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  • VS WTC LISTS

    niceguy.dk - - The Vermin Swarm (VS)

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    Lists from the English Tournament Kevin Weaver Plague Patriarch: (General) wizard apprentice, occultism, Putrid Protection ; plague flail; light armour; plague pendulum 650 Magister: Scepter of Vermin Valor; Wizard Master; Path of Thaumaturgy 385 Chief: Paired Weapons & Tail Weapon; Battle Standard170 35 Plague Brotherhood: Bringer of the Word; Standard Bearer 395 24 Plague Brotherhood 245 20 Vermin Guard 250 2x 10 Footpads 120 3x 14 Plague Disciples 272 8 Gutter Blades: Scouts & Ambush 260 2x D…

  • Quote from The Unmarked: “Giant Rats are pleasure slaves ” the-ninth-age.com/community/in…34023f610539d6406a4e994de

  • VS WTC LISTS

    niceguy.dk - - The Vermin Swarm (VS)

    Post

    Disciples is not so surprising paired with the VD general. I only see them in one list without VD. I hope the people who eventually will handle nerf spammed units will take into account that VD is actually making PD a lot better. Testing frenzy at LD 10 instead of 7/8 (+1 from rank), and with 18" boble. A lot of catapults also, 9 lists with 2x catapult and 3 with 1. @The Unmarked what is it you like? Generally what is the thought on these lists. Not from a power perspective but how you think a s…

  • VS WTC LISTS

    niceguy.dk - - The Vermin Swarm (VS)

    Post

    The lists for WCT is up, so to quote MGK 'lets talk about it' 19 VS lists so not particular many - Will count entries together later Rolf-Henryk Viehstädt - VS Rolf-Henryk „Jobst“ Viehstädt - Vermin Swarm 820 Vermin Daemon (General) 185 Chief – BSB, Ratlock-Pistol, Shield, Heavy Armour 290 Magister (Witchcraft) Book of Arcane Mastery, 3 Darkshards 240 Magister (Thaumaturgy) Sceptre of Power 390 20 Vermin Guard CS Lightning Rod 170 12 Footpads Paired Weapon M 220 2 x 14 Footpads Paired Weapon M V…

  • As the title suggests the DL and WDG teams needs some feedback on how the books are perceived from a VS perspective. So did you play against them? Did or did you not have fun and why? Anything particular strong or weak? Anything which can help the teams improve the books will be much appreciated.

  • DL FAB 2.1 Discussion

    niceguy.dk - - Daemon Legions (DL)

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    I have a question for the Hope Harvester users. What do people think about the Aether Battery option for burning Veiltokens. It is worth it? Is it something you do when you use the Sentinel and have too many of them, or is it generally useful. I am just wondering if it doesn't take the top of your magic phase potential?

  • Quote from JimMorr: “Quote from niceguy.dk: “Non of these will matter if you spend your Veiltokens on static boosts to shooting. A strong magic phase is about dominance, if you give that away by giving your tokens away you basically leave your magic phase to pure luck. ” But this is the point. You can focus either on magic or on shooting. You will actually be forced to pick. If you want an optimal list. E.G. you take two towers with catapults and jezzails or you take just a single prophet but go…

  • Quote from JimMorr: “Quote from niceguy.dk: “EDIT: I like the concept, but that it should be in a 100% AUX tech army with no magic and all the random weapons and tables. Lots of options for boosting and exploding. RaA, Slaves, VG (with lighting tech) weapon teams, thunderhulks, Mills, Cannons, Jezails, Grenadiers and a Tech version of the bell or something. That would be interesting. ” And what if our magic was boosted at the same time? For example The Awakened Swarm became Rep? Or Plague Brothe…

  • Quote from JimMorr: “Quote from niceguy.dk: “Talking about using veiltokens for non magic phase stuff - Is it not a bit of a handicap? ” Yes it is. But it is done on purpose. I believe we are now at a deadlock with magic and shooting being our two complementary strengths. Magic comes from characters. Shooting comes from units. Maxing out one does not prevent us from maxing out the other. The result is instead having two styles one magic dependent, the other shooting dependent we have a single st…

  • Where is the right place? Make Them jpg, drag them on to the post and it Will uploade Them. They Will show under controls and you can put Them where You want.

  • Talking about using veiltokens for non magic phase stuff - Is it not a bit of a handicap? Personally I feel like magic does a lot of heavy lifting, and I need all the power I can get. I wouldn't really wanna limit my magic in any ways. With magic it's kind a this thing, where the power of it is 'exponential' for every dice between you and your opponent. So losing PD is big IMO. What is peoples experience and do you feel like using veils for boosting anything outside magic would really be a good …

  • Edit: Keep in mind this is not me as a ACS knowing anything, or with the power to vote for anything. So it's basically just fan stuff. @Grey Seer Snachett it really is community ideas I am just compiling and adjusting So this is also just what I have picked up and found would solve our internal balance issue and give unused units a purpose. Don't think points. This is the core I would hope to see. Now I am all about making stuff as tight as possible. This is very few changes but will change our …

  • VG is not a bad unit. High Agi, decent Str, Decent Off/Def (Very good with Bell), decent armour. Fight In Extra Rank. And since we are going in circles I will grab the opportunity to say it again - What kills them is Meatgrinder, Pendulum and possible points. As long as pendulum and meat grinder is connected to other units VG will be a outshined.

  • First of all Jim I like you are taking your time to do this. Quote from JimMorr: “Quote from niceguy.dk: “It's not about matching other armies elite units (at all). It's about having options when you put together a list. ” The problem is cores in our game have a set of predefined roles. They can be either character-bunkers, tarpits, chaff, they can be scoring darts or they can form part of gunline. In our case: I don't think this is the case at all. At least looking at the two FAB and semi full …

  • Quote from JimMorr: “Quote from niceguy.dk: “So you would like to do this to get above mentioned effect? ” And keep our shooting / magic at current level with some balancing tweaks. We just can't expect our cores to be able to stop enemy elite units and grind them to death with auto-hitting toxic attacks while our Dreadmills, Deamons and Doombells evaporate whatever else is left on the Board... ” It's not about matching other armies elite units (at all). It's about having options when you put to…

  • Quote from JimMorr: “Quote from niceguy.dk: “So question is just how elite should rats be. 'Cinematically speaking'. ” Plague BrotherhoodThey don't have to be elite. They should gain options to reduce enemies to their level and deal passive damage, possibly with toxic effects (Pendulum, Banner enchantments, Plague Disciples). Maybe make them stubborn when in horde formation, just to let them stay in combat and grind with the mass of weak attacks. Would require removing daemon as general though. …

  • Quote from The Unmarked: “After reading some in the ID brainstorming thread I'm trying to think of unit design less mechanically and more cinematically. ” I think this is a very good approach. This is some issues I foresee if we should move a unit to special. It would either be Monks or VG, since they are the most elite core. Non of these would ever be taken without a significant boost, and I mean very big, unless our shooting is limited by a lot. So question is just how elite should rats be. 'C…

  • Quote from JimMorr: “@niceguy.dk dreadmills die in Combat That really depends on the unit in CC though . You just need to charge it with a proper unit. If you play your wheel semi correct the units who will be able to charge it will be it's targets and if you have a higher Agi than that target it most likely does not want to charge. Any cheap 1HP unit will do Not any, you still have D3 grind and 3 attacks, and decent resilience to small units with low S.. If you charge it with a small elite unit…

  • Quote from MyrdWyrlyrck: “this. I also think it wouldn't need much to change the dreadmill. (Maybe also add a greater punishment for a failed supercharge... ?) imho they should stay powerful + it should be worth it to take two. ” No I don't think it's the right way to go. If you remove MW you need to redesign the entire model. If you remove 10 AP and make it something like Ap3 it's not a big deal, but it doesn't solve the issue, that thet issue (IMO) is not 1 wheel, it's 2, - and partly also tha…

  • Quote from SkavenInAZ: “Quote from niceguy.dk: “Quote from SkavenInAZ: “I would never suggest this based on the models that most of the players own. Because most own two wheels, so there needs to be an option for two wheels? ” ” No - because the models most players own will not permit ranking up. Thus, we'd be asking people to invalidate models (no) or heavily modify a kit (likely not). ” Just to be clear I would never want them in a unit as well. I just needed to know your reasons