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Made in us
Scuttling Genestealer





United States

LORDS:
Grey Seer - 500
• Screaming Bell
• Skalm
• Shadow Magnet Trinket


HEROES:
Chieftain - 123
• Talisman of Preservation
BSB
• Charmed Shield
• Halberd

Warlock Engineer - 120
• Level 2 Wizard
• Warp-Energy Condenser
• Doom Rocket


CORE:
30x Clanrats - 155
• Hand Weapon/Shields
• Full Command

30x Clanrats - 155
• Hand Weapon/Shields
• Full Command

30x Clanrats - 155
• Hand Weapon/Shields
• Full Command

20x Stormvermin - 185
• Storm Banner
• Shields
• Full Command


SPECIAL:
20x Plague Monks - 185
• Shroud of Dripping Death
• Musician


RARE:
Warp Lightning Cannon - 90
Hellpit Abomination – 250
• Warpstone Spikes


TOTAL: 1978


Edit: Gave my BSB the 5++ save
Edit2: Now one WLC
Edit3: Storm Banner added
Edit4: Gave my BSB the 4++ save instead
Edit5: Spikes
Edit6: Spikes again
Edit7: Hopefully easier to read.
Edit8: Stupid errors

This message was edited 9 times. Last update was at 2011/06/01 04:37:22


DQ:90S--G++MB++I++Pw40k09+D+A++/hWD-R++T(M)DM+

Hive Fleet Behemoth (Surviving Tendril) 4000+

Black Templars 2000+

Skaven 2000+  
   
Made in us
Longtime Dakkanaut






For 30 of it, get your BSB a 5++ ward item. Or swap the Enchanted Shield for a Charmed Shield and then get him the Talisman of Preservation. You definitely want that guy sticking around.

I also notice you have 3 sets of clan rats, but no weapons teams. You also have no slaves? Or maybe a WLC? I unno.
   
Made in us
Scuttling Genestealer





United States

Thanks for the response, I have never used a weapons team and don't know what is worth it and what is not.

I am almost completely against slaves (Too many models to paint)

How well does a WLC work?

DQ:90S--G++MB++I++Pw40k09+D+A++/hWD-R++T(M)DM+

Hive Fleet Behemoth (Surviving Tendril) 4000+

Black Templars 2000+

Skaven 2000+  
   
Made in nl
Longtime Dakkanaut




Warp Lightning Cannons are like Hell Pit Abominations, you can't take enough of them! This is the main reason why competitive lists usually don't include a Doomwheel: all Rare points are spent on Hell Pit Abominations and Warp Lightning Cannons.
   
Made in us
Scuttling Genestealer





United States

Is it worth dropping the Doom Wheel for two WLCs?

DQ:90S--G++MB++I++Pw40k09+D+A++/hWD-R++T(M)DM+

Hive Fleet Behemoth (Surviving Tendril) 4000+

Black Templars 2000+

Skaven 2000+  
   
Made in nl
Longtime Dakkanaut




Two Warp Lightning Cannons are a lot better than a Doomwheel in my opinion.
   
Made in us
Scuttling Genestealer





United States

Is the Doomwheel better in smaller games?

DQ:90S--G++MB++I++Pw40k09+D+A++/hWD-R++T(M)DM+

Hive Fleet Behemoth (Surviving Tendril) 4000+

Black Templars 2000+

Skaven 2000+  
   
Made in us
Evasive Eshin Assassin





The Doomwheel would be good in a, say, 600pt game, where it first becomes a choice. But other than that, it's a specialist: a monster hunter (d6 wounds on Zzzap bolts). The impact hits are nice, and the 2d6 S2 attacks are negligible.

I'd definately get that BSB some more protection. Possibly: Talisman of Preservation + Charmed Shield + halberd.

I'd get the Warlock Engineer a Doom Rocket at nearly all costs. Before the Condenser. Maybe even before lvl2.

I also don't think 20 units of Storm Vermin/Plague Monks will do much. I'd give them magic standards, if you run them; that's one of their big advantages (Stormbanner, Shroud of Dripping Death, Plague Banner, Banner of the Underempire, in descending order of awesome).

That's about it, though.

 
   
Made in us
Scuttling Genestealer





United States

I already had the shroud of dripping death allocated points wise but it wasn't written in.

What makes the Doom Rocket good?

Stupid question: What is the Talisman of Preservation?

DQ:90S--G++MB++I++Pw40k09+D+A++/hWD-R++T(M)DM+

Hive Fleet Behemoth (Surviving Tendril) 4000+

Black Templars 2000+

Skaven 2000+  
   
Made in us
Evasive Eshin Assassin





Talisman of Preservation, under common magic items in the BRB: Talisman, 45pts, 4+ Ward save.

The Doomrocket: large template. S5. Super reliable. Long range. Pretty accurate. Always, always, always worth it. It can easily nab 50+pts if it's sort of on target. Dead-on, well, it can obliterate units, down to just a handful.

 
   
Made in us
Scuttling Genestealer





United States

Warpsolution wrote:Talisman of Preservation, under common magic items in the BRB: Talisman, 45pts, 4+ Ward save.

The Doomrocket: large template. S5. Super reliable. Long range. Pretty accurate. Always, always, always worth it. It can easily nab 50+pts if it's sort of on target. Dead-on, well, it can obliterate units, down to just a handful.


Thanks, I'm somewhat new to the Fantasy side of Warhammer, I really appreciate the help.

Edit: Are the Warpstone Spikes worth taking on the Hellpit Abom? (Why/Why not)

This message was edited 1 time. Last update was at 2011/05/28 06:12:43


DQ:90S--G++MB++I++Pw40k09+D+A++/hWD-R++T(M)DM+

Hive Fleet Behemoth (Surviving Tendril) 4000+

Black Templars 2000+

Skaven 2000+  
   
Made in nl
Longtime Dakkanaut




The only advantage of the magical attacks the Warpstone Spikes give your Hell Pit Abomination is being able to take on Ethereal creatures and negating Forest Spirit ward saves. You won't come across Ethereal creatures often and if you do come across them, your Magic and Warplightning Cannon should be enough to deal with them. As for Forest Spirits, only Wood Elves can take them and the ward save is only 5+. In short: Warpstone Spikes are only worthwhile if the chances of facing either Ethereal creatures of Forests Spirits are high. Otherwise, you are probably better of spending those points elsewhere.

I have a question for you. Is this list meant to be as competitive as possible, or do you just want a solid list that includes both competitive and decent units? I ask this because if you are looking for a competitive list, then I would advise you to drop the Stormvermin and possibly the Screaming Bell as well. Also, you will want Skavenslaves in a competitive list.
   
Made in us
Evasive Eshin Assassin





Don't forget that against flaming direct damage spells, the A-bomb with spikes has a 6+ Ward save.
It's 15pts. Really, I consider it well worth it, just for the opportunity to eat ghosts. It's not a big bonus. But it's not that expensive, either.

If you have to choose between it and, say, two Plague Monks, I'd say take the Spikes (assuming you've got 30+ Monks already). If you have to choose between that and the Masterbred Rat-Ogre, take the latter.

 
   
Made in us
Scuttling Genestealer





United States

Airmaniac wrote:The only advantage of the magical attacks the Warpstone Spikes give your Hell Pit Abomination is being able to take on Ethereal creatures and negating Forest Spirit ward saves. You won't come across Ethereal creatures often and if you do come across them, your Magic and Warplightning Cannon should be enough to deal with them. As for Forest Spirits, only Wood Elves can take them and the ward save is only 5+. In short: Warpstone Spikes are only worthwhile if the chances of facing either Ethereal creatures of Forests Spirits are high. Otherwise, you are probably better of spending those points elsewhere.

I have a question for you. Is this list meant to be as competitive as possible, or do you just want a solid list that includes both competitive and decent units? I ask this because if you are looking for a competitive list, then I would advise you to drop the Stormvermin and possibly the Screaming Bell as well. Also, you will want Skavenslaves in a competitive list.


I am more or less making a friendly list that I can win a few games with. Also, I thought that the spikes added the "warpstone weapon" rule that allows no armor saves against the aboms melee attacks.

Warpsolution wrote:Don't forget that against flaming direct damage spells, the A-bomb with spikes has a 6+ Ward save.
It's 15pts. Really, I consider it well worth it, just for the opportunity to eat ghosts. It's not a big bonus. But it's not that expensive, either.

If you have to choose between it and, say, two Plague Monks, I'd say take the Spikes (assuming you've got 30+ Monks already). If you have to choose between that and the Masterbred Rat-Ogre, take the latter.


Do I need more monks?

Edit: Stupid typos.

This message was edited 1 time. Last update was at 2011/05/29 00:00:31


DQ:90S--G++MB++I++Pw40k09+D+A++/hWD-R++T(M)DM+

Hive Fleet Behemoth (Surviving Tendril) 4000+

Black Templars 2000+

Skaven 2000+  
   
Made in us
Evasive Eshin Assassin





Warpstone Weapons do not ignore armour.

As I said above: 20 Monks or Stormvermin won't last long. I'd probably drop one to bulk up the other to 30+, and get s'more toys n' bodies.

 
   
Made in us
Scuttling Genestealer





United States

Warpsolution wrote:Warpstone Weapons do not ignore armour.

As I said above: 20 Monks or Stormvermin won't last long. I'd probably drop one to bulk up the other to 30+, and get s'more toys n' bodies.


Wow I totally misread that rule.

Should I really drop one of them or beef them both out by dropping some clanrats?


Edit: I need to learn how to proof read.

This message was edited 1 time. Last update was at 2011/05/29 02:21:05


DQ:90S--G++MB++I++Pw40k09+D+A++/hWD-R++T(M)DM+

Hive Fleet Behemoth (Surviving Tendril) 4000+

Black Templars 2000+

Skaven 2000+  
   
Made in us
Evasive Eshin Assassin





Do something to make them more durable.

Slaves are mathematically better at fighting than Clanrats. But Clanrats make good character-bunkers. I usually have enough Clanrat units to hide my BSB, general, and important casters each in their own.

 
   
Made in us
Scuttling Genestealer





United States

Warpsolution wrote:Do something to make them more durable.

Slaves are mathematically better at fighting than Clanrats. But Clanrats make good character-bunkers. I usually have enough Clanrat units to hide my BSB, general, and important casters each in their own.


What are ways I can do so?

DQ:90S--G++MB++I++Pw40k09+D+A++/hWD-R++T(M)DM+

Hive Fleet Behemoth (Surviving Tendril) 4000+

Black Templars 2000+

Skaven 2000+  
   
Made in us
Evasive Eshin Assassin





What I mean is: do something to increase their numbers. Drop one of them, or some Clanrats, or both, or something else. You just need more than 20.

You could try out some small units of 10-15 as re-directors and a little extra punch (and super cheap Weapon Team carriers, for Storm Vermin), but I don't think Skaven work very well that way.

 
   
Made in us
Scuttling Genestealer





United States

Warpsolution wrote:What I mean is: do something to increase their numbers. Drop one of them, or some Clanrats, or both, or something else. You just need more than 20.

You could try out some small units of 10-15 as re-directors and a little extra punch (and super cheap Weapon Team carriers, for Storm Vermin), but I don't think Skaven work very well that way.


What are some good weapon teams?

DQ:90S--G++MB++I++Pw40k09+D+A++/hWD-R++T(M)DM+

Hive Fleet Behemoth (Surviving Tendril) 4000+

Black Templars 2000+

Skaven 2000+  
   
Made in gb
Land Raider Pilot on Cruise Control





England

just one little thing - you've added in the spikes but not the points IIRC it is now 250. sorry if i'm wrong...

   
Made in us
Evasive Eshin Assassin





The Poisoned Wind Mortar is versatile and packs a good punch. The Warpfire Thrower is a little trickier to use, and is much more unreliable, but is absolutely devastating.

The A-bomb will indeed be 250pts.

Also, can I suggest a different format for your list? Put the unit and all it's upgrades on one line, like so:

Chieftain- battle standard, halberd, Talisman of Preservation, Charmed Shield (123)

Also, you only need to mention upgrades. Stormvermin always have halberds; you don't need to mention them in the list. It takes up a lot less space, and it's easier to read.

 
   
Made in us
Scuttling Genestealer





United States

madman12367 wrote:just one little thing - you've added in the spikes but not the points IIRC it is now 250. sorry if i'm wrong...


Sorry, it was in the total but not on the unit itself.

Warpsolution wrote:The Poisoned Wind Mortar is versatile and packs a good punch. The Warpfire Thrower is a little trickier to use, and is much more unreliable, but is absolutely devastating.

The A-bomb will indeed be 250pts.

Also, can I suggest a different format for your list? Put the unit and all it's upgrades on one line, like so:

Chieftain- battle standard, halberd, Talisman of Preservation, Charmed Shield (123)

Also, you only need to mention upgrades. Stormvermin always have halberds; you don't need to mention them in the list. It takes up a lot less space, and it's easier to read.


I forgot about the halberds...

Sorry if my list is hard to read, I tried to make it user friendly.


DQ:90S--G++MB++I++Pw40k09+D+A++/hWD-R++T(M)DM+

Hive Fleet Behemoth (Surviving Tendril) 4000+

Black Templars 2000+

Skaven 2000+  
   
 
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