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Made in us
Evasive Eshin Assassin





Looking to be all-around decent:

1 Warlord + Enchanted Shield (95pts)

1 Chieftain + battle standard + Charmed Shield + Foul Pendant (105)
1 Warlock Engineer + level 2 + Doomrocket (130)

30 Clanrats + shields + musician + standard (147)
30 Clanrats + shields + musician + standard (147)
50 Skavenslaves + musician (102)
5 Giant Rats + Packmaster (23)

1 Hellpit Abomination (235)

That leaves me with 16pts. I could put Spikes on the A-bomb or give my Engineer a Channeling Staff or maybe get the Warrior's Bane and an Ironcurse Icon on my BSB. What do you guys think?

This message was edited 1 time. Last update was at 2012/10/18 20:58:15


 
   
Made in ca
Longtime Dakkanaut





Ah skaven my first and true love. With slaves having their self freak out ability they are better in small numbers "in my opnion" others say large group but those guys are wrong lol.

Clan rats not in a large group take a big miss. With hordes special rule and spears 4 rows get to attack. So 10by4 you just get all your attacks in unless you lose a model.

Giant rats seem like you just chucked em in, far to small of a number to even be a problem.

So I would say drop the giant rats + make 2 units of 20 slaves. = 103 more points

If you drop the hell pit may help for such a small game it is a strech to get him in and make it worth it. Droping him and getting a doom wheel will get you 85 more points freed up for a grand total off 188. + the 16 you have left so = 204


So I would run something like this.

Warlord :For LD only
Chieftain + battle standard

Warlock Engineer + level 2
Warlock Engineer + level 2

50 clan rats +command + spears/shields
50 clan rats +command + spears/shields
20 slaves: to take shots or get in close combat then freak out hurt enemy and die
20 slaves: to take shots or get in close combat then freak out hurt enemy and die

Doom Wheel :To take a side by itself with tons off shooting and grinding with 3d6 movement it can get to your enemy fast and if kept away from your guys shoot the enemy and dish out alot of damage. For so few points it will not be so disgusting if it dies in such a small point game.

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Made in us
Paingiver





The problem with that list Chubbs is both warlocks clock in at 100 each naked with the level 2 upgrade, and that Chieftain is 70 naked with the BSB upgrade so your 20 points over your hero cap at this level.

I like the first list actually, 50 slaves makes for a lot of ranks and a lot of models to have to kill before losing stubborn with the generals leadership+ranks and BSB rerolls. The only thing I do not like about it is that the Abomination is the only thing that can do some damage, the doomrocket I guess but it's not reliable (which is the Skaven way) but still at least some weapon teams can fire more then once. I'd personally drop the slaves and the giant rats for a pair of poison wind mortars to soften up some targets before the Abom makes short work of them.

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-Alexis de Tocqueville. 
   
Made in gb
Sinister Shapeshifter




The Lair of Vengeance....Poole.

OgreChubbs wrote:
Ah skaven my first and true love. With slaves having their self freak out ability they are better in small numbers "in my opnion" others say large group but those guys are wrong lol.


Slaves hit their peak at units of 40-50 due to their cheapness, the fact that they will pretty much be steadfast, and the fact that you can fire into combat.

Malifaux masters owned: Guild(Sans McCabe), Outcasts(Sans Misaki), Arcanists(Sans Marcus)

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Made in us
Evasive Eshin Assassin





@OgreChubbs: I'm going to guess that you either haven't talked to a lot of people about Skaven tactics, or that you did, and then found something even better:

- Slaves in small units make great re-directors, but with my general and BSB around, they've got a 1:144 chance of breaking from combat.
I've had 50 slaves tie up units five or more times their value for basically a whole game. If that's all they do, that's good enough for me.

- spear rats do not have a Parry save and become less useful the more casualties you take, since you lose their only benefit. They're about even with the hand weapon/shield combo, but they either have less armour or cost more, so I'd say just plain shields are better.

- 5 giant rats and a packmaster are commonly called a "rat dart"; a 23pt, 2-wide by 3-deep, M6 unit. Fast, manuverable, and a negligible use of space means they can do all sorts of stuff, and for comically few points.

- the Doomwheel is tough, but completely lacking in killing power. It's good against multi-wound models/units, and it's fairly cheap, but otherwise it's doing an average of 6 wounds on the first turn, 4 on the ones after that. It just doesn't do enough to reliably swing a fight. It used to be great, since it maneuvered like a chariot, but I've never been more satisfied with it +100pts of other stuff than with my A-bomb.

- also, as Hargus says, I'm limited to 250pts in Heroes.

@Hargus: I agree that the A-bomb is very "eggs-in-one-basket"-y, but I feel like I'm going to need a decent tar pit beyond my Clanrats.
I'd like another possible threat in the list, beyond A-bomb/characters/magic/Doomrocket, but I just don't think I can do without Slaves.
I ran a list like this at a tournament last year, minus the A-bomb and plus some Censer Bearers, a Cannon, and some more bodies/a Ward on the Warlord, but spreading things out--as you suggest and which is my usual preference--did next to nothing for me.

I'm trying to deviate from my typical MMU/MSU tendencies a little this time, I guess. Mostly, I want to crush a unit or two with an A-bomb.
Aside from Daemons with Screamers/Flamers, what other serious threats are out there at 1000k? I'm not afraid of Salamanders or flaming arrows or what have you. Warpfire Throwers are a possible problem, but with how horrifically unreliable and limited they are, I'm not too worried if that's the only real answer to an A-bomb.

This message was edited 3 times. Last update was at 2012/10/19 18:02:28


 
   
 
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