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![[Post New]](/s/i/i.gif) 2012/02/03 13:52:10
Subject: 1500 Skaven List
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Regular Dakkanaut
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Warlock Engineer
*Wizard Lvl 2
*Doomrocket
Warlock Engineer
*Wizard Lvl 1
*Warplock Pistol
Cheiften
*BSB
*Warplock Armour
*Foul Pendent
25x Clanrats
*shields
*full command
25x Clanrats
*shields
*full command
40x Stormvermin (10*4)
*shields
*full command
* Storm Banner'
3x Warplock Jezzails
*sharpshooter
2x Warp Lightning Cannons
DoomWheel
pretty sure that is 1500 might be slightly over but i am doing this from memory, i might take the clanrats as slaves to incease their numbers alot and make tarpits for the shooting might take out the doom wheel for more jezzails but i dont know ideas?
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Cygnar/Mercs: 358 Points |
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![[Post New]](/s/i/i.gif) 2012/02/04 10:22:58
Subject: 1500 Skaven List
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Stealthy Grot Snipa
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At 1500 you don't have enough models for skaven, trade rats for slaves and you need some hard unit in there
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Nurgle Daemons blog
http://nurglestally.blogspot.ie/
Chaos Dwarfs 8/5/1 |
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![[Post New]](/s/i/i.gif) 2012/02/05 09:15:42
Subject: 1500 Skaven List
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Raging Rat Ogre
colorado
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You are a little low on skaven bodies for 1500, but the rocket and 2 WLCs can help compensate for that.
I'd drop the jezzails, the pistols, and all but one unit champ for a unit of slaves with musician.
I'd trade the foul pendent and the warpstone armor for the armor of destiny and a halberd on your BSB.
For a big magic phase boost to your list; drop the wheel and upgrade the lv.2 to a grey seer with skalm.
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This message was edited 1 time. Last update was at 2012/02/05 09:16:01
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) 2012/02/05 21:17:27
Subject: 1500 Skaven List
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Most Glorious Grey Seer
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Skaven have this thing called "Strength in Numbers". That means they need to be formed up in a bus, not a horde.
Busses of 40-50 slaves, naked, with a musician will do nicely to tie up enemy units. Clanrats of 25-35 with spears are good to bunker charactes like your Warlord and Chieftan.
Warp Lightning Cannons are awesome. Also, a unit of 5 Gutter Runners is great to start in your opponent's back field and go hunting his war machines.
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![[Post New]](/s/i/i.gif) 2012/02/06 12:55:59
Subject: Re:1500 Skaven List
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Regular Dakkanaut
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as other have said you need more models. you need 30-40 clanrats or slaves in a unit. I would go with slaves at 1500 points. Also some more heavy hitters are a must. one tyou have tarpitted a unit you need to hit it with somthing. maby a block of 4 rat ogres or something.
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![[Post New]](/s/i/i.gif) 2012/02/06 13:23:22
Subject: 1500 Skaven List
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Regular Dakkanaut
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Are Rat ogres worth it? they seem to die easily from what i used so far. Also i have changed my list a little i have 2 squads of 50 slaves i think maybe 40, jezzails are gone as is one of the engineers and i added in queek.
so basicall i have this
Queek Headtaker
Warlock Engineer
-Wizard Lvl 2
-Doomrocket
50(40) Slaves
-Musicians
50(40) Slaves
-Musicians
Cheiften
*BSB
Tailisman of Preservation
40x Stormvermin (10*4)
-shields
-full command
- Storm Banner
2x Warp Lightning Cannons
DoomWheel
i think this is what it looks like from memory, also has anyone had any experience with Queek, i didnt give his bonus to the vermin in this list mainly because i could get the doom wheel for the points
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Cygnar/Mercs: 358 Points |
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![[Post New]](/s/i/i.gif) 2012/02/06 13:58:27
Subject: 1500 Skaven List
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Longtime Dakkanaut
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1. You need a real general. At 1,500 points you can afford a Grey Seer if you want some decent magic. Warlord are also really cheap to start and can be effective when kept cheap. I usually kit mine with just a 5+ ward item and a halberd. Weighs in at 124 points I think.
2. Your BSB should be the most protected unit in your army. The re-rolls are extremely valuable to any army, but skaven especially with their generally poor Ld. I usually kit mine with 4+ ward and Charmed Shield. If you take a Grey Seer you generally want them to have the 4+ ward item, so you can give the BSB Armor of Destiny if you want.
3. I generally field Clan Rats in block of 30. Enough bodies to soak up some damage before you start losing ranks, which hurts your CR and your Ld. Remember that our core isn't nearly as killy as most core out there; their job is to bunker and tar pit.
4. Speaking of Tar Pit: Slaves. A block of 40-50 near your general and BSB can hold up against almost anything. Sure, you're often losing models by the handful but that's something you accept when you play skaven.
5. Jezzails are, sadly, mediocre at best. Sure, the gun is powerful, but their low BS and high point cost per model means you're not getting enough for volley fire and not accurate enough for pinpoint fire.
6. 2x WLC is excellent killing power, but that's about all you have so far. Poisoned Wind Globadiers can throw into any combat, so they can throw into combats that your Clan Rats are involved in. They don't allow armor saves and always wound on 4+ so they're pretty versatile in regards to their targets.
7. As has been said, a unit of Gutter Runners with poisoned slings is excellent for taking out enemy war machines and other big tough nasties.
Edit: Ack, this was to your original list, not the updated. Still some tips.
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This message was edited 1 time. Last update was at 2012/02/06 13:59:23
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![[Post New]](/s/i/i.gif) 2012/02/07 04:56:37
Subject: 1500 Skaven List
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Raging Rat Ogre
colorado
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You've answered your own question for queek as the GEN.
His only real benefit is super storm vermin, but it makes an already expensive unit more so.
Combined with queek not having a ward save, and I find he's better in friendly games, or very themed lists.
If you could afford queek, you can afford a grey seer; I'd upgrade queek to a grey seer.
Otherwise just drop the shields from the storm vermin, and your good to go.
Rat ogres in smaller point games aren’t that bad, as there’s generally less shooting to panic them. Also, as units tend to be smaller, the W inflicted by the rat ogres tends to matter more, and can actually make a difference in CC.
As you move up 2000+ points, rat ogres’ performance quickly declines, and more shooting, magic, more monsters, and larger units start popping up.
You know; everything rat ogres hate to see on the table across from them.
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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) 2012/02/07 16:52:34
Subject: 1500 Skaven List
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Regular Dakkanaut
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So should I take out the doom wheel so I can use the buff vermin?
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Cygnar/Mercs: 358 Points |
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![[Post New]](/s/i/i.gif) 2012/02/08 05:13:10
Subject: 1500 Skaven List
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Raging Rat Ogre
colorado
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You can do that, but then you only have one real threat in your army, and at 1500 your storm vermin will eat dwellers and be hosed.
If you drop the wheel, use the points to promote the warlock to a grey seer.
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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) 2012/02/08 14:14:03
Subject: 1500 Skaven List
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Regular Dakkanaut
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I was also thinking last night adding in a lord with a fellblade and a shield and trying a grey seer as well I have not done the math but perhaps keep the doom wheel also
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Cygnar/Mercs: 358 Points |
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