Magnetic progress and a list

I’ve been making some progress on Thanquol and Boneripper, magnetisation is pretty much done

Punchy Punch

Flame On

As you may notice I’ve also done the heads- a sprue piece in the back of each head with a magnet on it attaches to another sprue piece in the body that has been glued across the neck. I’ll likely airbrush a base coat- maybe a few for skin tone- and then fully assemble- having lost instructions I’ll just wing it. He may not look great but hopefully he’ll be table ready by July!

I’m playing 2 games at The Combat Company in Mortdale this weekend. Here’s the list

Allegiance: Skaventide
- Grand Strategy: Prized Sorcery
- Triumphs: Indomitable
Arch-Warlock (175)
- General
- Command Trait: Overseer of Destruction
- Lore of Warpvolt Galvanism: More-more-more Warp Power!
Warlock Bombardier (125)**
- Lore of Warpvolt Galvanism: More-more-more Warp Power!
Warpgnaw Verminlord (275)**
- Artefact: Vial of Manticore Venom (Universal Artefact)
- Universal Spell Lore: Flaming Weapon
Verminlord Deceiver (345)**
- Artefact: Farskitter Cloak
- Universal Spell Lore: Levitate
Grey Seer (140)
- Lore of Ruin: Skitterleap
20 x Clanrats (130)*
- Rusty Spear
- 1x Standard Bearers
- 1x Standard Bell Ringers
20 x Clanrats (130)*
- Rusty Spear
- 1x Standard Bearers
- 1x Standard Bell Ringers
10 x Stormvermin (110)*
- Halberd
1 x Ratling Gun (65)
1 x Ratling Gun (65)
1 x Ratling Gun (65)
1 x Ratling Gun (65)
1 x Warpfire Thrower (70)
1 x Warp-Grinder (75)
1 x Warp-Grinder (75)
Warp Lightning Vortex (90)
*Hunters of the Heartlands
**Command Entourage - Magnificent
Artefact

Total: 2000 / 2000
Reinforced Units: 0 / 4
Allies: 0 / 400
Wounds: 109
Drops: 15

To elaborate on the list, it basically is just a RAGS to RICHES story - Ratling Alpha Gun Strike to Really Inflict Critical Hero Evisceration Soon

Grand Strategy: Prized Sorcery is really the way to go most of the time- Sever the head is tricky when most armies have stronger heroes, same for Vendetta-in a pinch its generally easier to keep a wizard alive especially when so many of our heroes are wizards.

Arch Warlock general for the Overseer of destruction- the crutch of the build to empower the ratling alpha with rerolls as they are an awful 4/4. To make this happen we have the Verminlord Deciever and the Grey Seer (as backup) to (Dreaded)Skitterleap the general into 13” from designated tunnel area. The Clanrats will contain Guns and the Stormvermin a warpfire thrower for ????. During deploy the clanrats will go underground with a warp grinder and when ready pop up end of move phase to unload ratlings and hopefully snipe a key unit or two.

I made sure to have room for Warp Lightning Vortex as a frontline tool and fit in a Warpgnaw Verminlord to be a beatstick. Artefact wise I gave the deceiver a farskitter cloak for a bit of lategame TP if needed and gave the beatstick the Manticore Venom. Due to the amount of drops even with the right batallions I just gave up on low drops and will assume I go second most games.

Winning or losing will boil down to target selection, I should be able to deploy very safely and if given first turn should still have some tools to reach out and hurt somebody. I’ve played variations of this list before, this version has less warp lightning cannons and a bit more melee options- will see if that makes a difference.

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Alpha strike? More like beta….

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Minis and Magnets