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Made in ca
Hauptmann





Calgary AB, Canada

Like the title states I'm looking to get back into warhammer fantasy. I have the opportunity to pick up a good chunk of Skaven models locally, and coupled with my long standing interest in them as an army I see no reason to hold back. That said I was never largely invested in warhammer fantasy, so my knowledge of it is rather limited. What I've been able to figure out through forum browsing is there are a few key units that most Skaven armies seem to have. Slaves for tarpits, stormvermin to act as assault units, and warp lightning cannons. Aside from that I have no idea what to put in. If anyone could make a good 1500 point starter list I'd be much appreciative. Also any advice on playing the Skaven army as a whole would be awesome as well.

Thanks!

Just my 2 cents

 
   
Made in gb
Death-Dealing Devastator





U.K.

well from what I know about skaven ( i have a 1000pt list thread somewhere ) take the slaves ( blocks of 30 seems to be normal) vermin as your flank charger / unit eater and the cannons for there ability to Zzap everything. after that its complet;y up to you. if you like sneaky stuff take some gutter runners or night runners. if you like big guys take ogre packs, like iconic models take a screaming bell or plague furnace etc

best thing to do. sit down with the army book and the rulebook. and bash together 4-5 lists with your "core army" the things you will always take no matter if its 1000, 2000, 3000pts etc

and add in things you think look interesting or you want to run. when you are happy with that list. post it on here and let the dakkarites trim the fat and chew it out for you

DIE already so I can bring you back to life with my necromancer and beat your mates up!  
   
Made in gb
Jovial Plaguebearer of Nurgle




London, UK

I'm new to Skaven and WHFB in general too. I've thought up this list mostly based on what models I can get cheap. But it does seem interesting to play.

Perhaps a good start?

Warlord (some points for Magic Items)
Engineer (Level 2)

20 Clan rats (command, spears, poisoned wind mortar team)
20 Clan rats (command, warpfire thrower team)

2 Rat Ogres (2 pack masters, 1 master moulder)

Doomwheel
Warplightning Cannon

1000 points

Its basically the Skaven from Island of Blood with the rares thrown in. Fun list or will my opponents hate me for it?
   
Made in us
Evasive Eshin Assassin





Here are my two Warptokens:

- I'm going to have to disagree with most of the stuff said thus far.
Stormvermin are not that good at fighting. They're just the best thing we have.
Rat Ogres are not good. Too expensive, too fragile, too unreliable.
Never take spears on Clanrats. Shields all the way.
Weapon Teams should be used sparingly. They are expensive, fragile, and unreliable.

Some other thoughts:

- if you can fit him in, the Grey Seer is your best bet as a General. And make sure you protect him! Talisman of Preservation, Earthing Rod, and Skalm are all popular choices.

- take a BSB whenever you can. And protect him. Armour of Destiny and a halberd are the go-to.

- take the Doomrocket. Always. It's stupidly good and stupidly cheap.

- Clanrats should usually be 30 strong. As should Stormvermin.

- the Stormbanner is usually the best choice for your Stormvermin to carry.

- if you must use Weapon Teams, Warpfire Throwers and Poisoned Wind Mortars are the best, followed by Ratling Guns. Doomflayers don't work.

- never give your Slaves shields. 1 in 6 Parry saves make it. 6 shields costs 3pts. A slave costs 2pts. Mathematically inferior choice.

- Units of 5 Giant Rats and 1 Packmaster, called the "Rat-Dart" formation, are amazing chaff units. Clog up the charge lanes, send them after war machines, whatever you need.

- take a unit or two of 5-9 Gutter Runners, with Poisoned Attacks and slings. Never without those two upgrades. Never.

- Plague Monks take the Plague Banner. Unless you want and have not yet take the Stormbanner.

- Warp Lightning Cannons are the best. Followed by the Abomination. Then the Doomwheel.

The units almost no one takes: Night Runners, Rat Swarms, large blocks of Giant Rats, Poisoned Wind Globadiers, Jezzails, Rat Ogres, Plague Claw Catapults.


 
   
Made in gb
Yellin' Yoof






I'm also in the process of building an army of Skaven. I hope you don't mind me jumping on your thread orkboy232 I just have a couple of questions.

I hear nothing about the rattling guns are they good or bad to have on board?

How would having 50 clanrats in a pack work out? Too many? I was looking at having 2 packs of them.

Urtyork

Orkses is never defeated in battle. If we win we win, if we die we die fighting so it don't count. If we runs for it we don't die neither, cos we can come back for annuver go, see!  
   
Made in us
Gnawing Giant Rat




Overland Park KS

For what it's worth here is a 1000 point list that I have had a good time playing and have been pretty successful with:

Warlord w/ heavy armor, Dwarfbane, Shield of Distraction

Warlock Engineer lvl 2, Warp-energy condenser, foul pendant

Chieftain BSB, Banner of the Under Empire, shield, heavy armor, hand weapon

33 Clanrats Shields, Champion, musician, light armor, hand weapons

1 unit of 50 slaves w/ musician or 2 units of 25 slaves with musicians

Warp Lightning Cannon

Warp Lightning Cannon

6 Poison Wind Globadiers w/ bombadier, deathglobes
- Poison Wind Mortar


The general idea is to keep the globadier and wind mortar back by the WLCs to defend them and get off pot shots. The Warlord and Chieftain go in the clanrat unit and the engineer runs around behind the slaves blasting anything he can see and even blasting into combat with the slaves.

For a little less backfield commitment you can also trade out one of the WLC and the globadiers / mortar for another unit of 33 clanrats FC, shields and another warpfire thrower. Still effective but not quite as fun.

Hope this helps.

The plan wasn't flawed it was the people carrying out the plan!!!

 
   
Made in us
Evasive Eshin Assassin





@Urtyork Rotfang: Ratling Guns are pretty meh. More reliable but less damaging than Mortars and Throwers. And Weapon Teams are pretty meh in general anyway.

50 Clanrats is a lot. I usually go with 40, but most people do 30. With the Bell in the unit, though, 50 could be easily justifiable.

 damiensabin wrote:
Warlord w/ heavy armor, Dwarfbane, Shield of Distraction
With nothing more than 4+ armour, this guy'll go down fast. And he's mostly their for his Leadership. If you want a punch, the halberd is hard to beat at 3pts.
 damiensabin wrote:
Warlock Engineer lvl 2, Warp-energy condenser, foul pendant
I'd never give this guy a Ward save; he'll be toast in a fight, regardless. What he does need, before any of this other stuff--Ever--is a Doomrocket.
 damiensabin wrote:
Chieftain BSB, Banner of the Under Empire, shield, heavy armor, hand weapon
No way. You give your BSB a magic standard, he's going to be turned to paste by anything remotely scary.
 damiensabin wrote:
6 Poison Wind Globadiers w/ bombadier, deathglobes
- Poison Wind Mortar
An interesting choice, to be sure. They can be good, but...they're tricky. And I'd stick the Mortar on the Clanrats, to keep that 4+ Ward around longer and such.
Hope this helps.

 
   
 
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