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Made in gb
Nimble Glade Rider







Queek Headtaker 215

Assasin 170
Weeping Blade, Shield of Distraction

Warlock Engineer 45
doom rocket

Warlock engineer 125
level 2, dispell scroll

Chieftain 110
Battle Standard Bearer, Foul Pendant, Enchanted Shield

40 Stormvermin 565 (Death Vermin )
Queek's bodyguard, fulll command, Warpfire Thrower, Blade of Nurglitch, Shields

40 Clanrats 290
spears, shields, full command, warpfire thrower

40 clanrats 270
shields, full command, warpfire thrower

40 slaves 100
shields

10 Gutter Runners 212
Snare nets (not sure but sometimes good), Poisoned attacks, Death Runner, Weeping Blade

Doomwheel 150

Warp Lightning Cannon 90

Warp Lightning Cannon 90

this unfortunately ends up as 2432
any thoughts on what to drop

3000
1500
1500
3000 Wood Elves
2000 High Elves
 
   
Made in au
Skillful Swordmaster






Drop the assasin and Queekas aswell as the storm vermin. spend the points on a greyseer (the most importent part) a hellpit and more slaves.

Damn I cant wait to the GW legal team codex comes out now there is a dex that will conquer all. 
   
Made in us
Longtime Dakkanaut






At 2400 points, having only a level 2 caster in your army will make you struggle during both magic phases. I'd definitely echo Jubear's suggestion of nabbing a grey seer. Assassins are a bit hit-or-miss, mostly miss it seems. They can add a bit of a surprise to a unit's hitting power, but they're still relatively fragile heros that will likely die a turn after being exposed, if not the same turn.

The Fangleader on the Stormvermin can't have a magic item, just something from the Scavenge Pile (poisoned attacks, pistol, musket, rat hound bodyguard or tail weapon).

Slaves are generally best run naked. For the 20 points spent on shields, you could get another 10 slaves. Slaves should also have a musician; that 2 points is extremely useful for swift reform. (You could also win combat against something you tie that doesn't have a musician, but that'd be an extremely rare situation...)

Also, on your BSB, I usually run mine with Talisman of Preservation and Charmed Shield. You need him around as long as possible...

You could also drop the spears on your clan rats. Mine mainly see use as a character bunker, so the extra rank of S3 attacks isn't worth as much to me as the 6+ ward save for parry in CC.

This message was edited 1 time. Last update was at 2012/05/29 15:31:49


 
   
Made in gb
Nimble Glade Rider






thanks for the advice should i take a screaming bell

didnt realise about the fangleader thing

i'll drop the paw leader for a musician but i sort of like that 6+ parry

BSB already has a 3+ and a 5++ 4++ in combat due to hand weapon and shield

the clan rats i'll drop the spears

anything else

3000
1500
1500
3000 Wood Elves
2000 High Elves
 
   
Made in us
Longtime Dakkanaut






The hand weapon + shield doesn't improve an existing ward save, it just gives you a 6++. Since the Foul Pendant is already giving you a 5++, the hand weapon / shield combo does nothing to help I'm afraid. Not to mention as per page 302(?) magic shields can't be used alongside a hand weapon to get a parry save.

Screaming Bell I've not had much luck with, granted I've only tried it like, twice. But if you wanted to keep Queek (whom I've also never used) then you really can't afford the points for the Bell.

The other unit I'd look at is your gutter runners; their purpose. I usually use mine to pop up in the backfield and deal with enemy war machines or other units sitting in the back. For that purpose, you may be better off with two units of 5 instead of one big unit. I'm also not sure I'd bother with the Death Runner or weeping blade. They'll tend to die in CC for a couple reasons:

1. No ranks or standard put you down by a lot in CR right off the bat against blocks.

2. 6++ as their only save is pretty bleh. Snare net-shield doesn't help much, just adding a 6+ armor which will oftentimes be negated entirely.

3. Ld 7 with no SiN and generally outside both the General and BSB bubbles = broken in combat readily.

Your mileage may vary, of course, but I've never really had them do well in CC.

Anyway, my thoughts/build based on your list:

Spoiler:

2400 Pts - Skaven Roster

Queek Headtaker (General)
Grey Seer (Foul Pendant)

Chieftain (BSB, Charmed Shield, Talisman of Endurance)Warlock Engineer (Level 2, Dispel Scroll)
Warlock Engineer (Doomrocket)

Stormvermin x40 (Queek's Stormvermin, Full Command)
--Warpfire Thrower Weapon Team
Clanrats x34 (Full command, shields)
--Warpfire Thrower Weapon Team
Clanrats x34 (Full command, shields)
--Warpfire Thrower Weapon Team
Skavenslaves x40 (Musician, Shields)

Gutter Runners x5 (Sling, Poisoned Attacks)
Gutter Runners x5 (Sling, Poisoned Attacks)

Doomwheel
Warp Lightning Cannon
Warp Lightning Cannon


Total Roster Cost: 2393


Queek with the Stormvermin, Grey Seer/BSB/Warlock level 2 go in the clan rat blocks. Rocket-caddy can go solo or whatever, he's sort of pointless once he's fired the rocket.

This message was edited 1 time. Last update was at 2012/05/31 18:50:44


 
   
Made in gb
Nimble Glade Rider





is the 4 slaves a mistype

3000
1500
1500
3000 Wood Elves
2000 High Elves
 
   
Made in us
Incubus





Georgia

leaf lord wrote:is the 4 slaves a mistype

Pretty sure it is supposed to be 40

   
Made in us
Longtime Dakkanaut






No, no, 4 slaves. Redirectors, march blockers, ya know...


(it was indeed supposed to be 40. I've corrected it)
   
 
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