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Made in us
Noise Marine Terminator with Sonic Blaster





Lincolnton, N.C.

I'm curious as to others opinion of this 2500 point list that I'm doing on a bit of a budget since getting anything for slaves, and stormvermin has been a nightmare....why did I fall in love with a horde army? Anyways:

Lords:
Grey Seer on Bell: 440

Warlord: 183
Bonebreaker
Dragonhelm
Halbred
T.o.Protect.

Heroes:
Chieftain: 117
BSB –Razor Standard
Shield

Plague Priest: 125
Dispel Scroll

Warplock: 80
Lvl 1
Warpmusket

Warplock: 93
Lvl 1
WP
WEC

Assassin: 135
Shriek Blade
RHB

Core:

30 Stormvermin: 308
FC
Doomflayer
Banner of Eternal Flame
Fang gets a WP

40 Clanrats: 265
HW and Shields
FC
Poisoned Wind Mortar

40 Clanrats: 275
Spears and Shields
FC
R. Gun

10 Night Runners: 148
Slings
NR
Warp Grinder

Rare:

WLC: 90

WLC: 90

Doomwheel: 150

Total: 2499

Now I have all or can make/convert all of this 'but' the Cannons and the Stormvermin. I think I got a lot of magic to use and pretty tough Warlord. Figured Night Runners and Assassin would be my warmachine killers and it feels right to have an Assassin with a weapon that causes fear. I love Skryre and so I put in as many of their gizmos that I fit in.

As far as options, I have no idea. I tried Doomrockets, but I must be doing something wrong cause I can't hit with them at all. As far as models this is my spares:
3 Rat Ogres
1 Warlock /w WM
1 Plague Priest
1 Chieftain /w 2 Swords
1 IOB Chieftain
2 Warp Fire Throwers
2 Rat Swarms
12 Giant Rats
1 Packmaster

My beloved 40K armies:
Children of Stirba
Order of Saint Pan Thera


DA:80S++G+M++B++IPw40K(3)00/re-D+++A++/eWD233R---T(M)DM+ 
   
Made in us
Evasive Eshin Assassin





Here are my two Warptokens:

- your Seer's got a 100pt magical allowance. Make use of it. Popular choices include the Fencer's Blades, Shadow Magnet Trinket, Earthing Rod, Power Scroll, Skalm, and the Ironcurse Icon.

- the Warlord won't get a Look Out, Sir! roll in any of your units, so he'll probably eat a cannon ball pretty quick. I'd go with a war-litter.
And, for the record, a "tough" character typical needs to be sporting as much armour, Ward, T and W as you can fit on him. A 6+ Ward is basically nothing at all.Get him a 4+, at least.

- your BSB will die pretty fast without a Ward save. Armour of Destiny or Talisman of Preservation.

- give your Priest a flail. 4pts for S6 in a turn is worth it.

- drop the wizard level off one of your Engineers and make the other a lvl2. Better chance at getting the spells you need, a bonus to cast/dispel, and cheaper, too.
If you really want Skyre's toys, the old standard was to run 3 basic Engineers, with the Brass Orb, Death Globe, and Doomrocket. Definitely worked.

The Doomrocket is a stupidly good magic item. Measure out how far you are from your target, divide that number by 3.5, and roll that many dice. It works best when fired down their flank, so, even if you roll more or less, you'll still probably hit something.

- what's the "RHB" on the Assassin?
Assassins are very expensive and not usually worth it. If you really want to run one, the standard build is Weeping Blade + Potion of Strength.

- the Doomflayer is not a good weapon team. Period.
I use it as a unit filler for my Stormvermin.

- Clanrats are best with shields. Getting a few extra attacks and losing a Parry save is a fair trade, but you have to pay extra. Mix the spear-models in with the shield ones.

- Night Runners are pretty sub-par. The Warp-Grinder is neat, but for those points, you could field a similar-sized unit of Gutter Runners, who are nearly as mobile, far more reliable, and way more effective.
Always field them with Poison and slings. Always.

- you need some chaff. And by that, I mean units of 5 Giant Rats with 1 Packmaster.
These little guys, run 2 wide, get in your opponent's way, blocking charges and letting you set up the table.

 
   
Made in us
Noise Marine Terminator with Sonic Blaster





Lincolnton, N.C.

RHB = Rat Hound Bodyguard, I just thought it was flavorful to have an assassin with a 'pet' to help him hunt his targets down.

Thanks for the advice on the Doomrocket I'll try that formula next time

And yeah my Doomflayer is doing the same with the Stormies.

How many units of giant rats do I need, can I get by with just 2 packs of 5 with a packmaster each?


My beloved 40K armies:
Children of Stirba
Order of Saint Pan Thera


DA:80S++G+M++B++IPw40K(3)00/re-D+++A++/eWD233R---T(M)DM+ 
   
Made in ca
Monstrous Master Moulder



Space Cowboy Cruising Around Olympus Mons

I would agree with what warp solution said.

I think you should go fencers blade and power scroll plus skalm maybe on the grey seer.
I also don't like the warlord on bonebreaker. War litter or just on foot. Give him armour if destiny if on foot.

Bsb I think you should drop the razor standard and give that to the stormvermin instead of banner of eternal flame. I like my bsb to have talisman of preservation, halberd and bsb.

Flail is an awesome weapon for the points on the priest. Problem with the priest on foot is most of his spells are very short range. It would be a good choice to bring a furnace (but then I would drop the bell probably)

For your engineers I wouldn't take the warp musket or the warp pistol. Waste of points in my opinion. I like 1 with doomrocket, and lvl 1 or 2 with condensor and then a third with dispel scroll but your priest is taking the scroll.

Assassin equipt it like warp solution says...potion of strength and weeping blade

Drop all your weapon teams and only take 1 maybe 2. Doomflayer is awful its just a waste of points...1 wound what the hell.

Stormvermin would be nicer if you could get it to 40 strong (7 wide).

Would take those night runners out use those points for 1 or 2 units of 5-7 gutter runners with poisoned attacks and slings.

2 giant rat darts is pretty much the minimum if you can get 4 that would be better.

If you can a hellpit would be great (my favourite skaven unit)
   
Made in us
Noise Marine Terminator with Sonic Blaster





Lincolnton, N.C.

Alright second go:

Lord:
Grey Seer: 445
Bell
Iron Curse Icon

Warlord: 180
Sword (Warhammer) of Might
En. Shield
Foul Pen
War-Litter

Heroes:
Plague Priest: 129
Flail
Dispel Scroll

Warlock: 158
Lvl 2
W. Pistol
WEC
SMT

Warlock: 60
WM
Doomrocket

Chieftain: 125
BSB
T.of.Pres.
Shield
TW

Core:

35 Clanrats: 242.5
HW and Shields
FC
PWM

35 Clanrats: 260
Spears and Shields
FC
PWM

30 Stormvermin: 343
FC
Fang /w WP
Doomflayer
Razor Standard

5 Giant Rats and PM: 23

5 G. Rats and PM: 23

Special:
Gutter Runners: 182
Poison
DR

Rare:
Doomwheel: 150

WLC: 90

WLC:90

Total: 2500.5


Had to trim the clanrats, (will need to, to make a war litter anyway) and my packmasters came in the mail so my 2 Giant Rats packs are go.

Dropped the assassin.

If I could move and fire it, I'd swap the flayer for the R.Gun, but like the PWM it is fine with being moved.

I'd honestly LOVE to have 40 Stormies but I am struggling to get 10 let alone that.

Same deal with the cannons, let alone a HPA.

This message was edited 1 time. Last update was at 2014/10/07 03:32:49


My beloved 40K armies:
Children of Stirba
Order of Saint Pan Thera


DA:80S++G+M++B++IPw40K(3)00/re-D+++A++/eWD233R---T(M)DM+ 
   
Made in ca
Monstrous Master Moulder



Space Cowboy Cruising Around Olympus Mons

First I would like to ask you why you are having a hard time finding models? It says you live in the USA so wondering why it is hard for you to get models?

As for the list:
Grey seer doesn't need the ironcurse icon as it already gets a 4+ ward save from the bell
Fencers blade and powerscroll would be what I take.

I wouldn't take the sword of might. I would take a halberd...its 1+ strength for what 3 points?

Not sure why you want to take the warp pistol on your engineer? It is fairly useless in my opinion. SMT? What is that?
Also not sure why you want the musket on the doomrocket engineer.

Also for your BSB go with a setup like this: Chieftain, bsb, talisman of preservation, halberd

Also just mix up your hand weapon and spear clanrats and just take them as sword and board.
Don't take the doomflayer. Waste of points and same with warp pistol on the fang leader drop that.

Don't need the death runner for the gutter runners.
   
Made in us
Noise Marine Terminator with Sonic Blaster





Lincolnton, N.C.

I'm limited in funds right now and trying to trade. And no one is parting with the models. And what money I do have is focused towards ebay where I get sniped time and time again. (I could burn 25 bucks at most (and really it's more like 15 and no one would part with 2 cannons and stormvermin for that, or a part of that.)

I thought you couldn't use a halberd and a shield together?

Warp Pistol is on the model and I just figured Skryre should have it's toys anyway. Musket is for shooting after the rocket goes off.

I wouldn't mind dropping spears for HWs but I'd have to break em' off and convert them down into HWs.

I could swap the doomflayer for a PWM, WFT, or Ratling Gun though. But I think I'd be moving a lot so I'd lean mortar if I dropped it.


My beloved 40K armies:
Children of Stirba
Order of Saint Pan Thera


DA:80S++G+M++B++IPw40K(3)00/re-D+++A++/eWD233R---T(M)DM+ 
   
Made in us
Evasive Eshin Assassin





A few things:

- yes, you can't use a halberd with a shield. But you're spending 25pts for +2 armour and +1S, or, 3pts for +1S. So is that armour really worth 22pts? You could drop the Pendant and give him the Armour of Destiny for a 4+ Ward, and still come out cheaper.

- Warp Muskets and Pistols are actually kinda' cool. It used to be a really popular choice; one Seer and three Engineers, all with Muskets. A few little pot-shots before the fighting started to clear chaff, etc. And at S5, they can even collectively put a wound or two on incoming monsters and such.
Just keep an eye on the total cost of those guns, and compare their effect to other possible options, like another Rat Dart or Gutter Runner.

- mix the spear-wielding Clanrats in with the ones with hand weapons. If 51%+ of a unit is modeled as it is actually equipped, and/or the front rank is modeled as it is actually equipped, or you just tell your opponent, "hey, some of these models have spears, but the unit just has shields"...no one is going to complain.
Besides. A rag-tag look fits the Skaven army so well.

- drop the Doomflayer. A W1 model with a 3+ save that wants to get into combat for 55pts is not a good deal.
Th Ratling Gun can't move and shoot, but it is more accurate and reliable than the Mortar.
The Warpfire Thrower packs flaming, a huge template, a high S, multiple wounds, and auto-panic all into a 70pt model. It can't move, but consider: one shot lands more or less on average. Hits 15 Dwarf Warriors with great weapons. 10 wound. That's 100pts, right there.

I'm not sure if you understood me before. I was saying to use the Doomflayer as a unit filler. I have 40 Stormvermin. But by that, I mean I have 20 actual Stormvermin, one Warlord on a war-litter that counts as 4 Stormvermin, one Rhinox/Rat Ogre conversion that counts as 6, two Wolf rats that count as 2 each, and the Doomflayer counts as another 6. The result? A dynamic, interesting unit that let me save a little money and paint some more entertaining models.

- the Ironcurse Icon isn't a bad choice for the Seer. Sure, him and his Bell get a 4+, but for 5pts, his whole unit gets a 6+. Since they're going to get hit by cannons and catapults anyway...and you only need to roll one 6 to make it worth it, really.
I'd still give him an Arcane Item, though. A Power Scroll, Earthing Rod, or even a Feedback Scroll.
Skalm and Fencer's Blades help keep him alive. Skalm basically gives him +1-2W. The Fencer's Blades make him take 16-33% less hits.

- the Plague Furnace is still only M5. So it doesn't really help him cast spells.
Oh. And if you do bring a Furnace, the Priest carries the Icon. Always.

- the Abomination is awesome. But if you're going all Skyre, you certainly don't need him. Two 'Wheels and two Cannons, along with plenty of other toys, is plenty good.

I'd do something like:

1 Grey Seer + Warp Musket + Earthing Rod + Skalm + Screaming Bell (507)
1 Warlord + halberd + Armour of Destiny + Ironcurse Icon + war-litter (183)
1 Warlock Engineer + Warp Musket + lvl2 + Warp-Energy Condenser + Doomrocket (130)
1 Warlock Engineer + Warp Musket + lvl1+ Dispel Scroll+ Ruby Ring of Run (127)
1 Warlock Engineer + Warp Musket + Brass Orb (77)
1 Chieftain + halberd + battle standard + Charmed Shield + Talisman of Preservation (112)

42 Clanrats + shields+ full command + Warpfire Thrower (279)
41 Stormvermin + full command + Razor Standard + Poisoned Wind Mortar (422)
5 Giant Rats + Packmaster (23)
5 Giant Rats + Packmaster (23)

7 Gutter Runners + Poisoned Attacks + slings (126)

1 Doomwheel (150)
1 Doomwheel (150)
1 Warp Lightning Cannon (90)
1 Warp Lightning Cannon (90)

It's very (very) light on models for Skaven. But it's got lots of toys, and should be pretty fun to play.

 
   
Made in us
Noise Marine Terminator with Sonic Blaster





Lincolnton, N.C.

Awesome but IIRC don't Lord's choices total have to stay at or under 25% of the points of the army? Which would mean Warlord and Seer have to be under 625 right?

My beloved 40K armies:
Children of Stirba
Order of Saint Pan Thera


DA:80S++G+M++B++IPw40K(3)00/re-D+++A++/eWD233R---T(M)DM+ 
   
Made in us
Evasive Eshin Assassin





Oh. Ha. Of course.

You could trim them down; drop an item or two. Or you could drop one of them all together. People take a Warlord to be the general in case the Seer bites it. But a Ld7 18" IP Unbreakable 4+ Ward is far from a bad thing. Cannons are scary. But that's about it. Which is why, when I run the Bell, Furnace, A-bomb, or Doom Wheel, I bring the Stormbanner.

Sure, it hurts your shooting, too. But if it keeps any of those models alive, it's almost always worth it.
That, and it's only 50pts. There have been plenty of games where I just don't use it. Not a big deal.

As for the Doomrocket equation, that's just how it works with the whole game. Average result on a D6 is 3.5. A big part of the game is knowing what the average result of a given engagement will be, and trying to swing the odds in your favor as much as possible. The single biggest part of the game, honestly.

If you're really into Skyre, I'd also point out:

- Warplock Jezzail teams are considered pretty crappy. 20pts BS3 infantry is rough. That said, I've had success with them in really small units. Like 3 models. S6 AP magic attacks mean they can take strip a wound or two off heavy cavalry, monsters, and ethereal models, while their armour versus shooting and their 60pt price tag makes them really sub-par choices for your opponents to target.
Sometimes, I'll put them in a corner to take pot shots the whole game. Other times, I put them in front of my other units, and use them as chaff that can shoot.
...but, I'll admit. Most of the time, I don't use them at all.

- Poisoned Wind Globadiers are weird. With their odd-ball supporting attacks and heavy armour, I keep wanting to park them in the woods.
You need quite a few of them to do much of anything, since they're basically always hitting on 5's.
Then again, 5 of them with a Bombardier carrying a Death Globe clocks in at 80pts. Again, not a great target for your opponent's shooting or magic, but still posing some sort of threat.

- Warlock Engineers are amazing. Even ones without wizard levels, even after they've used their toys.
A 15pt independant model makes a great re-director. I would take some without anything at all, just for this purpose (they're even cheaper than Rat Darts) if it didn't feel so wrong.
My Engineer has charged out of his unit to charge lone wizards and the like quite often. And in that slap-fight, the +1CR I get for charging means I often win that first round of combat.

 
   
Made in us
Noise Marine Terminator with Sonic Blaster





Lincolnton, N.C.

Okay new plan after reevaluating some things:

Lord:
Grey Seer: 460
Bell
Iron Curse Icon
Rival Hide Talisman

Warlord: 165
Ogre Blade
En. Shield
F. Pen

Heroes:

Chieftain: 120
BSB
Charm Shield
T. of. Pres

P. Priest: 129
D.Scroll
Flail

Warlock: 158
WEC
Shadow Trinket
WLP
Lvl2

Warlock: 60
Doom
WM

Warlock: 33
WLP
Shriek Blade

Core:

35 Clanrats: 242.5
HW and Shields
FC
PWM

35 Clanrats: 242.5
HW and Shields
FC
PWM

35 Stormvermin: 388
FC
PWM
Razor Standard
Fang /w WLP

Special:

7 Gutter Runners: 126
Poison
Slings

Rare:

WLC: 90

WLC:90

Doomwheel: 150

Total: 2500

Dropped the Warlord's mount altogether and gave him something to let him hit big and give the Seer some more toys. I thought about the Fencer's Blades, but then I read that attacker's hit the Bell on the Rat Ogre's WS, not the Seer, so it's really only helping a model that is going to climb to the highest point on his bell anyway.

My beloved 40K armies:
Children of Stirba
Order of Saint Pan Thera


DA:80S++G+M++B++IPw40K(3)00/re-D+++A++/eWD233R---T(M)DM+ 
   
Made in us
Evasive Eshin Assassin





The Rival Hide Talisman isn't going to do much of anything on the Seer.
The Blades are fantastic, because no one is going to challenge the Seer; they'll just allocate all their attacks on him regular-style.

 
   
Made in us
Calculating Commissar




pontiac, michigan; usa

Warpsolution wrote:
The Rival Hide Talisman isn't going to do much of anything on the Seer.
The Blades are fantastic, because no one is going to challenge the Seer; they'll just allocate all their attacks on him regular-style.


?

The Seer can decline challenges anyway and climb up the bell. It's in the rules unless the FAQ changed it or possibly some new rule. I get that he's not the same unit type as his unit so he shouldn't get a 'look out sir' but usually if the seer hits combat esp. on the bell he's just dead.

Honestly though the auto warpstone tokens are nice i don't find myself liking the seer much and much less for the bell. The only real boost of the bell is the inspiring presence bubble increase, possible unbreakable and a chance at killing war machines with the bell (as most bell results are not that useful in my experience and only last the player's turn). The seer on the bell usually also means he's your general as he has to be and why would you take him otherwise. This can be bad if an enemy wishes to cannon snipe him, use a test or die spell with no saves on him (dwellers below), hits his bell with enough shots or just engages him in combat. Also keep in mind a seer on a bell means he has to sit on the bell so no skitterleap shenanigans on him or anybody in the unit whether to get away or throw them into a unit that's positioned well to receive him for some more spells (usually a better idea with other wizards as a seer is expensive).

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

Honestly i'm not really into using the Seer much anyway. 13th is fantastic but when everybody is playing elves (a high initiative army) and all those elves have lots of warlocks, fast cavalry and cavalry moving around it becomes less useful to use 13th or cracks call.

This message was edited 1 time. Last update was at 2014/10/15 23:47:08


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Made in us
Evasive Eshin Assassin





You're missing the point:

The Grey Seer can decline a challenge, you say? So, if I were to roll up with my Vampire Lord, and issued a challenge, you could just refuse?
So I DON'T CHALLENGE, then. I just say that my Vampire directs all his attacks at the Seer. Along with the 14 Grave Guard, if I so choose.

No one challenges Skaven. They just direct their attacks against the Skaven characters.

The Grey Seer is a good character. He's an expensive Level 4, sure, but he's also a Ld7 Skaven character. That's pretty sweet.
The Bell is not an obvious choice, but running the Bellstar makes a Skaven army good at point-denial, and while many of the Bell's results are less-than-awesome, there are several good ones and a few situational ones. But an Unbreakable Ld7 General with an 18" IP? That's wicked-good. Just look out for cannons. And by that, I mean bring Gutter Runners, A-bombs, and the Stormbanner.

Finally: saying that two spells are less useful against an army doesn't mean that lvl4 wizard who can (but doesn't have to) roll on that Lore isn't good. Take Plague! And the Furnace's Billowing Death is actually pretty awesome against small units of fast cavalry.


 
   
 
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