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the screaming bell; what to do?
Topic Started: 4th November 2007 - 12:45 PM (745 Views)
deathmaster arcanis
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Clanrat
I'm thinking of fielding a screaming bell in my 2k army and i have a few questions as to what to do with it

1) should the bell be pushed by clanrats or stormvermin?

2)whats the best size for the bells unit? and how should it be fielded?(command team? equipment)

3) how should the bells seer be equiped?

4) finnaly, whats the best amount of dice to use for each toll of the bell?

thanks in advance




:D
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Morkskittar
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1) Either one works, but if you're taking Stormvermin anyway, than give it to them. :D More charatterful.

2) Probably 29... then you can have a unit that's 5x7 or 7x5 and able to take a beating, almost certain to outnumber. :P Full Command is good. :D

3) Depends. :P If you only have one seer, I would recommend a Ward Save, a scroll, and then spell boosters (Eye of the Horned Rat, Warpscroll, etc...)

4) I always use three. :P 2 is probably a much safer number, but 3 is much more fun. :D

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deathmaster arcanis
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Clanrat
much thankees

so how would i equip the clanrats (yeah ive decided to go cheap)?
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Warlord Bloodfang
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Officially Awesome
Even though I've only used the Screaming Bell once in a battle, I'll add my thoughts here regardless.

I say it depends on what you see yourself doing with the bell (Besides ringing it).
If you plan to charge the S.B into combat for the impact hits then I would opt to arm the clanrats with light armour, shields and a handweapon.

However, if you were going to have the bell hang around the back of your army, or slightly behind your troops out of combat but close enough to get potentially charged then I would arm the clanrats with Spears instead of hand weapons.

Since your not the one doing the charging then you would get 2 ranks of attacks, the way I see it is that I would want to get any enemies out of combat from my S.B as quickly as possible before the unit flees, thus destroying the bell as the enemy overruns.

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Chieftain Cazgar
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i'd keep your rats HW and shield only, that way you can keep your opp. guessing where the bell will be, instead of them just going "ah ha! the spear rats are down, now i'll put down all my cannons so they have LoS to them..."

i usually roll 2 dice, as it means i can't auto destruct.

my seer usually has the crown, sometimes the eye. i take 2 engineers to throw lightning out and soften the enemy up, so the eye's a take it or leave it thing.

i take my bell in 20 FC shield-storm vermin, and hang around behind my main battle line. i give the stormers a rattler to scurry behind them and open fire on anything tricksy trying to sneak around. i also field my BSB in the back of the unit, often with a storm banner. so if anything does reach the bell, they've still got a lotta res to break through.

so far i've never lost the unit ^_^ (is greateful doesn't play rats so much any more so he doesn't have to worry about jinxing it :P)
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Vermitt Stain
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i normaly roll three as the effects i like are the high one. but i nearly stoped rolling three as when i got my screaming bell i used it for the first time rolled the dice ...... crap i rolled a triple five killed my grey seer and almost made the unit pushing it take a panic cheack. although knowing my luck i wasnt really surprised, but recently it has been perfoming really well especially when i played a gobbo guy first turn i rolle a 13 ,there half his army running away.
149707 people died on my birthday ...... it wasnt me

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Zavratatar
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Grey Seer
Always, always roll three dice.
Once in thirtysix, you will get a triple, and yes, it will hurt.
But once in ten you will roll 13, and yes, it will hurt.
Hurt the other guy. :)

(Sebrent, god of numbers, strike me should my calculations be wrong.)
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Madthing
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It's one in 36 to get triples, I think. Although the chance of doubles is higher too.
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bakfire the experimenter
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i took the cowards option with the bell untill recently anly rolling 2 dice, it wasnt untill i had a game where luck was on my side from the start and by the end of turn 2 it was going to be difficult for me to loose (empire weapons not misfiring but hitting their own units) i thought what the hell i'll either wipe him form existence or even the game up so i rolled full dice for everything in cluding my ratling gun (so amusing) anyway back to the bell... i decided to roll all three dice and what do you know got a 13... he ended up with nothing on the board. i think i will be rolling three dice from now on as i have heard of some first turn victories from rolling a 13. as for the clan rats, the advice given above is sound keep the unit pushing it the same as all the others in your army as it gives you more choice of where to deploy it without your enemy being able to reliably guess where it is going. always take full command as it saved me once when the unit got charged and my opponent challanged so i accepted he thought he was fighting the grey seer the look on his face when he found he was taking on the unit champion was funny, i ended up winning on combat res but lost my unit champion.. oh well he obviously wasnt that good then was he (mental note - promote someone new)
Daniel cannot possibly exist in a dimensional state.

Recent studies show that people who have attempted to comprehend Daniel have either disappeared, died spontaneously, or driven themselves into a pertinent state of insanity and/or catatonia.


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Zavratatar
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Yesyes, you are quite correct, I blame lack of sleep :)
Then clearly the odds of them getting hurt are much bettter than the odds of getting a triple. :)
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bakfire the experimenter
graduate of the school for dangerous inventions
played a game yesterday and i used three dice everytime i rang the bell. didnt get any triples but didnt get a 13 either :( . rolled a couple of doubles and only thanks to my ward save did my seer survive - its probably a good idea to have the ward save if you are going to ring with 3 dice due to the odds of getting doubles. however as i write this a thought just appeared in my head.... if you a worried about the odds of rolling a triple try it for yourself (not in a game) you will have what 6 turns of ringing so roll 3 dice 6 times and see what results you get compared to rolling 2 dice 6 times, or you could just bite the bullet and do it in a game.
Daniel cannot possibly exist in a dimensional state.

Recent studies show that people who have attempted to comprehend Daniel have either disappeared, died spontaneously, or driven themselves into a pertinent state of insanity and/or catatonia.


<img src="http://www.heresy-online.net/daemons/adoptables/23041.gif" alt="Broken Adoptable Image" /><br><a href="http://www.heresy-online.net/daemons/levelup/23041-dark-whisper.htm" title="Level up this Daemon!">Level up Adoptable!</a>

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Rubberchrist
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Shennanigans are out of the question!
What is the smallest game you would put the SB in? I'm mocking up a 2k list for when I buy my next battaliion, and it looks like it will fit nicely. alongside the 200 other things on the board 8)

-R
"Nurgle has got to be my favorite chaos god, fluff wise...
He's portrayed as this sort of jovial, jolly old guy who thinks that rotting apocolyptic plague is funny as hell... So basically he's a big ole fat bastard who thinks giving you a scorching case of the herp is a big laugh." ---Kadrium

7th Edition Fellblade Kills: 1 Steam Tank, 1 Warrior Priest, 4 Greatswords, 3 Treekin, 1 Chaos Sorcerer, 5 Chaos Warriors,
13th Spell Kills: 8 Chaos Chosen.
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harleysa


I never take it under 3k unless my opponent is feilding a cheesy list as a lot of the effects tend to anger many of the folks at my gaming group, which is fine as we mostly play for fun. I have noticed that many of my opponents have moved off of gunline or all cav lists that they had been playing before I started feilding it in games.
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Kievien
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Chieftain
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Nov 21 2007, 07:16 PM
Always, always roll three dice.
Once in thirtysix, you will get a triple, and yes, it will hurt.
But once in ten you will roll 13, and yes, it will hurt.
Hurt the other guy. :)

(Sebrent, god of numbers, strike me should my calculations be wrong.)

May I? :)

While rolling two dice the chances to get a :

Double : 6 doubles in 36 possibilities = 1 in 6 = 16,67 %
Treble : 0 %
13 : 0 %

While rolling three dice the chances to get a :
Double : 90 doubles in 216 possibilities = 41, 67 %
Treble : 6 Trebles in 216 possibilities = 2,77 %
13 (This one took me quite a while :P) : 21 possible dicerolls that make a total of 13 out of 216 possible dicerolls = 9,72 %

----------------

So cut out short , according to the theory u SHOULD roll 3,51 13's before wrecking your Screaming Bell ^^
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Rubberchrist
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Shennanigans are out of the question!
I am inclined to agree with you Kieven...

I played my second game as skaven a few weeks back. The bell paid off in spades rolling 3 dice every time.

First turn: 10 - 3 dead warmachines.

Second Turn: 13 - Panic. 14 spider riders, 4 river trolls, an orc chariot, and a squad of goblins with shaman off the table.

Third Turn: (cant remember the number) Hatred.... With the help of a bit of shooting and magic, my rats wiped the entire army bexcept for 8 Black Orks off the table. Opponent invented many new obscenities at this point.


I'll probably never take it in less than 2250 just because it would be hell to fit in, but man that first game paid for the first time I ever roll triples in the first turn and break my army. Hell, even the things that did blow up were stand and shoots that failed, leaving the enemy in great position to be counter charged. Great game.

-R
"Nurgle has got to be my favorite chaos god, fluff wise...
He's portrayed as this sort of jovial, jolly old guy who thinks that rotting apocolyptic plague is funny as hell... So basically he's a big ole fat bastard who thinks giving you a scorching case of the herp is a big laugh." ---Kadrium

7th Edition Fellblade Kills: 1 Steam Tank, 1 Warrior Priest, 4 Greatswords, 3 Treekin, 1 Chaos Sorcerer, 5 Chaos Warriors,
13th Spell Kills: 8 Chaos Chosen.
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