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Made in us
Warwick Kinrade




Mesa, Arizona

After testing some things extensively, I've done another write up, looking for feedback as always.

Grey Seer w/ Dispel Scroll

Warlock Engineer w/ Warp-Energy Condenser

Chieftain w/ Storm Banner


40 Giant Rats w/ 3 Packmasters

25 Clanrats
25 Clanrats

50 Slaves w/ Musician
50 Slaves w/ Musician
50 Slaves w/ Musician
50 Slaves w/ Musician
50 Slaves w/ Musician


6 Rat Ogres w/ 1 Packmaaster

10 Gutter Runners w/ Poison and Slings
10 Gutter Runners w/ Poison and Slings


Warp-Lightning Cannon

Hell Pit Abomination
Hell Pit Abomination



Pretty straight forward. The Warlord goes with the Ogres to form a great combat unit and prevent their Stupidity. I didn't really kit him out because he's not going to be fighting dangerous opponents, just things I know his unit can break. The other characters go into the Clanrats in some combination, depends on the game. The Clanrats are just wounds against shooting, they're never meant to see combat or do much of anything.

Giant Rats are an efficient block breaker in the few games I've tried them. They also compliment Skaven Magic well, either Death Frenzy or Bless with Filth is great on them. Usually these spells get turned into Dreaded 13th or Skitterleap, but keeping them can be a good option. Frenzy drops 42 attacks, while Bless is 28 with Poison, devastating for cheap blocks.

The Slaves have Musicians to reform against shooting, and absorb the enemies blocks. I find most armies don't run more than 5 blocks, and with Magic I can shave down any of the small units that are often run so they don't sneak past.

Gutter Runners are probably the best warmachine killers in the game, nothing can really stop them. Combined with the Storm Banner and Slaves, I should be immune to BS shooting and cannons, making Stone Throwers and such the Runners primary target.

I'm not a huge Cannon fan but I need something that says "Break in case of Monsters". Sadly I can't really deal with Regeneration except to hope but all armies have weaknesses.

Hell Pits do most of the killing, being extremely well defended against shooting and reasonably against Magic. They're just game over to a unit when in the flank, almost nothing can kill them.

This message was edited 2 times. Last update was at 2010/09/06 15:42:07


 
   
Made in us
Irked Necron Immortal





Florida

I run a very similar army, except I use clanrats instead of slaves, and it kicked the crap out of everyone i played in ard boyz. three massacres, I only gave up a total of 1000pts out of all three games combines.

two hellpits and doomwheel will do most of the leg work...you dont need that many slaves, 3 unit of 40 clanrats work better, are better armed, and are ALOT easier to paint

15000 - Tyranids
4000 - Skaven
1500 - Dark Eldar
2500 - Daemons
1500 - Necrons  
   
Made in us
Lord of the Fleet





Texas

25 Clan Rats doesnt sound too tough. Buff them up and maybe add in weapon teams. agreed also about slaves. they're good tarpits but 5 units is a bit much

 
   
Made in us
Stoic Grail Knight



Houston, Texas

I prefer the war litter to the bonebreaker, the no LoS really hurts with all the war machines.

Daemons-
Bretonnia-
Orcs n' Goblins-  
   
Made in us
Warwick Kinrade




Mesa, Arizona

Not sure I understand the LoS comment, maybe clarify that one?

I see no reason to ever run Clanrats as a serious unit. For double the cost, you get +1WS, meaningless Leadership, a meaningless save and the same weapon options. Why would you ever run them? I'll trade the option of a Weapon Team and Banner for shooting into combat 8 days a week, especially when they're Steadfast for longer, on the cheap.

I also don't see how 5 Slaves are to much, that's enough to absorb all the blocks an opponent will bring, maybe with another unit held up too. That's exactly how I have to play, control the matchups, fight where I choose and move from there. Maybe you can explain to me why Clanrats are better, I don't understand.

The Clanrats aren't supposed to be tough, they're supposed to put 25 wounds between me and shooting/magic. I have two units so when one gets shot up, I can run into the other. Granted I haven't tested it but with my excellent shooting defense and average magic defense, they shouldn't be swept off the table often.

How has the Doomwheel worked for you? It looks unimpressive on paper. Do you find it often flees from combat, that's what I'm most worried about in my particular list.
   
Made in us
Irked Necron Immortal





Florida

I have to say, i have been lucky with my Doomwheel. I have consistently gotten good rolls with it, and it had destroyed most things that it fights, for 150pts, it is worth brining even if it doesnt do too much, because it usually panics my opponent into concentrating on it...

basically, dont run it alone...have it tag along with a clanrat/slave unit...who cares if it fries a few? the doomwheel can kill any monster, and it does (or can) get alot of attacks in CC. Use a block to keep a unit stuck in, and grind it up with the doomwheel...it is great at killing skirmishers, and small elite units. (not swordmasters! who rip it to shreds!)

15000 - Tyranids
4000 - Skaven
1500 - Dark Eldar
2500 - Daemons
1500 - Necrons  
   
Made in us
Warwick Kinrade




Mesa, Arizona

I wouldn't send anything in by itself, ideally, just because hitting the flank is much better at keeping my fighting units alive. I have hopes it can kill Monsters, they're quite popular where I play. Right now I just hold them up all game and win by killing everything else, but it'd be nice to have an answer.
   
Made in us
Stoic Grail Knight



Houston, Texas

For a Look out Sir the character needs to be in a unit of the same type.

Bonebreaker is a monstrous mount
Rat ogres are Monstrous infantry.

Daemons-
Bretonnia-
Orcs n' Goblins-  
   
Made in us
Auspicious Aspiring Champion of Chaos





On the perfumed wind

By this, Shivan is pointing out that the warlord can get cannon sniped out of his rat ogres. I assume you're aware of this, and the grey seer is the general?

And I suppose cannons have much bigger things to worry about. 2 Hell pits and the doomwheel come to mind...

RZ

“It was in lands of the Chi-An where she finally ran him to ground. There she kissed him deeply as he lay dying, and so stole from him his last, agonized breath.

On a delicate chain at her throat, she keeps it with her to this day.”
 
   
Made in us
Warwick Kinrade




Mesa, Arizona

Oh LoS, my mind goes to Line of Sight.

I don't think it will be an issue, Slaves block cannons unless the bounce is favorable. There is no set General, I pick whichever one is less likely to die, since they have the same Leadership.
   
Made in us
Been Around the Block






Personally I can see why you would run slaves over clanrats if you planned on shooting, however there is very little shooty stuff.

I like plague monks and clanrats, my current list runs around 240 rats half plague half clan. Also two aboms are really nice as is a Doomwheel.

Iron Kights 1850
1500, needs help lol
2000, dosnt work anymore due to changes in rules
Bretonnians up to 4,000 points
Tomb Kings are WIP

 
   
Made in us
Warwick Kinrade




Mesa, Arizona

Updated with what I think would be more effective. Doomwheel has been really bad in a few playtests, it just can't do any real damage unless it's against multi-wound models and the lack of Stubborn is horrible.
   
 
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