FAQ Update and it Happened Again.
*I guess I need a disclaimer, Part satire, part strategy, part heartbreak, soooo yeah.
Well the December FAQ update to AOS came out this week and it happened again. See the first time here: http://thejtj.com/2019/07/24/nagash-returns-to-the-grave/
As I talked about in my Nagash post, I was hit hard by an Update. My Warzone list went up 250 in points. This current update did not have a drastic point shift, my Rat list only went up a total of 40 points. I was lucky and had 40 extra points build in, so I did not have to change a thing. However what did happen is the unit that I basically built my whole list around, the unit that I have payed 100s of $ buying. Hours and hours building and painting just got hit with a big nurf. The unit that I am referring to is the Plague Monks. I admit that they needed to be fixed, they were one of the best units in the game for the points. The problem I have is that I built my list around them in preparation for The Texas Masters. I felt that my list could win 5 games. but with the current update, It looks like a 3.5 win list max.
Here is the link to the new Warscroll: https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscroll_card_Plague_Monks.pdf
- Here is the breakdown of the changes:
- Staves are no longer an additional weapon
- so when they charge they do not get +2 attacks they just get a flat +1
- when they are buffed by the Furnace the do not get +2 attacks they get +1
- This change hurts them the most in my mind. before they had base 3 attacks with staves, now they have base 2. on the charge or with the prayer they are at 5 attacks. and on the charge with the prayer they had 7 attacks each. now that is a max of 4. so the basically lost 3 attacks
- 6s do not give rend or extra wounds
- I can live with this, but I will miss the extra wounds the most.
- 6 exploding is an easy lazy fix GW, at least give them some type of flavor.
- Staves are no longer an additional weapon
Between these 2 things they have brought the Monks in line with most other “good” battline units. They are a reasonable unit now. However….. I do not want reasonable I need the best, broken unit I can find. I am not trying to be “that guy”, however I will be going up against some straight CHEESE in the tournament and if it is a cheese battle the rats should win!
I am not going to run some hardcore mathhammer and breakdown everything. I know giving all the attacks from the staves 2″ is nice and them wounding on a 4 is nice. Hell at 40 models they will hit and wound on 3s from 2″ out, that is good. I just worry that they will not roll units like I need them 2, because they have 0 to no staying power and the swings back will decimate them.
Lets compare to a few other Battleline units I am familiar with.
Skeleton Warriors: https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-skeleton-warriors-en.pdf
Chainrasp Hoard: https://www.games-workshop.com/resources/PDF/Downloads//ENG_Chainrasp_Horde_Nighthaunt_2018.pdf
Chaos Marauders: https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-chaos-marauders-en.pdf
Clan Rats: https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscrolls_Clanrats.pdf
This is a basic breakdown of these units:
unit | Cost @40 | Base attacks | Max attacks | save | Special ability | Notes |
Plague Monks | 280 | 2 | 4 | 6 | Exploding 6 to wound | Explode on 6 when killed |
Skeleton | 280 | 1 | 4 | 6/5 | Auto charge 6” | Heal, and bring back for 1 cp. Add +1 attack with vampire and +1 for king. So max 6 attacks. +1 to hit with HQ near |
Chainrasp | 280 | 2 | 2 | 5 | Ethereal | Heal, and bring back for 1 cp. |
Marauders | 200 | 1 | 1 | 6/5 | Barbarian Hordes | Lots of buffs from warshrine, priest and other HQs. |
Clanrats | 200 | 1 | 1 | 6/5 | Standard and bell are nice |
Thoughts:
If I built an army around the unit, “singergy”:
- Skeleton
- Marauders
- Monks
- Chainrasp
- Clanrats
Pure damage output:
- Skeleton
- Monks
- Marauders
- Chainrasp
- Clanrats
Survivabilty:
- Chainrasp
- Skeleton
- Marauders
- Clanrats
- Monks
If I was to pick a unit that I think can do the most on the table. It would have to be Skeletons, then Marauders. I Would probably take Monks 3rd. This makes me laugh, because my other list idea for the masters was 120 skeletons. The reason I did not go that direction was because it had zero shooting.
As I have spent a little more time analyzing the Monks. I am feeling a little better about them. I have also spent some time list building to see if I wanted to tweek my list or totally redo it. I did not come up with any good ideas or tweeks I like. I think my list can do ok, but I just know that I am going to find myself in a position or against an opponent that my damage output is going to fall short with the Monks. I have gone from very excited about my prospects to Meh. With the financial and time investment I have made into the army I can say I am a bit let down. I will probably continue on my current path and just run this list. I just do not have the time to do much else.
Once again here is my list, I would love to here any thoughts or comments. I am willing to listen to changes. Money is not a factor, but time is.
Plague Priest on Plague Furnace (200)
– General
– Command Trait : Master of Rot and Ruin
– Artefact : Liber Bubonicus
Warlock Bombardier (100)
– Lore of Warpvolt Galvanism : More-more-more Warp Power!
Warlock Bombardier (100)
– Lore of Warpvolt Galvanism : More-more-more Warp Power!
UNITS
20 x Clanrats (120)
– Rusty Blade
20 x Clanrats (120)
– Rusty Blade
20 x Clanrats (120)
– Rusty Blade
1 x Ratling Gun (60)
1 x Ratling Gun (60)
6 x Stormfiends (520)
40 x Plague Monks (280)
– Woe-stave
– 2 x Icon of Pestilence
– 2 x Contagion Banner
– 2 x Doom Gongs
– 2 x Bale Chimes
40 x Plague Monks (280)
– Woe-stave
– 2 x Icon of Pestilence
– 2 x Contagion Banner
– 2 x Doom Gongs
– 2 x Bale Chimes
Thanks for reading.