Thanks as always for the insight! You are always great at managing to be thorough and quick. I have a tough time listening to some others that tend to over explain, and ramble. Always appreciate your content. I'm not sure I agree with all of your statements, but you definitely have a great deal more experience, so I will have to accept. Lol. The most beneficial thing I always get from you, is that you see things that did not occur to me. Open the third eye 👁️. I'm excited to try some of this. There are a few things I think I was excited about that you pooped on, but that's a good thing. Save me learning the hard way. Lol. 👍
I really liked your video and loved your insights, especially good, because I will start my Skaven Army soon! BUT I wish you would show the warscrolls you are talking about, would make it a lot easier to follow, also I would love to see more of your corresponding minis to know what exact Unit you are talking about :)
I had thought maybe I was being too pessimistic but it is good to see a review that covers a lot of the things I was less enthused about, but with some positives highlighted too- good stuff as always
Nice video! One thing to also be aware of with the Grey Seer on Screaming Bell is that the Peal of Doom only affects melee attacks now. A small thing but can be big depending on the match.
I'm super surprised by a lot of the units we're having. I'm aligned with your point of view for certain units, and I'm glad to hear that there is still good one, can't wait to test them out!
I really love 40 clan rats in the generals regiment with 1 rend for infantry!! Ideally supported by a singe warpfire flamer. Nobody wants to deal with these guys and they can secure an entire flank on their own. As you pointed out: many units won´t make more then 10 wounds per turn, so with recursion the block should live the entire game and stop the enemy from doing more important stuff.
Best army review hands down. Right on point from the very beginning. Old skaven player here looking to play AoS4. Jezzails are huge value when looking at the competitive scene. Other than that looking at our roster lacks an identity. So many units from different clans that dont synergize. Maybe a few new datasheets plus a codex will solve this problem.
I few points you got wrong/missed: Clawlords: +3A when wounded. He’s not that squishy so do able. The big power though is the ability to make an ally unit hit right after him in attack order. He ever gets a way for Strikes First people will rage. Clanrats: 2A with auto wound on crit and recursion on 20/40 unit, 160pts feels about right. Warp Lightning/Warp Blaster: the self-damage boost only works if a hero is within 3” and even then COMPLETELY OPTIONAL! Planning is the key here.
Hey Jordan. I am hoping you can help since you are the rodent expert. Lol. Or anyone else in the comments. I am just trying to understand gnawholes completely. So I assume tunnels through reality is an ability the gnawhole is using, therefore each gnawhole can do this once per move phase. Similar to what we had before. Gnawhole ambush being a battle trait should not be effected in anyway by this. So in theory we could teleport two units from other holes, and ambush a unit from reserve to the same hole. Is this all correct?
Hands down my favourite change is the simplification of Thanquol...I hated being tied to a specific combination (I don't magnetise and I'm not really into proxies) Hands down my least favourite change is waving goodbye to Skabbik and crew, I put a lot of effort into painting them. Anyway thanks for the video, I love your straight forward, let's crack on with it approach, there's so much fluff and not enough content on You Tube now-a-days.
Good review there, although I strongly disagree about the Warp Lightning Cannon. That thing got buffed hard. When overcharging it makes 2D6 plus 6 shots and since it has a to hit value now it can benefit from all out attack. On average you're getting 9 to 10 mortal damage out of a single volley with that. Yes you can blow yourself sky high but it has a good change of taking down something with a higher value itself.
WLC can do great things, but they can also just whiff and lose you the game. Super fun unit, and when it swings it swings big, but over an 8 game GT like GW's new events there's going to be a game or two where it bites you back.
I get how the Warpblaster isn't too competitively viable, but man does that sound fun. Accidentally killing yourself turn 2 (7 HP, up to 6 Mortal Wounds taken so you can't do it Turn 1 unless you get hit) is just so on brand for the Skaven
whant to see this games. great work. even if i totaly love the self killing powerbuffs from skaven and i am a little sad that so mutch of this rules dont got into the 4.0. have a nice day and great work!
Thank you as always! Great summary. What do you think of Night Runners pre-game move, three clawsteps and getting run, shoot and charge off Deathmaster. Then again three clawsteps in their hero phase. Not the biggest threat but great range.
I like Night Runners! Their pre-game move can help us score an Early Take the Flanks, they can act as cheap screens, do okay damage, and also die very easily which is great for making sure you have a unit to bring back to life when you need it.
You're wrong! 😅 And I don't even play Skaven! Thanks for the the overview.. Maybe I stand a small chance now, of knowing what has happened when I lose to my friend 😁
Nice! I was patiently waiting to see what were your thoughts on the new warscrolls! I wish you went over the gnawholes too hahaha It surprised me to see that you rated the warpseer the lowest of all the Verminlords! Hainvg the ability to cast 2 spells, so you can potentially give last strike to one unit, and take out a charge dice from another, seems super powerful for those points, on top of the +2" to the hero phase move. Other than that, I truly think that the Deceiver is gonna shine in a lot of games, and the rest of your thoughts on the warscroll seem to be very aligned with mine, which is interesting to see.
The +2" move, two spells, and warscroll spell are all useful tools and you can certainly bring him and win games! For 320 points on a personal level I want him to do more than just utility, and then on a deeper level I think our "best" lists likely won't feature a Verminlord at all. I really like the Deceiver and think he's a lot of fun, so I'll invest some time into making him work, but the bottom line is our infantry units and Jezzails are just more efficient.
@@warpfireminis I can totally see that. I'm, in fact, a bit worried I'm forcing a big hero into my lists now just out of pure habit, cause I really like having a big center piece in my games, a big 10+ wound monster that is bringing something extra to the table. But so far I'm starting all my lists with 6 to 9 jezzails and an engineer or arch warlock, and it's truly hard to say no to the stormfiends with the new point cost, so quite a challenge to pick a big hero to go along with them. I'm super curious to see what lists you try out first, and your personal thoughts on how they perform, as well as how the army performs in this new edition! Cheers man.
What are your thoughts on how effective a unit of 3 "ranged" Stormfiends would be in say a Skryre list? - Ratling Cannons - Either Windlaunchers or Warpfire Throwers - Shock Gauntlets
I honestly don't think there's any play there with them on the shooty side of things. The Warpfire Thrower does more damage than the Windlauncher and then just the opportunities that the Grinder gives you are too good to pass up.
Great Video, I agree with your takes. Skaven infantry will be the future. I know clan rats are expensive but do you think 3x40 in verminus with -1 h/w and ward is enough to be fun and still a little competitive?
When you get the -1 to hit and -1 to wound off at the same time you can feel the power surge through you as your opponent struggles haha. It's just hard to get it all going exactly when you need it. When it's going right though I think Clanrats and Stormvermin both in Verminus are definitely enough to keep you in the mix!
Skaven can spend a CP at the end of their turn to return a slain unit at half strength! They come back wholly within 6" of a Gnawhole and outside of 3" of an enemy.
What's your understanding of how the Deathmasters passive works? As it's black (start of turn), do the Eshin units just need to be within at the start of turn or when they want to shoot or charge? Also, guessing it's self-referental and Deathmaster always can run, shoot and charge?
Love your videos I'm afraid I have to disagree with your take on the Warp Lightning Cannon and Ratling Warpblaster. As a Skaven player, you ALWAYS hit the big red button.
Did the three named characters and their "warbands" from Underworlds not make the cut into 4th edition? That would be a huge bummer if they didn't. I have a set of each unopened.
They're all gone unfortunately. There's still some life with Skittershanks being a couple Deathmaster + Night Runner models, Spiteclaw being a Clawlord + Clanrats, and then Skabbik and crew you can proxy as Plague Monks for now. My heart says we'll eventually get a foot Plague Priest back when the new Battletome drops.
@warpfireminis I tend agree about the foot plague priest it seems weird bothering to make the Corrupter a priest and then have the only priests in the faction cost 300+ points lol, hopefully they are just releasing him under a more copyright friendly name like 'Pontiff of Pox' or something
Clanrats don't feel worth it unless they're 40s more like a grinder unit and chaff now like 3e. It seems like the 20 points less for the monks makes a difference so often in list building. We really need priest back. Making a legends list with 100 point skabbiks in a regiment with a corrupter and 110 plague priest feels like an entirely different army.
Hi, Jordan. I believe the Deathmaster is underrated. It does not buff Eshin infantry only, but all Eshin Units. Includes Lord Skreech and VL Deciever. Having run/shoot/charge on monsters could be huge. Loved your review. Cheers!
Deathmaster does it to everyone, Deceiver's is Infantry only. I don't think the Deceiver really need the Run and Charge most of the time, but I'm sure there's situations where it'd help!
They replace Monstrous Rampages from the past, but they're keyworded as a Rampage and are just abilities that some Monster units have on their warscrolls.
In the combat the active player does all their abilities, then the defensive player does all their abilities, and then units start fighting. So scurry away occurs before the actual combat, but won't help you avoid rampages if it's not your turn
@@warpfireminis but combat is an ability now in 4th or is it not? so when my opponent is active player, he gets to use his fight ability before i would get to scurry away, right?
@@WollePaints 13.1 in the Core Rules lays it out pretty clearly. Both players get to use all non-fight Combat Abilities at the start (these are normally buffs and debuffs) and once all of those are completed THEN you can do the actual Fight Abilities.
@@warpfireminis oooooooooh, thanks a lot for explaining this =), does this mean, for example i had an Warpseer in Combat range, i could first use the Warpstone Charm and then Scurry away before the opponent can hit me? xD jeez
The stances, rampage, and being Masterclan! If you're bringing Skryre units his +1 to hit for everyone can be big, but overall I don't think Skreech is sneaking his way in my lists.
Non of them dos mortal wunds now ! He skipt the part thanquels flame trowers are freaking nerft to the extream ! It was littlerey a auto hord killer before ! 4 dice pr unit in a army within 8 inch ! His ward is also gone ! His 3+ to casting gone ! Why the hell is he not tacking about all the extream game breaking nerfs ? 😮
Well i love the jezzails again, and the bring back units are great but the bell, and furnace, just got ruined, skryre heroes well honestly i think Bombardier and engineer, kinda no point sad we lost the warpstone mechanic, maybe its me that cant find it, their shot ofc are great, and i can sniper jezzails, but ehhh, but ya i see 4-6 units of jezzails keep me 3 so i get 2 back and gives me better board controll, gnawholes shit i can plant em anywhere so plant it so enemy lands on it with their move ya it dies or do d3 mortals, og you send jezzails behind pr anything else hiding😂😂😂 see fun, but half our units that got legend should not be there and half our units they kept should have been legend 🤯
3 main things ! Point increase ! Nerft the fuckt out of them ! From a tir to shit tir ! And build in ward is gone ! Hope the book for them has som soicy shit in it ! Because ward scroll freaking suck ass ! Huge skaven player and i only see ! Nerft ! Nerft ! Nerft ! Not wroth bringing before not littlerey never bring it ! Nerft ! Nerft ! No ward on this now ! No mortal wunds on this ! No over clock 3 now ! Warp lightning canons are littlerey shit now ! My 2 generals ! Thanquel ! Nerft ! 1 casting and 1 cast ? From 3 + to casting and 2 casting ! No ward ! His flame trowers ! Shit ! Even war veast lost his ward ! If they remove the artifackt ( shield of distractor ) can only be pickt by 1 unit pr combat attack ! That shoting charting and combat attack face ) harder to hit and hiscommand trade ( powerfull alfa ) first 2 wund or mortal wund is negated ! And with his build in ward 5 + ! He was a treat to be feard ! All this is gone now 😢
Protection of the horn rat is gone on all unit hu had it ? Wtf ? Skaven has benn nerft like a lot ! Even thanquel flame attack ! Mortal wund on 4 + 1 dice pr foame trower on each unit within 8 inc ! Gone ! Now it just a normal attack and no mortal wunds ? Hell no !
Wow ! Just wow ! They fuckt up screaming bell even more ! From generasion 1 where it had 12 difrent powers and 12 was to summen a lord or fully heal the bell ! To gen 3 where you had to destry to bell to get a lord ! Not you cant even summen a lord at all and oelibg doom aka the bubbel is only 13 ? Why even take this shitty bell now ? Ward 6 is the only good thing it has now ! Rest is jusness !
The review I whished, the review I wanted, the review I get. Cheers to Warpfire Minis ! 🐀
Thanks as always for the insight! You are always great at managing to be thorough and quick. I have a tough time listening to some others that tend to over explain, and ramble. Always appreciate your content.
I'm not sure I agree with all of your statements, but you definitely have a great deal more experience, so I will have to accept. Lol. The most beneficial thing I always get from you, is that you see things that did not occur to me. Open the third eye 👁️. I'm excited to try some of this. There are a few things I think I was excited about that you pooped on, but that's a good thing. Save me learning the hard way. Lol. 👍
I really liked your video and loved your insights, especially good, because I will start my Skaven Army soon! BUT
I wish you would show the warscrolls you are talking about, would make it a lot easier to follow, also I would love to see more of your corresponding minis to know what exact Unit you are talking about :)
I had thought maybe I was being too pessimistic but it is good to see a review that covers a lot of the things I was less enthused about, but with some positives highlighted too- good stuff as always
"I dont like blowing up myself" bruh this is skavens. Its our whole thing going.
Nice video! One thing to also be aware of with the Grey Seer on Screaming Bell is that the Peal of Doom only affects melee attacks now. A small thing but can be big depending on the match.
Waited for this. Thank you!
I'm super surprised by a lot of the units we're having.
I'm aligned with your point of view for certain units, and I'm glad to hear that there is still good one, can't wait to test them out!
I really love 40 clan rats in the generals regiment with 1 rend for infantry!! Ideally supported by a singe warpfire flamer. Nobody wants to deal with these guys and they can secure an entire flank on their own.
As you pointed out: many units won´t make more then 10 wounds per turn, so with recursion the block should live the entire game and stop the enemy from doing more important stuff.
really great recap as expected from you, my only suggestion for improvement would be showing the warscrolls while talking about them
The best Skaven content, as always!
Great pointers, would love to see a few sample lists with focus on each clan and some synergies you plan to link up.
It's coming!
The last units I painted were a block of 6 jezzails, lucky me. Great video, looking forward to seeing what list(s) you find success with.
Best army review hands down. Right on point from the very beginning. Old skaven player here looking to play AoS4. Jezzails are huge value when looking at the competitive scene. Other than that looking at our roster lacks an identity. So many units from different clans that dont synergize. Maybe a few new datasheets plus a codex will solve this problem.
Just the video I was hoping for. LETS GO!
Thanks for the summary! Looking forward to seeing some example lists... might need to pick up another squad of Jezzails and Stormfiends
thanks for the video! waiting for more-more!
thanks to your videos and Gotrek and Felix audiobooks Skaven are going to be my new army in AoS
Just read the warscrolls, wondered what someone smarter than me would have to say about them, didnt have to wait long
I few points you got wrong/missed:
Clawlords: +3A when wounded. He’s not that squishy so do able. The big power though is the ability to make an ally unit hit right after him in attack order. He ever gets a way for Strikes First people will rage.
Clanrats: 2A with auto wound on crit and recursion on 20/40 unit, 160pts feels about right.
Warp Lightning/Warp Blaster: the self-damage boost only works if a hero is within 3” and even then COMPLETELY OPTIONAL! Planning is the key here.
Hey Jordan. I am hoping you can help since you are the rodent expert. Lol. Or anyone else in the comments. I am just trying to understand gnawholes completely. So I assume tunnels through reality is an ability the gnawhole is using, therefore each gnawhole can do this once per move phase. Similar to what we had before. Gnawhole ambush being a battle trait should not be effected in anyway by this. So in theory we could teleport two units from other holes, and ambush a unit from reserve to the same hole. Is this all correct?
Hands down my favourite change is the simplification of Thanquol...I hated being tied to a specific combination (I don't magnetise and I'm not really into proxies)
Hands down my least favourite change is waving goodbye to Skabbik and crew, I put a lot of effort into painting them.
Anyway thanks for the video, I love your straight forward, let's crack on with it approach, there's so much fluff and not enough content on You Tube now-a-days.
I'm hoping the Plague Priest on foot comes back in the battletome so I can bust Skabbik back out too!
Clanrats Attack characteristic whent from 1 to 2, i think getting 100% more attacks pr. Model is okay for a 60% point increase
This is exactly what I was looking for . Ill now place my order ;)
Yes-yes what I’ve been waiting for! Plan-scheme good 😂😂
Best warhammer channel ❤❤❤🎉🎉🎉
Oh thank goodness the Verminlord I wanted to get is actually good (I just started painting my eshin army with the new edition)
Good review there, although I strongly disagree about the Warp Lightning Cannon. That thing got buffed hard. When overcharging it makes 2D6 plus 6 shots and since it has a to hit value now it can benefit from all out attack. On average you're getting 9 to 10 mortal damage out of a single volley with that. Yes you can blow yourself sky high but it has a good change of taking down something with a higher value itself.
WLC can do great things, but they can also just whiff and lose you the game. Super fun unit, and when it swings it swings big, but over an 8 game GT like GW's new events there's going to be a game or two where it bites you back.
I get how the Warpblaster isn't too competitively viable, but man does that sound fun. Accidentally killing yourself turn 2 (7 HP, up to 6 Mortal Wounds taken so you can't do it Turn 1 unless you get hit) is just so on brand for the Skaven
They're definitely fun and can still do solid damage, great for casual games!
whant to see this games. great work. even if i totaly love the self killing powerbuffs from skaven and i am a little sad that so mutch of this rules dont got into the 4.0. have a nice day and great work!
I want to run x3 Ratling Warpblaster and MORE MORE them each turn and tons of Jezzails.
Let’s go! Been waiting for this drop
Blowing my own units up on a bad roll? This is the main reason why I picked orks for my main 40k army.
You are wrong!
Just kidding, thanks for your overview and thoughts. I will start AoS with this new edition, so this helped a lot. Have a nice weekend
Clanrats are just getting better 🐀🔪
Not having pictures of the units displayed while talking about them ruined what was otherwise an amazing video!
Thank you as always! Great summary.
What do you think of Night Runners pre-game move, three clawsteps and getting run, shoot and charge off Deathmaster. Then again three clawsteps in their hero phase. Not the biggest threat but great range.
I like Night Runners! Their pre-game move can help us score an Early Take the Flanks, they can act as cheap screens, do okay damage, and also die very easily which is great for making sure you have a unit to bring back to life when you need it.
You're wrong! 😅 And I don't even play Skaven!
Thanks for the the overview.. Maybe I stand a small chance now, of knowing what has happened when I lose to my friend 😁
Nice! I was patiently waiting to see what were your thoughts on the new warscrolls!
I wish you went over the gnawholes too hahaha
It surprised me to see that you rated the warpseer the lowest of all the Verminlords! Hainvg the ability to cast 2 spells, so you can potentially give last strike to one unit, and take out a charge dice from another, seems super powerful for those points, on top of the +2" to the hero phase move.
Other than that, I truly think that the Deceiver is gonna shine in a lot of games, and the rest of your thoughts on the warscroll seem to be very aligned with mine, which is interesting to see.
The +2" move, two spells, and warscroll spell are all useful tools and you can certainly bring him and win games! For 320 points on a personal level I want him to do more than just utility, and then on a deeper level I think our "best" lists likely won't feature a Verminlord at all. I really like the Deceiver and think he's a lot of fun, so I'll invest some time into making him work, but the bottom line is our infantry units and Jezzails are just more efficient.
@@warpfireminis I can totally see that. I'm, in fact, a bit worried I'm forcing a big hero into my lists now just out of pure habit, cause I really like having a big center piece in my games, a big 10+ wound monster that is bringing something extra to the table.
But so far I'm starting all my lists with 6 to 9 jezzails and an engineer or arch warlock, and it's truly hard to say no to the stormfiends with the new point cost, so quite a challenge to pick a big hero to go along with them.
I'm super curious to see what lists you try out first, and your personal thoughts on how they perform, as well as how the army performs in this new edition!
Cheers man.
So what do you think the most competitive/optimal list looks like in Skaven right now after that evaluation of the units?
What are your thoughts on how effective a unit of 3 "ranged" Stormfiends would be in say a Skryre list?
- Ratling Cannons
- Either Windlaunchers or Warpfire Throwers
- Shock Gauntlets
I honestly don't think there's any play there with them on the shooty side of things. The Warpfire Thrower does more damage than the Windlauncher and then just the opportunities that the Grinder gives you are too good to pass up.
So, what would you choose between 3 storm fiends (rattling, wind launchers and shock gauntlets) and Hellpit abomination?
Great Video, I agree with your takes. Skaven infantry will be the future. I know clan rats are expensive but do you think 3x40 in verminus with -1 h/w and ward is enough to be fun and still a little competitive?
When you get the -1 to hit and -1 to wound off at the same time you can feel the power surge through you as your opponent struggles haha. It's just hard to get it all going exactly when you need it. When it's going right though I think Clanrats and Stormvermin both in Verminus are definitely enough to keep you in the mix!
@@warpfireminis Sounds like I need to try it 😂 Thanks. Looking forward to the next video.
Thank you!
Totally new to AOS, you kept mention being able to return infantry models, how do the skaven do that? For example the jazzails?
Skaven can spend a CP at the end of their turn to return a slain unit at half strength! They come back wholly within 6" of a Gnawhole and outside of 3" of an enemy.
Good video sir
it’s such a shame, the Warpseer is my favourite. Can a skaven list in 4th be magic focussed and still viable?
Time for "Oops All Doom-flayers"
Good early review
What's your understanding of how the Deathmasters passive works? As it's black (start of turn), do the Eshin units just need to be within at the start of turn or when they want to shoot or charge?
Also, guessing it's self-referental and Deathmaster always can run, shoot and charge?
This man knows Deceiver is the truth
Love your videos I'm afraid I have to disagree with your take on the Warp Lightning Cannon and Ratling Warpblaster. As a Skaven player, you ALWAYS hit the big red button.
I'm 100% with you, I can't stop myself from mashing the button and then BOOOOOM I'm dead haha. Still play them in fun games!
Thanks for the rat recap Jordan!
Did the three named characters and their "warbands" from Underworlds not make the cut into 4th edition? That would be a huge bummer if they didn't. I have a set of each unopened.
They're all gone unfortunately. There's still some life with Skittershanks being a couple Deathmaster + Night Runner models, Spiteclaw being a Clawlord + Clanrats, and then Skabbik and crew you can proxy as Plague Monks for now. My heart says we'll eventually get a foot Plague Priest back when the new Battletome drops.
@@warpfireminis Thanks, for the info. Shame on GW.
@warpfireminis I tend agree about the foot plague priest it seems weird bothering to make the Corrupter a priest and then have the only priests in the faction cost 300+ points lol, hopefully they are just releasing him under a more copyright friendly name like 'Pontiff of Pox' or something
Thoughts about running stormvermin over clan rats?
Clanrats don't feel worth it unless they're 40s more like a grinder unit and chaff now like 3e. It seems like the 20 points less for the monks makes a difference so often in list building. We really need priest back. Making a legends list with 100 point skabbiks in a regiment with a corrupter and 110 plague priest feels like an entirely different army.
Hi, Jordan. I believe the Deathmaster is underrated. It does not buff Eshin infantry only, but all Eshin Units. Includes Lord Skreech and VL Deciever. Having run/shoot/charge on monsters could be huge.
Loved your review. Cheers!
Deathmaster does it to everyone, Deceiver's is Infantry only. I don't think the Deceiver really need the Run and Charge most of the time, but I'm sure there's situations where it'd help!
Ohh I didnt see the official list, just watched your video. So, PCB are gone?
yep, as well as the priest on foot.
They're gone for now!
What is "rampage"?
They replace Monstrous Rampages from the past, but they're keyworded as a Rampage and are just abilities that some Monster units have on their warscrolls.
@warpfire Minis
sry, but you said, "scurry away triggers before combat" where in the rule is that written? thanks alot
In the combat the active player does all their abilities, then the defensive player does all their abilities, and then units start fighting. So scurry away occurs before the actual combat, but won't help you avoid rampages if it's not your turn
It's covered under 13.1 Fight Abilities! All Combat Abilities happen at the start before any actual Fight abilities are used.
@@warpfireminis but combat is an ability now in 4th or is it not? so when my opponent is active player, he gets to use his fight ability before i would get to scurry away, right?
@@WollePaints 13.1 in the Core Rules lays it out pretty clearly. Both players get to use all non-fight Combat Abilities at the start (these are normally buffs and debuffs) and once all of those are completed THEN you can do the actual Fight Abilities.
@@warpfireminis oooooooooh, thanks a lot for explaining this =), does this mean, for example i had an Warpseer in Combat range, i could first use the Warpstone Charm and then Scurry away before the opponent can hit me? xD jeez
🥰🥰🥰🥰
what is skreech paying the extra 70 points for?
He is a big support piece that can benefit all the clans and mixed lists like we’ll see until the battletome drops.
@@Eternal5602 "big" is a stretch for that profile. This entire index is looking super weak.
The stances, rampage, and being Masterclan! If you're bringing Skryre units his +1 to hit for everyone can be big, but overall I don't think Skreech is sneaking his way in my lists.
lol i was going to trade me jezels, but you sold them to me.
1+ to cast ? You freaking kidden me ? He had a + 3 to cast before ! Yep fuck gen 4 !
Non of them dos mortal wunds now ! He skipt the part thanquels flame trowers are freaking nerft to the extream ! It was littlerey a auto hord killer before ! 4 dice pr unit in a army within 8 inch ! His ward is also gone ! His 3+ to casting gone ! Why the hell is he not tacking about all the extream game breaking nerfs ? 😮
The new model clawlord on giant mole rat ! Worthless 😧? Wow ! Littlerey new big model and is crap ?
Rats rats were the rats
Well i love the jezzails again, and the bring back units are great but the bell, and furnace, just got ruined, skryre heroes well honestly i think Bombardier and engineer, kinda no point sad we lost the warpstone mechanic, maybe its me that cant find it, their shot ofc are great, and i can sniper jezzails, but ehhh, but ya i see 4-6 units of jezzails keep me 3 so i get 2 back and gives me better board controll, gnawholes shit i can plant em anywhere so plant it so enemy lands on it with their move ya it dies or do d3 mortals, og you send jezzails behind pr anything else hiding😂😂😂 see fun, but half our units that got legend should not be there and half our units they kept should have been legend 🤯
3 main things ! Point increase ! Nerft the fuckt out of them ! From a tir to shit tir ! And build in ward is gone ! Hope the book for them has som soicy shit in it ! Because ward scroll freaking suck ass ! Huge skaven player and i only see ! Nerft ! Nerft ! Nerft ! Not wroth bringing before not littlerey never bring it ! Nerft ! Nerft ! No ward on this now ! No mortal wunds on this ! No over clock 3 now ! Warp lightning canons are littlerey shit now ! My 2 generals ! Thanquel ! Nerft ! 1 casting and 1 cast ? From 3 + to casting and 2 casting ! No ward ! His flame trowers ! Shit ! Even war veast lost his ward ! If they remove the artifackt ( shield of distractor ) can only be pickt by 1 unit pr combat attack ! That shoting charting and combat attack face ) harder to hit and hiscommand trade ( powerfull alfa ) first 2 wund or mortal wund is negated ! And with his build in ward 5 + ! He was a treat to be feard ! All this is gone now 😢
Protection of the horn rat is gone on all unit hu had it ? Wtf ? Skaven has benn nerft like a lot ! Even thanquel flame attack ! Mortal wund on 4 + 1 dice pr foame trower on each unit within 8 inc ! Gone ! Now it just a normal attack and no mortal wunds ? Hell no !
Screaming bell is 350 point ? And it has been nerft to littlerey not worth bringing in 4 version ! You cant even summen a vermit lord now ? Hell no !
Wow ! Just wow ! They fuckt up screaming bell even more ! From generasion 1 where it had 12 difrent powers and 12 was to summen a lord or fully heal the bell ! To gen 3 where you had to destry to bell to get a lord ! Not you cant even summen a lord at all and oelibg doom aka the bubbel is only 13 ? Why even take this shitty bell now ? Ward 6 is the only good thing it has now ! Rest is jusness !
Clanrats Attack characteristic whent from 1 to 2, i think getting 100% more attacks pr. Model is okay for a 60% point increase