments and stuff... I'm not down for that. I prefer the skirmish type games like Sigmar, and honestly I love the simplified ruleset.
I can see the appeal in it, but I love that large-scale style. I have couple other games for my skirmish fix. Just had some questions if there were a 9th age player here.
Switch: SW-2322-2047-3148 Steam: Archpriest -- Selling Board Games for Medical Bills- Ask if interested!
Also, Inquisitor, I'm suuuuper into theorycrafting age of Sigmar, so if you want to shoot the shit....
I play at least a game every weekend, for the last few months, so I've got a lot of experience (I play skaveeeen)
Wouldn't mind hearing your opinions on the different Verminlords.
They all suck! (Not really, but mostly aren't worth it, points-wise, unless you build around them)
The corruptor might be the best "general use" Verminlord. He's cheap, can cast two spells, his signature spell isn't that bad, and his command ability affects any Skaven unit, giving them +1 attack with all their melee weapons.
The Warpseer is surprisingly able to tank (reroll all failed saves lol), and while his command ability is bad badbad, he can cast two spells, and his signature spell is surprisingly useful.
The deceiver is fun, really hard to take down as well, and his signature spell is HILARIOUS. But on the other hand he's so points costly, and his command ability is useless.
Finally we get to the warbringer, and it's almost the same story as the deceiver, but he is easier to kill. On the other hand his command ability and signature spell are moderately more useful than the deceiver or Warpseer, but he costs too many points.
Skreech Verminkin is....I don't know. He's good? But he costs quite a bit and once my Arch-Warlock killed a friend's in close combat, which is saying something.
When I get my Verminlord and stop proxying, I'm going to bounce between the Corruptor and Warpseer, personally.
A slight shame to hear all this considering the model looks so good, although I guess some might get better, like the Deceiver if more Eshin stuff gets released (come on GW, release some new Rat Ninja's of various shapes and sizes)
I can see the appeal in it, but I love that large-scale style. I have couple other games for my skirmish fix. Just had some questions if there were a 9th age player here.
I think a few of us tried to move over to Kings of War as an alternative system, although in my case it doesn't seem to have caught on in my local community. But neither has Age of Sigmar, so... :?
Also, Inquisitor, I'm suuuuper into theorycrafting age of Sigmar, so if you want to shoot the shit....
I play at least a game every weekend, for the last few months, so I've got a lot of experience (I play skaveeeen)
Wouldn't mind hearing your opinions on the different Verminlords.
They all suck! (Not really, but mostly aren't worth it, points-wise, unless you build around them)
The corruptor might be the best "general use" Verminlord. He's cheap, can cast two spells, his signature spell isn't that bad, and his command ability affects any Skaven unit, giving them +1 attack with all their melee weapons.
The Warpseer is surprisingly able to tank (reroll all failed saves lol), and while his command ability is bad badbad, he can cast two spells, and his signature spell is surprisingly useful.
The deceiver is fun, really hard to take down as well, and his signature spell is HILARIOUS. But on the other hand he's so points costly, and his command ability is useless.
Finally we get to the warbringer, and it's almost the same story as the deceiver, but he is easier to kill. On the other hand his command ability and signature spell are moderately more useful than the deceiver or Warpseer, but he costs too many points.
Skreech Verminkin is....I don't know. He's good? But he costs quite a bit and once my Arch-Warlock killed a friend's in close combat, which is saying something.
When I get my Verminlord and stop proxying, I'm going to bounce between the Corruptor and Warpseer, personally.
A slight shame to hear all this considering the model looks so good, although I guess some might get better, like the Deceiver if more Eshin stuff gets released (come on GW, release some new Rat Ninja's of various shapes and sizes)
Yeah, they are kind of disappointing. I've seen a bunch of people use the Deceiver to go out and hunt heroes (use his spell on himself, pop up 6" away from hero, charge), but that seems like almost a waste of his points. If I was going to add one to my army (clan skryre, mostly), I'd add either the Corruptor, probably, but he would't be my general. I've also thought about the Warpseer, as a sort of Giant Distraction Rodent, since he rerolls all failed saves, and his spell is actually pretty nice at keeping people from my squishy gunline.
Watching a few battle reports it seems like Sylvaneth could be my jam. They seem really techy and intricate in their gameplay. Kinda remind of Circle from Warmachine a bit.
Watching a few battle reports it seems like Sylvaneth could be my jam. They seem really techy and intricate in their gameplay. Kinda remind of Circle from Warmachine a bit.
They are almost exactly like the circle in warmachine.
They pop up forests and can teleport around IN those forests and get a benefit from being in or near forests and can take forests as part of their army and deploy extra forests and
| Zinnar on most things | Avatar by Blameless Cleric
+1
Halos Nach TariffCan you blame me?I'm too famous.Registered Userregular
The only downside is you've gotta paint+transport a bunch of forests.
The Sylvaneth models are great though, even the slightly older stuff like the Dryads and Treemen are awesome kits.
Posts
Two weeks ago I bought the AoS starter set with an eBay discount promo. I now have that, the White Dwarf Khorne Bloodflayerpriestguy, and a Start Collecting! Seraphon set, box of Skinks (some of which will be converted to Chameleon) and a Skink Starpriest now on the way (Slann/Kroak, Engine of the Gods are on my radar next, or maybe another SC box?). And my friend picked up the Ironjawz and Stormcast SC boxes (his daughter liked "the gold guys"). So I guess I should build some stuff and maybe play some time.
I also really like the look of the Ironjawz myself, and Sylvaneth. And the Wight King model gives me a ton of nostalgic vibes (but I don't like any of the other skelly/zombie stuff...maybe put him with Flesh Eater Courts?).
Extremely limited.
3DS: 1650-8480-6786
Switch: SW-0653-8208-4705
I've been playing Clan Skryre since I finally finished building my Warp-Lightning cannon and....it's mean. It's real mean.
Even if I don't use the Skryre formation that lets me tunnel up a mess of Warpfire thrower teams, a Warlock Engineer, and Stormfiends (with Warpfire projectors), having a bunch of Warpfire thrower teams and Warpfire Stormfiends is just disgusting.
I've been parking my general (Arch-Warlock) in front of my Warp-Lightning cannon with a guard of 10 Skryre Acolytes while Stormfiends roam the board, sometimes with Clanrats as a speed bump.
I've won the last three games I've played with at least Minor victories, but I tend to table people by the fourth round.
Nothing was more satisfying than melting Skarbrand before he could even reach any of my units with my lightning cannon.
I have nine stormfiends, six of which have warpfire throwers, three of which have doomflayer gauntlets (so they can soak up wounds and give a bit of melee punch), four warpfire thrower teams, the cannon...
I don't think I can lose, unless something can weather at least 3d6 mortal wounds a turn, sometimes more depending on positioning and formation bonuses.
Alpha strike with Beastclaw Raiders throwing out six mortal wounds per Thundertusk?
That's be a good one to try against, and I hope it can break my cheese. I can pop up anywhere on the board turn 1 with at minimum 14d3 mortal wounds, and at max (with good rolls) 12d3, and 3d6 mortal wounds.
Especially since all my models are one warscroll, so i drop them all at once and virtually guarantee alpha strike.
I could probably push it to 18d3 mortal wounds if I put warp fire throwers on all my stormfiends, instead of just on 6 of them.
It's really shitty.
.....I'm gonna play it a few more times before feeling like That Guy overwhelms the salty taste of cheesy victory
Or does the formation let you pop out closer?
Yeah, the formation says you can place them anywhere, but you take mortal wounds if you set up within 3 inches
Also I just remembered that Stonehorns halve all incoming wounds, including MWs, so you effectively need 24 wounds to kill them. So those 14d3 MWs ain't enough on average. :rotate:
I'm going to the GT at Warhammer World in January, I suspect there's going to be a lot of destruction lists running max Huskards on Thundertusks + whatever battleline will squeeze in for 24 ranged mortal wounds a turn (plus 4 blood vultures) that can heal back 4D3 wounds a turn to boot.
Stonehorns are actually pretty good against this as they have to commit their full firepower to bring down a single model.
My planned list is:
Frostlord on Stonehorn (General, Battlebrew, Ravager)
Huskard on Thundertusk
Stonehorn Beastriders
Thundertusk Beastriders
2x Mournfang Cavalry (Champion, Musician)
2x Mournfang Cavalry (Champion, Musician)
3x Yhetees
Which comes to somewhere around 2000pts, 1980 I think? Sticking to the BCR units leaves you struggling a bit on objectives, which is bad, but I'll have to try and work around that. Using the Destruction Allegiance cos it's stupid powerful when your units are already so fast. Might consider combining the two Mournfang squads into one unit of 4, need to test that out.
Just gotta make some objective markers up and I'm more or less good to go.
edit: that spire of dawn set seems amazing for 80$. It's too bad its mismatched if you want to do matched play for the aelves. All of that for the price seems really good. I wish they would do boxes like that more often for other armies.
Spire of Dawn is just a repackage of the old 8th edition fantasy battle starter box with some round bases, not that's a bad thing, it was always a pretty good value box with a lot of nice miniatures.
I really want to find someone to split the box with me- the only weapon team I don't have is a Mortar team, and I literally need just two more of the Island of Blood rat ogres for my next conversion project....
But I don't want any fking elves
All of their helmets are just terrible, even by the standards of pointy helmeted elves in general.
Spear Elf helms are awful but the whole kit is ugly. The plastic Phoenix Guard helms are a lot worse than the old Diaz sculpted metal models.
Otherwise High Elf helmets are great.
Or if they're going to do the knights again as a part of the print on demand?
Well, all the rules to the game are free, including for individual models/units, so you can see how it all works just from GWs website (with the exception of battalion 'formation' rules which I think you can only get in the faction books and stuff.)
It's a pretty simple ruleset (cos it's only four pages) with nuance added by unit interactions and synergies, so it shouldn't take too long to pick up. Just don't make assumptions base on other GW games, although the rules are similar in places there are some areas which you can brush over as 'I know that' but actually work a little differently than you'd expect (notably save modifiers and pile-in and stuff).
The factions are strictly split into 4: Chaos, Order, Destruction and Death and you can mix-and-match units from those factions as you like (and if you're not playing matched play you can use any models period, though without points things can get a little screwy), the individual sub-factions are then sort of more specialised theme armies with their own unique rules and flavour put in the battletome books, so, essentially, you're not necessarily limited to one sub-faction, and can branch out within any one of the four Grand Alliances if you like.
For the sub-factions that wholly consist of new models you've got:
Stormcast Eternals
Billed as something of a Space Marine stand-in, and they are fairly similar, they tend to be an elite, low model count army but I find them to be a bit of a jack-of-all-trades force, with units that are pretty tough, pretty stabby, pretty shooty, but not necessarily so much as a more specialised force in those areas would be. They have a lot of flexibility in terms of unit choice, letting you play a lot of different types of lists.
Khorne Bloodbound
Khorne-worshipping Chaos mortals, an army of big-strong half-naked dudes, even the cultists are huge, heavily melee focussed, I don't think they have any shooting at all in fact, the heroes can drive the masses forwards and make them stronger. Has a decent selection of weaker and more elite units, plus a bunch of heroes and stuff, decent models as far as Khorne goes, lacks a little in the big monster department and relies more on infantry units to dish out damage (though, again, you an ally in some demons and other stuff from the chaos faction.
Ironjawz
Elite orcs, renowned for their heavy armour, even bigger and meaner than regular orcs. Again a melee focused faction, though this one does have direct access to shamans for some ranged magical ability, the weakest unit in the faction are Ardboys, who aren't exactly puny, so it's a very tough force with a lot of melee potential, and some of the battalion formations can really let it sprint across the board. Also gets a huge punch-dragon which is pretty great.
Sylvaneth
Wood Elves minus all the puny elves, not an entirely new faction but it has some new models. They seem to work best as part of their own faction, which let's you place and move magical woodlands around the board which your units can teleport between and use to bolster their abilities, turning an otherwise quite static army into something very mobile and very dangerous.
I wanna say that's all of the factions currently using new models, but there are also several which have their own fluff and battletome using the older range of miniatures, for example the Savage Orc stuff is collected as the Bonesplitterz, who get a lot of tricksy formations and magic and excel at hunting monsters, or the Beastclaw Raiders who can run an army of entirely monsters and pile on the damage.
I haven't heard anything about Brett's coming back, I wouldn't bet on it, odds of them showing up in the on demand thing is probably pretty good though, based on no evidence at all, but they just seem like a good fit.
Also, whaaaat the rules are online for free? I am so not used to this new (better) Games Workshop.
https://www.games-workshop.com/en-US/AoS-Rules-PDF-English?_requestid=3044552
And if you go on the shop page for any AoS kit there's a little tab halfway down with a PDF for their rules as well.
They also include the core rules at the back of all the physical books/battletomes for easy reference.
I will say it's probably a good idea to pick up a copy of the Generals Handbook at some point, which contains all the points costs for everything plus the rules for matched play, (which alter the base rules a little bit), creating tournaments, some narrative battle scenarios and stuff, but it's not particularly pricey and has a lot of decent content.
I play at least a game every weekend, for the last few months, so I've got a lot of experience (I play skaveeeen)
Wouldn't mind hearing your opinions on the different Verminlords.
They all suck! (Not really, but mostly aren't worth it, points-wise, unless you build around them)
The corruptor might be the best "general use" Verminlord. He's cheap, can cast two spells, his signature spell isn't that bad, and his command ability affects any Skaven unit, giving them +1 attack with all their melee weapons.
The Warpseer is surprisingly able to tank (reroll all failed saves lol), and while his command ability is bad badbad, he can cast two spells, and his signature spell is surprisingly useful.
The deceiver is fun, really hard to take down as well, and his signature spell is HILARIOUS. But on the other hand he's so points costly, and his command ability is useless.
Finally we get to the warbringer, and it's almost the same story as the deceiver, but he is easier to kill. On the other hand his command ability and signature spell are moderately more useful than the deceiver or Warpseer, but he costs too many points.
Skreech Verminkin is....I don't know. He's good? But he costs quite a bit and once my Arch-Warlock killed a friend's in close combat, which is saying something.
When I get my Verminlord and stop proxying, I'm going to bounce between the Corruptor and Warpseer, personally.
I can barely play 40k anymore after Sigmar.....
A slight shame to hear all this considering the model looks so good, although I guess some might get better, like the Deceiver if more Eshin stuff gets released (come on GW, release some new Rat Ninja's of various shapes and sizes)
I think a few of us tried to move over to Kings of War as an alternative system, although in my case it doesn't seem to have caught on in my local community. But neither has Age of Sigmar, so... :?
Yeah, they are kind of disappointing. I've seen a bunch of people use the Deceiver to go out and hunt heroes (use his spell on himself, pop up 6" away from hero, charge), but that seems like almost a waste of his points. If I was going to add one to my army (clan skryre, mostly), I'd add either the Corruptor, probably, but he would't be my general. I've also thought about the Warpseer, as a sort of Giant Distraction Rodent, since he rerolls all failed saves, and his spell is actually pretty nice at keeping people from my squishy gunline.
They are almost exactly like the circle in warmachine.
They pop up forests and can teleport around IN those forests and get a benefit from being in or near forests and can take forests as part of their army and deploy extra forests and
Oh and also the forests kill you
The Sylvaneth models are great though, even the slightly older stuff like the Dryads and Treemen are awesome kits.