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Made in us
Evasive Eshin Assassin





First thing: get those individual prices off there, quick-quick!

So, the list:

- Why a Warlord? Just curious, really. He offers a good punch, but at a pretty high cost.

- Seconded on the Stormvermin. They were okay when you could get them a 3+ CC save. That's about it.

- Weapon teams: I'd swap one or two out for a Warpfire Thrower. About the same awesomeness in my opinion: if the 'Thrower is a bit less reliable, it makes up for that by being far more devastating when it does work. Plus, d3 Flaming wounds is a nice thing to have, in case of regenerating/flammable monsters.

- I'd drop the Chieftain's shield for a Halberd, honestly; I think S5/5+ save will get him out of more situations alive than S4/4+.

- why two lvl1's? Warp Lightning spam? I think a lvl2 should do about the same, if not a little better, and be less points.

- Lastly, I'd suggest some champions to chump-challenge with, in pretty much everything except the Gutter Runners. Slave Pawleaders aren't a must, but the others seem to be.
Made in us
Evasive Eshin Assassin





That may be true, but in all honesty, if someone wants your Warlord dead-dead, he'll get that way with relative ease. 1+/4+ is about as good as anyone can expect, but a low (for a Lord) WS and only average T and W...
Aside from that, though, if spending an extra 200pts to deny 100pts works for you, I can see the merit.

Here's the question I'm actually asking: why two Warlocks with a lvl each instead of two Warlocks, one being lvl2? It's 15pts cheaper and you get an extra +1 to cast/dispel. Getting two instances of Warp Lightning seems like the only benefit.

While you can say that your minimizing how badly Miscasts hurt, I'd say that two wizards is about as much damage control as you need. I wouldn't expect to lose more than one or two casters by the end of the game. And with Skaven wizards, it's all about seeing how much you can deal out before you die, rather than point denial.

Besides, having one Warlock who's not a wizard means you can Skitterleap him into position with zero concern.

Finally, I'd rather have no Stormbanner than no Ward on my BSB. He's prime target #1 in this list, really. And with three weapon teams, three units of missile troops, and three war machines, how likely is it that you're going to hurt your opponent more than you're hurting yourself? I'd rather have a re-rollable Ld test than negate most shooting for a few turns (since the first round of combat with that Chieftain will likely see him die).
Made in us
Evasive Eshin Assassin





One of the reasons that I field two blocks of 50 each.
That, and the number of things that can turn Slaves into pudding is significantly greater than the things that can turn Clanrats into such.

I usually try to make my BSB as hard as I can, since he's an easier target. Of course, two (really) bad rolls will see him insta-killed anyway...

And the general is worth more points.

Still, I favor the BSB, and I think this list would benefit from him living more than the general (with three Clanrat blocks, two A-bombs, and, less important, three Gutter Runner blocks).
Made in us
Evasive Eshin Assassin





Okay, so no answer in the "two lvl1's versus one lvl2" department. I can dig it. The scroll is a nice addition, though.
Made in us
Evasive Eshin Assassin





Three lvl1s provide 1 extra channeling attempt than a lvl1 and a lvl2. They provide the same spells (but the 2 and 1 have a higher chance of providing more spells, since you can only get Warp Lightning twice, rather than three times.

Also, I think there's something (rather small) to be said about having a +2 to cast/dispel versus +1. At least, something more to be said than "what if I first three wizards break their concentration?", so I consider that another point.

So you pay 15pts for a channeling attempt. And either (1) you might not put the Orb or the Rocket into the best position, or (2) you do and risk jeopardizing your 65pt wizard.

I'm just really struggling to see it. Thought I was missing something here; didn't want to be the last one on board.
Made in us
Evasive Eshin Assassin





Okay, a Seer uses all of your dice so...you get more wizards? If that's the case, just get one lvl1 or 2 warlock with the Scroll, and the Rocket and the Orb on two non-wizard Engineers.
Made in us
Evasive Eshin Assassin





...wha? Okay, so you want to control what spells the Seer gets. But...number of wizards does not matter.

Spells known = sum of all wizard levels. 2+1=1+1+1.

Except any number of Engineers can know Warp Lightning, so rolling that doesn't stop (a) other Engineers from getting it or, I believe, (b) your Seer from getting it. So really, the less instances of Warp Lightning you could possibly roll, the better. There's also the (high) risk that one of your three spells is Skitterleap or Crack's Call, but that's unavoidable.

So, once again, I ask, why not this:

1 Warlock Engineer, lvl2, Rat-hound Bodyguard, Ironcurse Icon, Dispel Scroll, (135)
1 Warlock Engineer, lvl1, Doomrocket, Warp Energy Condenser (115)
1 Warlock Engineer, Brass Orb (65)

Same toys. Same spells (but less chances at Warp Lightning). One less chance to channel, but for 15pts, you could get +1 to channel (more likely to get one die versus--potentially--getting two).
So I suppose the only thing I can see in favor of three wizards is that they can all trade their spell for Warp Lightning, in case they all roll up the spells you want for your Seer. But since you only want 1-2 spells for him anyway, that doesn't matter.

This message was edited 2 times. Last update was at 2011/04/10 15:16:54


 
 
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