It's a good if a little unexciting to play. While I do run 2 slave units at higher points, at 500 points you probably only need 1 tar pit. I'd consider dropping one unit to grab a Warpfire Thrower or Poisoned Wind Mortar for your Clan Rats. Some decent fire support never hurt, and really gives your remaining slave unit something to work with.
For the slaves, the ability to quickly reform thanks to a Musician is very useful.
For your clan rats, Full Command, or at least a Musician and Banner Bearer will help you stick around in combat better. Granted, 50 rats will be steadfast for awhile, but when you can swing Combat Resolution into your favor instead of against it, that's always a plus.
For expanding to 1,000 points I'd suggest:
1- A second group of clan rats (you can thin the first down to 40 models if you wanted to make some points) with another weapon team.
2- A Warp Lightning Cannon ; they're a steal at 90 points and can do some serious damage to either units or monsters.
3- A Grey Seer, or Wizard Levels on your Engineer ; Skaven magic can be potent, and having a spot for a dispel scroll is handy.
That should get you to 1,000 points fairly quickly I'd think, especially if you add back in the second unit of slaves. A Doomwheel weighs in at 150 and is a fun if quirky unit to use. At 1,000 points a Hell Pit Abomination uses almost your entire rare budget, but can be nearly unstoppable (if likely to earn you dirty looks and / or a punch on the nose!)
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