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| DAMN SKIRMISHERS!; help help, beast things kill kill. | |
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| Tweet Topic Started: 25th February 2008 - 03:28 PM (509 Views) | |
| Queek Gnawbeard | 28th February 2008 - 03:10 PM Post #16 |
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sigh i know i know, how does the doom bell fair as i have never been a huge grey seer player i have never fielded one, are they worth it? i have been thinking about the extra two power dice, and of course i am looking hard at the panic test on a 13 what do you guys think? |
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| ==Me== | 28th February 2008 - 06:55 PM Post #17 |
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I miss ==My== Bell
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The Bell is very expensive and will draw lots of attention, but with its resilience and boosts to PD and LoS I think it's worth it. Add in the impact hits, free ranks, and the tolling and you've got a worthy mount. If you're a big spender, toss it into some Stormvermin with the Umbranner. Give the Seer the Eye of the Horned Rat, Warpstone Charm, and Tenebrous Cloak and he'll be quite deadly and survivable. The unit ends up around 700 odd points, but it is lots of fun You may want to go cheaper, with a Seer on foot. EotHR, WC, and TC work too here. Stick him with a resilient unit, and if things get hairy, Skitterleap away. Skaven magic does nasty things to beasts. Skitterleap an Engineer with Death Globes/Brass Orb to take out those Bestigors/Chaos Knights. Warp Lightning we've talked enough about. Pestilent Breath is quite useful against bestigors (skitterleap into a good position and fire away). Vermintide can mess up his screening by ripping a huge hole in the beast herds (5+ to kill ungors with 3D6? I like!). Death Frenzy makes spear-rats or even slaves good in a fight. And Plague is just insanely good against anything Beasts try. |
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Your friendly neighborhood powergamer. Check out ==My== blog: Blackjack & Hookers | |
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