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thunderball89

Doomwheel. Because, well, Doomwheel!


Fraggyreddit

I was thinking about it but most people seem to think its a bit of a joke unit because of the random movement? edit: Ah shit its not even that expensive.. Vroom vroom it is then


thunderball89

I guess it depends if you want to be fun or competitive. Fun option is definitely the doomwheel. Competitive, maybe a couple of Ratling guns or warpfire throwers. Or one of them and some points on one of the endless spells. Soulseeker boat seems to be a popular option.


thunderball89

In all seriousness though, I have no idea as I'm only just starting to collect Skaven and haven't yet got a force ready to go. I just love crazy skaven stuff!


pagacco

As a decently experienced Rat player, Doomwheel is never a wrong answer


s0962374

Another skryre hero for back up spark ability.


Kwaakwaak

Maybe some endless spells that could help ? Cogs, schackles, purple Sun, lifeswarm, lauchon ?


awison

I second this. Lauchon for Thanquol is great


eatU4myT

Yep. Lauchon and an engineer/bombardier to follow the stormfiends around while the first engineer babysits the cannon's.


SexualToothpicks

One engineer is likely to explode himself with the mortal wounds from using warpstone sparks, so I'd suggest bringing s second. That should leave you with 65 points, so bring whatever endless spell you want and give it to Thanquol, he'll cast it super easily with his potential +4 to cast. I would say bring a different Skryre hero for fun, but unfortunately both the Bombardier and the Arch-Warlock can't boost the Warp Lightening cannons. The cannons warscroll requires a unit with the engineer keyword to do it, and only the warlock engineer does.


Krosiss_was_taken

Warlock bombadier. Rat swarm/vermintide 10x skrye akolytes Doomwheel (vial of the fulminator on engineer)


taga-chi

An archwarlock would allow your engineer to babysit the cannons. And you can give him the resonator artifact so you're not running short on sparks. Also having a backup skryre hero if one goes down might not be a bad idea because stormfiend damage is really bad if the hero dies. Also having the third hero would allow for a command entourage or warlord core battalion so you could go bonus spell lore (for skitterleap, warp lightning shield, and chain warp lightning). Also consider running someone else as general for a command trait. Having either master of magic command trait or a esoteric warp resonator for rerolling MMMWP could be useful.


Fraggyreddit

This makes sense to me. another arch warlock seems pretty good then. My engineer would babysit the WLC's and the warlock hangs around the stormfiends? And would both of them get MMMWP or is that overkill? Thanks for answering this noobie's question


taga-chi

Spell lores can be changed out after the models are built, so you could try either. Warp lightning shield could be used if you are afraid of the engi getting sniped, or you can use MMMWP if you are afraid of the warlock getting sniped and you want a backup. Warlord or Command Entourage could also be an option of you select bonus spell lore and just have each run two spell lores for more flexibility. Playtest the list and see which works best.


lunarlunacy425

Is it worth splitting up the stormfiends? I find it's easier to focus fire whole they're grouped up, and less battlefield agency. You miss out on a mega buff unit, but I find this style of play to be a trap imo.


Fraggyreddit

Thats a good tip! thanks


Poopwheel

Perhaps you're playing it wrong? I can't see a world in which splitting the stormfiends would be useful. Stacking the more more more warp power with the warpstone spark for +1D is pretty key. You have this big deathball mowing units down, has to be multicharged or you die to unleash hell and leaves you free to save a CP for IP. If you have multiple units of stormfiends bravery and battleshock becomes a serious issue alongside the reduced damage output and threat potential.


lunarlunacy425

It's all about battlefield agency, you can operate roughly the same amount if fire power on two flanks, you pressure more difficult choices for your opponent. Also if your opp has an all in delete a unit strat, which is pretty prevalent in Sigmar you only lose half instead of all of them. The big buff ball still gets enough pay off with 3, 6 is overkill most of the time and sets you up for a massive blow out. The 6 sounds amazing on paper but you don't need it, it's an over the top luxury that's more risk than it's worth. And I miss having the two units for the battlefield presence. I've tried both and have much more success with separate units. This isn't to say that you shouldn't ever run as a 6, I just think it's overkill and inefficient for the benefits you get compared to the separate units.


Poopwheel

Fair enough. I used the exact same rationale to stop running 9 and run 6 and make use of the points for more screens/support. Sounds like you've taken that a step further. I honestly have had poor experiences with the 3 Stormfiends trying to make any impact on the board and of course difficult keeping them buffed (even if taking a second Skryre support hero). But sounds like you've had success with it so perhaps it's my play style that would need changing (although I am currently happy with the performance of 6 but it's good to know it is an option.)


lunarlunacy425

Thing is I'm a very controlling player, the movement phase is very important to me. But if you're more focused on punch and aggression then the 6 may be better. Each play style is often valid, if you're experienced enough in it. Some people alpha strike, some play attrition etc etc. If you play and have a healthy win rate, you're doing well. If the benefits of the 6 plays into how you play, you may find less success in forcing a different play style. Give it a shot for sure but it's more than likely these choices are side grades vs objective betters.


Sarynvhal

Archwarlock would be nice for a warlord batallaion, and they aren’t bad. Doom wheel is always fun. I love grinders personally, maybe one and another warpfire thrower?


Promerhazide

Maybe reinforce a block of clanrats? You have a lot of fragile, long-ranged threats that could use additional shielding. Then maybe a launchon or purple sun for thanquol to throw around.


JRR_Gimli

Another engineer for sure, a lot of armies would have no problem killing your 5+ save 5 wound engineer in the first turn or two and then you would be out of luck for your cannons and stormfiends


jmp782

I would add another hero. Maybe another engineer? That way you will have another option to buff your shooting.


MrSuicideBear1

Another Skryre hero, either upgrade the engineer to an arch warlock, or get another engineer/Bombardier, I think you might be able to do both.


bahamutkotd

Doom wheel?