Okay, I played my first game of
WHFB yesterday at the Seattle Battle Bunker. (Yay!) So, while I'm still woefully uneducated as to the rules, I've at least seen how the game plays.
I had to modify the army list because I forgot to bring some models with me. (Boo!) So here is what I ran. Once I got home I discovered it was an illegal list (too many rare choices) . :(
Pts Unit
------|--------------------------------------------------------------------------------------------------
135 | Warlord (Weeping Blade, Talisman of Protection)
102 | Chieftan (
BSB, Additional Hand Weapon, Shroud of Dripping Death)
098 | Warplock Engineer,
Lvl 1 (Warplock Pistol, Death Globe)
158 | Warplock Engineer,
Lvl 2 (Warplock Pistol, Brass Orb)
310 | Clanrats x50 (Spears, Claw Leader, Standard Bearer, Musician, Poison Wind Mortar)
315 | Clanrats x50 (Spears, Claw Leader, Standard Bearer, Musician, Warpfire Thrower)
120 | Slaves x40 (Slings)
120 | Slaves x40 (Slings)
151 | Rat Ogres x3 (Packmaster x2, Master-bred Rat Ogre)
150 | Doomwheel
250 | Hell Pit Abomination (Warpstone Spikes)
090 | Warp Lightning Cannon
Total: 1999 points
Initial impression after stumbling through my first game:
I played against a guy who also had little understanding of the rules so the manager of the Bunker basically baby-sat us as we played our game. We both made some very poor choices in our setup and I'll have to do some reading on tactics before the next game. He left his general out in the open by himself and I put mine in a unit (good thing) that didn't even get into combat till turn four (bad thing). I don't think either of us used our special banners correctly, given everything we were forgetting to do.
I love horde units but I think that 40 rat units of slaves are too unwieldy. They blocked my clanrats from charges and even positioning more than once. Next game, I'll split them up into four units of 25. The other problem is that the slings didn't do anything for me as my friend said they would. Until I see him play a game and understand how he uses slings, I think I'll just drop them.
Clanrat hordes were nice. I definately think I'll continue using the two that I have.
I love the Warplock Engineers. My poor deployment meant one was basically there for the dispel but I was able to wreak havoc with Warp Lightning with the other.
I need to learn how to better use the Doomwheel. I don't dislike the unit but my ignorance of how to play it effectively made it less than optimal in the game. Also, I kept rolling 10s when I hit my own units and 2s and 4s when I hit his. :(
I'm very much liking the War Lightning Cannon. I was able to do some serious damage till it got charged and killed at the end of turn four.
My obvious choice for MVP is the Hell Pit Abomination. That was a fun unit to have running around the board. Poor setup meant that it was out of combat during turns three and four but when it was in combat it was amazing. When I make a 3000 point list, I'm definately using two of these.
So, for next Saturday I'll be changing the list a bit. I'll drop the Doomwheel for now, mainly because I want a legal list and I really like the other two rare choices I have. I'll also recoup 80 points by dropping the slings from the slaves. I'll decide what to do with those points once I read up on some tactics and, hopefully, get some good advice from you guys.
Any suggestions on retooling the list would be welcome.
Edit: Oh, and now that I've played with this army, I understand something that mystifies most
40k players. Magnetic bases. Yea, 52 card pickup isn't any more fun with plastic rats than with cards.