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[5000] - Skaven - Mega Army vs Lizardmen!  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Regular Dakkanaut




Hey, so, a friend and I are planning to do a "mega battle" consisting of 5000 points of Skaven vs 5000 points of Lizardmen, and I wanted to get your opinion on the list I'm planning to take. I will also try and explain why I'm taking certain things, so if this becomes a wall of text... I'm so sorry. Some rules we know ahead of time are: (1) No game time limit. We go at each other until one of us feels like we've taken enough! and (2) The magic phase is being upgraded from 2d6 WInds of Magic to 4d6.

Lords*
x1 Grey Seer - Screaming Bell/Staff of Sorcery/3 warpstone tokens (520)
x1 Queek Headtaker (215)

-Let's get started; I know I'm facing Lizardmen, and I know I'm going to face an INCREDIBLY HARSH magic phase, especially since we're upping the effectiveness of the magic phase. The Grey Seer is there with his +5 to dispel to give me somewhat of an edge in controlling the magic phase. The extra warpstone tokens are just so I can try and get more spells off, and I just think the Screaming Bell is a nice center piece in this army.
-Queek! I've never really used special characters, but Queek has to be my favorite out of all of them. Plus he upgrades the Stormvermin mentioned later in this list into fighting MACHINES. He's also amazing in challenges.


Heroes*
x1 Plague Priest - Level 2/Flail/Plague Furnace/Foul Pendant (314)
x1 Chieftain - BSB/Storm Banner (120)
x1 Assassin - Other Trickster’s Shard/Blade of Corruption (170)
x1 Warlock Engineer - Level 1/Dispel Scroll/Ruby Ring (115)
x1 Warlock Engineer - Level 1/Warp Energy Condenser/Doomrocket (115)
x1 Warlock Engineer - Brass Orb (65)
x1 Warlock Engineer - Skavenbrew (65)
x1 Warlock Engineer - Shadow Magnet Trinket/Ironcurse Icon (50)

-So many heroes.. Plague priest for the awesome plague furnace and chieftain BSB with storm banner to get me across the board easier. The Assassin is basically there to take challenges, kill characters, and boost combat res (Plus, I'm trying out a new build instead of the potion of strength + weeping blade combo)
-ALL THE ENGINEERS; Each one providing something to the table, and I'll label them by number to make it a bit easier to explain. (1) For holding the dispel scroll and getting rid of possible chaaf/small threats [with chameleon skinks in mind specifically). (2) Help channel some extra dice and I just HAVE to bring the doomrocket! (3) Brass orb to hopefully get rid of a big dino/slaan. (4) This guy is going to go with the Stormvermin to hopefully give them Hatred/Frenzy. (5) This guy is basically there to make shooting a little less harsh. I'm contemplating on putting him with the bell unit or the stormvermin.. But he'll probably end up with the Stormvermin as well.

Core*
x60 Stormvermin - Queek’s Bodyguard/Full Command/Razor Standard (730)
*x1 Warpfire Thrower (70)
x60 Clanrats - Full Command/shields (290)
*x1 Poisoned WInd Mortar (65)
x50 Skavenslaves (100)
x50 Skavenslaves - musician (102)
x50 Skavenslaves - musician (102)
x50 Skavenslaves - musician (102)
*x1 Rat Dart (23)
*x1 Rat Dart (23)

-Here come the 300+ models. The upgraded stormvermin to make a big threat on the table even bigger.. Plus I just love using them.
-The clanrats are there specifically to push the bell and bring another weapon team. I'm hoping this unit doesn't see combat, since that would mean possible death for the grey seer, but we'll see!
-ALL THE TARPITS. Yup. 200 slaves + a couple rat darts just to give me an edge in controlling the movement + combat phase.. His large units won't see combat unless I let them!

Special*
x40 Plague Monks - Full Command/Plague Banner (335)
x6 Gutter Runners - slings/poison (108)
x6 Gutter Runners - slings/poison (108)
x6 Gutter Runners - slings/poison (108)

-Plague monks to push the plague furnace.. Comments I expect about them is that I most likely need more than 40 to push the furnace. However, I'm only using the models I have available to me.. I would definitely put more monks in if I had the choice.
-Gutter Runners just to mess up some of his deployment plans and, honestly, just to be a nuisance. The problem is I know that he won't have any warmachines and shooting at stegadons/salamanders really isn't worth their points.. However, they will do what they can.. And that probably means sitting in front of some of his bigger threats to waste their time

Rare*
x1 Hell Pit - Warpstone Spikes (250)
x1 Hell Pit - Warpstone Spikes (250)
x1 Doomwheel (150)
x1 Doomwheel (150)
x1 WLC (90)
x1 WLC (90)

I'm excited for this; Dual Hell Pits, Doomwheels, and WLC. I feel like this section is self-explanatory. However, I'm hoping the Doomwheels can help me either (1) split up his army, with him thinking the threat of them against his big creatures are too high or (2) solidify his army into a block in the center to allow me to control the flanks.

So.. yeah! Let me know what you guys think. Just know we're not really going for competitive at all (hence a lot of stuff in this list haha). It's purely for fun and to have an awesome battle with the forces of good against the forces of destruction! However, I would still love comments about this list on what I should change, or maybe different builds that I've over looked.
   
 
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