- Pages:
- 1
- 2
| New book rating | |
|---|---|
| Tweet Topic Started: 8th November 2009 - 09:11 AM (980 Views) | |
| bakfire the experimenter | 12th November 2009 - 09:44 AM Post #16 |
|
graduate of the school for dangerous inventions
|
as this was about the new book im ignoring what the models actually look like. im with most of you i dislike the loss of certain rules that made skaven play like skaven... i like the ward save now for the weapons teams as in last edition it almost made them a waste of points... The abomb is broken but at least by including it we stand a chance at tournies now they have nerfed our skirmishers. im liking the change in the magic so its now not the lore of warp lightning and also the fact that dependent on what type of wizard you take depends on the default spell (nice idea gw). Also finally being able to take level 2 wizards. i think the positives just about out weigh the negatives |
|
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> | |
![]() |
|
| Warlord Itik Slashgnaw | 12th November 2009 - 09:49 AM Post #17 |
|
Clanrat
|
would give it a 5, good - get to use verminlord and doomwheel again! more rare choices. interesting mix of new and old units. fluff good. bad - the books a mess, to many mistakes and lack of clarity even for GW. Jezzails and NR not skimish very annoying. Loss of the overall army rules from 6th ed. very painful and not very skaven imo. Some of the misfire charts are crazy, don't like 3-5 thing. WFT needs a 6 to live for god sake, 1 in 3 chance would have been ok but 1 in 6 bloody hell!! HA abusable. magic items section is laughable and barely worth reading. Grey seer on bell, too killable main kind of army build - smash u in the face kinda stuff, less cunning and sneaky, more for orcs not skaven. |
![]() |
|
| Dusty Rat | 13th November 2009 - 12:09 AM Post #18 |
![]()
|
I haven't played using the new book yet, but it looks good to me. It could be a little more clear on the rules though. It doesn't surprise me that the long time Skaven players don't like it. Isn't it always like that? Hard to satisfy the oldies.
|
![]() |
|
| Skavendrool | 13th November 2009 - 01:15 AM Post #19 |
|
Chieftain
|
I give the new book a 6. As others have commented, it could have been much worse, but some of the changes don't seem to have been necessary. I feel like our army has gotten more generic, especially with the nerfing of 'Lead from the Back' and 'Life is Cheap'. |
![]() |
|
| s'nkeep | 13th November 2009 - 04:10 AM Post #20 |
|
Ajax = warpstone juice
![]()
|
6 doomwheel YAY abomb meh sad that rat ogres couldnt be "weapon teams" for clanrats might do one as a doomflayer or something but its not the same why 2 for 1 rat ogres to packmaster ration? (are large units of them really that broken?) and why not allow mixed giantrats and ogres? new banners are great... i like the underempire one the best *SQUEAK* heros mixed in with units is reminding me of warmachine... a windows mac rivalry to come? :ph43r: MUTATE: +1 YAY CHAMPION upgrades |
| |
![]() |
|
| Kevlar | 13th November 2009 - 06:46 AM Post #21 |
|
Doomwheel Driver
|
I love the new book. I think it is the best book GW has ever come out with for any army. It has a fabulous magic system, not silly and broken like the poor excuse for one in 6th edition. Now we actually have real lower level casters, plus some of them are combat characters to boot. Special characters are the fluffiest and most incredible variety around. I love the champion level special characters, they really add character to their units. None are super overpowered, but they all change the flavor of the army. Seeing Ikit Claw and Deathmaster Snikch doesn't bother me in the least. Ikit is still a strong caster with plenty of punch. Deathmaster makes a perfect hero level character. He was too restrictive as a lord. No one could use his leadership save eshin units in 4th and the bands were never a guarantee. As he stands now you can field him as a suicide bomb and not worry about your army falling apart. I think he makes much more sense as a hero than a lord and will see a lot more use. Someone also commented on the warpfire thrower misfire chart. Under the old chart it always blew up so I don't know what you are complaining about. Only living on a six is better than the old chart where it always blew up. |
![]() |
|
| SneakyRodent | 13th November 2009 - 12:35 PM Post #22 |
![]()
Claws of the Horned One founder member
![]()
|
I've gone for a seven, although that might vary once I've played a game or two with the new rules. Everything I personally feel about this book has already been covered in the comments already posted here. There are disappointments and improvements and to a point I think that they balance out. In other words, I don't believe we have lost out (althought he Deathmaster might think differently) but certainly I detect a shift in the Skaven to a more 'in-your-face' approach...someone posted here that we can play as Orks do now, and that will take some getting used to. Sneakyness was one of the main reasons I was drawn to the rat folk, and I fear that a lot of the armies I'll see now will not reflect our original nature. But of course there is still the scope to pick a force more in keeping with the 'old school' approach, but I'll have to wait and see just how effective on the table top they still are. |
|
Grey Seer Skritchit Lord of the Ulricsberg Clan Virulus Holder of 'Best Post' Award 2007 here Took part in the glorious Lords of Decay Revolution of April 1st 2012 The complete works of SneakyRodent can be found here [/size]
(Scrivener on the Scum And Villainy2 characters of me, DamnedPrince and himself) | |
![]() |
|
| spino | 13th November 2009 - 05:31 PM Post #23 |
|
Chieftain
|
I would rate it a solid 8, it's very good but too many things keep it from being great. Unfortunately I don't think a much needed FAQ will help nudge it into '9' territory. Main complaints... - Codex is better formatted than the previous edition but there's still too many ambiguities. It also requires you to flip back and forth too many times (although not as much as the 6th Ed). A nice top down diagram or two to show you how to rank up the Bell/Furnace/Mounts/Moulder units in the Special Rules section would have been nice. And they couldn't put the Scavenge Pile Equipment list next to the Magic Items/Equipment section? - Life is Cheap is gone except for Skavenslaves and PWG's (special situations). Not very fluffy. - I'm not a fan of Clan Eshin but it really was given the red headed stepchild treatment this time around. Deathmaster Snikch isn't so uber anymore, Assassins are still an iffy choice, Gutter Runners are a bit blah now that Poisoned weapons cost so damn much. Above all, would it have killed GW to take a page from the Lizardmen codex and offer both skirmishing AND rank & file Night Runner units? Because of this the new Night Runners have become a one trick pony. Quick or not who is going to purchase 20-25 fragile, ranked Night Runners for non-tunneling duty when you can buy a Clanrat unit with 30 rats that sports full Command, Shields AND Spears for a few more points?!? - Clan Moulder received a nice boost, especially with those much needed cost reductions and the new A-Bomb but it's still blah compared to Pestilens & Skyre. - Just realized last night that all Weapons Teams have had their 'Skirmish' status removed... WTF?!? :angry: Also the absence of their Unit Strength & Cavalry Base info could lead to some arguments. - Not happy with the Ratling Gun changes. Now I agree it was definitely overpowered before but rather than offset the To Hit requirements for its BS3 shots by boosting the Range to 18" they could have kept the old Cost and Range (15") and boosted it to BS4 or made its shots S5 & -3/AP). - Poison Wind Globadiers are now Special. Why?!? It's not like they were unbalanced/overpowered to begin with. Few people are going to use them in light of the other Special options, especially now that PCB's are no longer restricted by Plague Monk requirements. |
![]() |
|
| carcharoth | 13th November 2009 - 09:00 PM Post #24 |
|
Slayer of Lizardmen
|
gave it a 7. While i like a lot of the changes, other things were disappointing. stormvermin and NRs brought it down a whole point i think. Bad: new record for model-less units stormvermin. expensive, and still crap. should've got an actual stat boost. NR's: ranked up, WTF? Inefficient special characters no moulder characters outside throt plagueclaw catapult; i feel like they screwed up what could've been a cool unit. Ratling gun rollin to hit loss of 2d6 WL Loss of LftB and LiC. i really liked those rules, both balanced and fluffy. Vlord is overpriced and inefficient. horrible magic items section. Warp grinder is horribly overpriced Good: lots of fluff. ok, most of it's recycled, but it's better than the last book. really like the new magic. has a problem dealing with single mdels, though. WFT now viable! RO's also now viable! not as good as they could be though. abomination: fluffy, awesome, balanced. filled a big hole in our list. decent swarms! eat your heart out, LM players. PWM pretty cool. plague furnace: Cool model, cool rules. could have used a save though. new bell effects storm banner! please don't be FAQ'd, we need at least 1 good item! giant rats are even better PCBs shatter almost anything. really like PPs as casters, and warlocks having multiple spells master moulders now viable. clannies marginally cheaper. overall, i like the new book better than the last one. 6th ed was mainly "spam WL and guns!" skryre players had the time of their lives but our close combat element (and clan moulder) were left high and dry. now we have more emphaisis on CC, way it shold be IMO. I don't get all the hate, specially from the older players. It's balanced, far more than any other book in recent memory, with loads of diversity. i have a theory that our 7th is going to be the prototype for the next edition. beasts could confirm or deny this. |
![]() |
|
| Tunnel Rat | 13th November 2009 - 09:42 PM Post #25 |
|
Patron of the Lurking and the Sneaky-Sneaky
|
7 for me, though it might change. While I liked the book for the most part it seemed J. Vetock really wanted this to be his book. Sure it has his name on the book but still. Very little of Alessio C. is left in here. I was hoping more of a revision, fixing the obvious stuff like how the main rule book was from 6th to 7th. Makes me concerned of the next edition of the main rulebook. How much of a change will 8th edition be? There's no denying it's a great book. Lots of fluff, great art, and some cool new stuff. But... 1) I didn't think Nightrunners needed to be drastically changed like this. 2) I hate the addition of the Warp-Grinder and how it's needed to tunnel. 3) I thought the Plague Catapult is unfluffy imo. 4) Snikch being demoted to Hero is unforgivable. 5) The 1/2 points are a bit annoying. 6) I'm concerned of how many more minis GW expects me to buy to make an army this time around. Ugh, maybe I'm just too old for this. <_< |
My Blog
| |
![]() |
|
| drrat | 14th November 2009 - 12:17 AM Post #26 |
|
Grey Seer
|
I started this thread and let it run a bit because I was really interested in the views of the forum. I am surprised by a few things people have said. For example, people unhappy with the loss of life is cheap and lead from the back. Well the truth is that those rules appeared in one edition of the skaven army books, the last one. These rules are not long term skaven rules, they were new rules. I have played more skaven armies without those rules than with and I don't think they are a great loss, and the less armies that veer away from the basic fantasy army mechanic the better in my opinion. For me the positives are: Swarms, PCBs, ROs improved, warlock engineers, plague priests, mounts for lords, hellpit abomoination, giant rats and master moulder, template weapon rules, new magic spell lists. negatives: stormvermin, magic items list too specialised very few items will be used, weapons teams still not right, too vulnerable, tunnelling rules too expensive, too many miscast tables, night runners being ranked seems odd, screaming bell not worth taking and seer very vulnerable. I think the army is far more versatile than it used to be. The 6th edition list was either a gunline or a mass horde. This list can be played aggressively, with a mix of ranged and combat troops, or defensively. You can get terror into the list was was extremely difficult with the last edition, and the overall feel of the army is less comical and more feral and nasty. The fluff is great and also there are lots of opportunity for model conversions. I don't care about the special characters although sniktch should have been a lord and had the headtaker model! Overall, I think this army book is as good as the well written books out there, the army is competitive but not cheesy. I'm pretty happy. |
| warpstone, more warpstone, yes-yes, more warpstone.... | |
![]() |
|
| « Previous Topic · Skaven Discussion · Next Topic » |
- Pages:
- 1
- 2







main kind of army build - smash u in the face kinda stuff, less cunning and sneaky, more for orcs not skaven.


