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![[Post New]](/s/i/i.gif) 2011/08/20 06:42:34
Subject: 2000 Point Skaven List - First list...ever
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Growlin' Guntrukk Driver with Killacannon
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Hey guys. This is my first Warhammer Fantasy list attempt. Please help me out if you could. Lord: Grey Seer (What spells should I take?) -Screaming Bell Hero Warlock Engineer Level 1 -Doom Rocket Chieftain -BSB Core: 50x Slaves -Shields -Musician 40x Clan Rats -Spears and Shields 1x Musician 1x Standard bearer 1x Claw leader 40x Clan Rats -Spears and Shields 1x Musician 1x Standard bearer 1x Claw leader 40x Clan Rats -Spears and Shields 1x Musician 1x Standard bearer 1x Claw leader Special: 5x Gutter Runners -Slings -Poison Attacks 5x Gutter Runners -Slings -Poison Attacks Rare: Hell Pit Abomination Warp Lightning Cannon Warp Lightning Cannon Total: 1989 Let me know if I'm even in the right place. I dont know what powers to take for my Lord, but I love the screaming bell model. Any suggestions would help. Thanks guys
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This message was edited 1 time. Last update was at 2011/08/21 03:25:37
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![[Post New]](/s/i/i.gif) 2011/08/20 07:06:53
Subject: 2000 Point Skaven List - First list...ever
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Raging Rat Ogre
colorado
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You have a solid list going so far. There are just a few things I'd change though:
Get a BSB, and give him some protective magic items.
Big blocks of slaves are great for holding up some tough units for a few turns. Best used in units of around 50.
Make the warlock engineer a magic user as well, the extra casting of warp lighting (or whatever) is almost always a good thing.
Skalm is always a solid investment for the grey seer. It's nice to be able to heal wounds done from a miscaste, or stray arrows.
You can free up some points by dropping one unit of gutter runners, 2 should be plenty. Also, some players love slings, but I prefer just plain poisoned attacks. Keeps the GR's cheap and expendable.
The grey seer rolls randomly for his spells. You can just split the rolls between both spell lists though. I.e. you can choose to roll for 2 spells on the lore of ruin, and 2 on the lore of plague, or 3/1 etc.
I prefer lore of plague, death frenzy, bless with filth, and plague are all great spells for skaven. Plus you can still drop one spell from either lore for dreaded 13th.
The screaming bell is indeed an awesome model, but the effects on the table are sub-par, it's a large target, and you do not want the bell in HTH, but that's where most of the bell's effects are. The reason you don't want the bell in HTH is everyone in base contact, and thier supporting attacks, can all be allocated to the seer, killing him rather quickly.
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This message was edited 1 time. Last update was at 2011/08/20 07:12:21
Cause the chicks dig it...
2000 (RT era Thousand Sons), 2000 (Undivided), 3000 (demons)
2500 (Skaven), 3000! (Chaos Dwarf), 2500 (Warriors of Chaos)
(RT era World Eaters WIP) |
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![[Post New]](/s/i/i.gif) 2011/08/20 08:07:23
Subject: Re:2000 Point Skaven List - First list...ever
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Regular Dakkanaut
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Everything Cricket says is good stuffs... The best suggestion though is playing with every unit for giggles. I love Rat Ogres and keep 5 ogres and 2 packmasters in my army for sheer glee. They never get their points and die horrible every game but from time to time they do amazing things and this pleases me.
My second suggestion is page back a bit and you will find lots of posts like this and we have been giving the same advice to them all. There is some debate about spears AND shields, some say its not worth the points, some one or the other, I say do what feels good because them rats is dead anyway. I would expect almost nothing out of your block units. Food for thought, the furnace is much better in HTH, perhaps use that instead of the bell?
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![[Post New]](/s/i/i.gif) 2011/08/20 23:51:00
Subject: 2000 Point Skaven List - First list...ever
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Evasive Eshin Assassin
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Here's my two Warptokens:
- your Grey Seer could use some goodies. Skalm would be nice. A Dispel, Feedback, or Power Scroll would benefit him as well.
The Bell is...odd. But it can do well. With an 18" Inspiring Presence and some neat abilities, it has potential. It can cast Scorch (a sweet spell, but easily dispelled, so basically just -1/2 Dispel Dice), it can break buildings (like the Fortress), it can insta-kill whole units effected by a boosted Flesh to Stone.
Sure, you don't want your Seer in most combats. But with T4 and a 4+ Ward, he's not super fragile. You could use the Bell's unit to absorb another tarpit, while the rest of your guys take on the threats to your flanks. Or just charge into a Warriors unit with a character, so your Seer can run away.
- A BSB is necessary. I usually go either halberd, Foul Pendant/Talisman of Preservation, Charmed Shield OR halberd, Armour of Destiny. I almost always give my Seer Preservation, since he can't wear armour, but with the Bell, you don't need it.
- one of those two characters should carry the Ironcurse Icon.
- You could benefit from a secondary caster. I usually go with a sorta' even split between two Lores, since each one has some good (and really bad) spells. Ideally, you want Scorch or Crack's Call, along with Bless with Filth, Wither, Plague, and the Curse, with one or two extra ones, like Howling Warpgale or whatever, thrown in for versatility.
- Here's the thing with giving your guys shields when they have spears. You're paying .5pts/model to save 1 in 6 models against attacks that are S4 or less. 6 shields costs 3pts, and one spear/shield Clanrat costs 5pts, so it looks worth it, until you consider that it only applies to S4 or less. You could, however, save 60pts and go with just spears or just shields, which I would recommend.
If you want a Bell, I'd suggest at least one block of 50 Clanrats.
- Slaves are almost a must. Big ol' blocks, with at least a Musician. Don't ever give them shields (6 shields, 3pts, 1 slave with a shield, 2.5pts). But slings and/or spears can work, depending on your strategy.
- Two units of 'Runners should do ya' fine. Though I will say that slings are basically a must. X2 poisoned shots = dead cannons. As stupid as it is, it works.
- I'm not specifically sold on the Globadiers, but I'd try it out, see how it goes. Maybe a third character would work better. Or a Weapon Team, like a Warpfire Thrower.
- that Rare allotment is well-spent. You'll never wish you had taken anything else, except occasionally two A-bombs. But the Cannons? Best thing in the book.
Overall? Solid. Very similar to my lists. I think you've got too many Clanrats in too small of units, honestly, but I like the body count. Just make sure you've got enough threats to be threatening. Good luck!
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![[Post New]](/s/i/i.gif) 2011/08/21 03:28:22
Subject: 2000 Point Skaven List - First list...ever
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Growlin' Guntrukk Driver with Killacannon
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List Updated. Thank you guys so much for the replies. I am totally lost when it comes to Fantasy. I haven't even played a game yet. I was wondering, I hear the A-Bomb is a beast, but could 2 Doom Wheels also work in his place? Also, would I be able to take 2 Doom Wheels, and 2 Warp Lightning Cannons for the rare units. I love the Doom Wheel model and think it would look sweet on the table...but I also like winning. Thanks again guys.
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This message was edited 1 time. Last update was at 2011/08/21 03:28:50
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![[Post New]](/s/i/i.gif) 2011/08/21 09:30:40
Subject: 2000 Point Skaven List - First list...ever
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Raging Rat Ogre
colorado
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The updated list looks better, I like the larger units of clanrats.
However, if you dropped all the spears or shields from your clanrats and slaves, you'd free up 85 points. Enough for skalm, and a dispel scroll, or spell familier.
2 WLC/2 doom wheel is a good set up, but DW vs. HPA tends to come down to play style, and what you need your rare units to do.
Doom wheel tends to be better at taking out monsters and such with the high number of impact hits, and zzzap.
HPA is more uesful against troops with the stubborn, HPA random attack chart, and regen.
Just proxy both, and see which one fits better with what you need.
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Cause the chicks dig it...
2000 (RT era Thousand Sons), 2000 (Undivided), 3000 (demons)
2500 (Skaven), 3000! (Chaos Dwarf), 2500 (Warriors of Chaos)
(RT era World Eaters WIP) |
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![[Post New]](/s/i/i.gif) 2011/08/21 17:10:46
Subject: 2000 Point Skaven List - First list...ever
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Growlin' Guntrukk Driver with Killacannon
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Thanks for the reply. I will prob drop the spears and shields for Skalm and a dispel scroll.
I just think with having the 2 Doom Wheels, I could do more with the list. Thats an extra fairly large threat to get rid of instead of just the A-bomb. I'll have to play test it and see what i think.
Thanks a ton for the help. Now its time to go buy the models and build this thing.
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![[Post New]](/s/i/i.gif) 2011/08/22 07:09:15
Subject: 2000 Point Skaven List - First list...ever
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Evasive Eshin Assassin
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Things are looking more solid. Never give your Slaves shields, though (6 shields cost 3pts, 1 slave costs 2.5pts), unless, maybe, they also have slings. Maybe. More bodies will probably suit you better.
Dropping shields or spears from each block would be useful. Don't drop both, though. One upgrade is worth it.
Doom Wheels...eh. They're okay at best. They're tough, having T6 and 10 wounds compared to the A-bombs T5 and 6, but that's about it.
They can usually kill three guys with Zzzap bolts, and then a few more with Impact Hits. But that's about it. They're great at killing monsters. But the A-bomb isn't bad at that by any means (he's got a 30% chance to hit them once for d3 wounds, which is his worst attack against most monsters). The Wheels are just so specialized and ineffective. They cook some dudes, charge in, and then run away.
I'd stick with the A-bomb.
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This message was edited 1 time. Last update was at 2011/08/22 07:09:30
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![[Post New]](/s/i/i.gif) 2011/08/23 09:05:28
Subject: 2000 Point Skaven List - First list...ever
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Most Glorious Grey Seer
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In the current edition, slaves should get nothing except a musician for quick reforms.
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![[Post New]](/s/i/i.gif) 2011/08/23 16:28:24
Subject: Re:2000 Point Skaven List - First list...ever
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Drooling Labmat
here
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that sounds solid but I would beef up the core by changeing some clanrats for storm vermen and adding rattling guns to the clanrats.
 I am White/Green Take The Magic Dual Colour Test - Beta today!<small>Created with Rum and Monkey's Personality Test Generator.</small>
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When all else fails: duck. As a defensive strategim it is unreliable, but is incredibly reassuring for a moment or two |
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![[Post New]](/s/i/i.gif) 2011/08/23 16:41:59
Subject: Re:2000 Point Skaven List - First list...ever
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Longtime Dakkanaut
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ForTheGreaterGood wrote:that sounds solid but I would beef up the core by changeing some clanrats for storm vermen and adding rattling guns to the clanrats.
I would like to advise you to avoid Storm Vermin and Rattling Guns. Both are point sinks.
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![[Post New]](/s/i/i.gif) 2011/08/25 05:17:23
Subject: 2000 Point Skaven List - First list...ever
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Evasive Eshin Assassin
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Ratling Guns are supposedly inferior to Poisoned Wind Mortars and Warpfire Throwers in every way. I personally don't find them awful (all Weapon Teams are pretty unreliable); the Doomflayer and Warp Grinder are hands-down the worst.
Stormvermin...are okay. WS4 is a'ight. S4 is not negligible. A magic banner is nice. But still...they're not great.
Slaves can benefit from slings, sometimes, and spears other times. Not always. But a mess o' slaves in horde formation with spears, Death Frenzy, and/or Bless with Filth? Not negligible.
Champions are handy too, since they only count as two models. Generally speaking, I'd always rather have one extra attack and the ability to absorb a big character for a turn, versus an extra body.
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