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Made in gb
Fresh-Faced New User




I was thinking something like this.. But I'm stabbing in the dark - I played once with skaven and lost badly.

40 Slaves, shields, musician 102
19 storm vermin. Standard - storm banner, musician 198
Chieftain, halberd 47
Warp fire thrower 65
6 gutter runners poison / slings 108
Doom wheel 150
Warp lightning cannon 90
Grey seer 240

1000pts

The idea is to skitterleap the seer and 13th spell a juicy elite unit I don't want to fight. Or cracks call for ogres and cause mayhem behind the enemy , whilst possibly miss casting and being close enough to nuke something

Doom wheel can run over small units or support the main blocks

Warp lightning cannon - usual fun

Stormvermin and chieftain make a reasonable support unit for the slave tarpit, storm banner wards off shooting + warp fire thrower for fun

Gutter runners can hunt loan casters and war machines etc

My group contains 2 ogre players, 1woc, 1beastman, 1 dwarf . someone has dark elves also but they don't come out often.

Any comments would Great

This message was edited 1 time. Last update was at 2012/11/30 00:38:36


 
   
Made in us
Evasive Eshin Assassin





Here are my two Warptokens:

for ease-of-reading, I'd suggest organizing the list a little, something like:

Lords
Heroes
Core

And so on. I know it seems minor, but you'll get more responses if your post is easy on the eye. As for my view on the list-

- a Grey Seer at 1000pts is risky business, though it's considered highly competitive by some.
Still, Skitterleaping 25% of your army into the enemy's backyard is not something commonly done. Getting the Curse off even on 6 dice isn't a sure thing by any means. Add in that your opponent will get extra points for him, since he's your General, and that he could be hanging with your units, boosting their resolve by a huge degree, and I think you'll find the tactic has more drawbacks than gains.

- your Chieftain isn't a Battle Standard bearer? That's really the only reason to take him. And if you do, I'd get him some decent magic protection (I find the Charmed Shield/Foul Pendant/Ironcurse Icon to work well).

- If you drop the Seer, you could get a Warlord (with a halberd and a 5+ Ward talisman, he's 123pts, and pretty tough). Giving your army Ld10 with a re-roll will turn your Slaves into a truly sticky unit, and keep your other guys in check too.

- a Warlock Engineer with the Doomrocket is a must for me, especially at low point games. That 30pt item has single-handedly won me the game more than once, and wreaked great destruction many other times.
Of course, it also misses a lot. But at 30pts, it's not a big deal.

- Shields on Skavenslaves are a poor choice. Against S4 and up, your shields save 1 Slave for every 6 that take a Wound. 1 Slave normally costs 2pts, while the price for 6 shields is 3pts.
Against S3 and less, shields are slightly better, but it's not enough to swing the odds. Especially with that list of your common foes.

- with a 'Thrower, Gutter Runners, Doomwheel, and a Cannon, I would generally expect that your going to have more shooting than your opponent, so the Stormbanner doesn't seem like a great match. It's an amazing item, but only if it hurts your opponent more than you.

A list with these updates might look something like:

- Warlord + Enchanted Shield + Ironcurse Icon (100)

- Chieftain + battle standard + halberd + Talisman of Preservation (102)
- Warlock Engineer + lvl1 + Doomrocket (95)

- 25 Stormvermin + full command (200)
- 1 Warpfire Thrower (70)
- 50 Skavenslaves + musician (102)

- 5 Gutter Runners + Poisoned Attacks + slings (190)

- 1 Doomwheel (150)
- 1 Warp Lightning Cannon (90)

For 999pts total.
Now, I'm not necessarily saying that you should make every change I listed; I make the above suggestions fairly often, but I don't think that everyone should always do everything as I say (otherwise, the Warlord/Cheiftain/Doomrocket-Engineer pattern would be everywhere). The main problem I see is having only one decent unit to hide your characters in; I like to spread out my points as much as I can.
Heed my warning, but by all means, do as you will.

 
   
Made in us
Paingiver





FYI last game I played with my Skaven I was not able to fire the Warp Fire Thrower once, Warpsolution may have some tips but for me I'd prefer to save 5 points and fire off a PWM pretty much every turn.

Thus, After having thus successively taken each member of the community in its powerful grasp and fashioned him at will, the supreme power then extends its arm over the whole community. It covers the surface of society with a network of small complicated rules, minute and uniform, through which the most original minds and the most energetic characters cannot penetrate, to rise above the crowd. The will of man is not shattered, but softened, bent, and guided; men are seldom forced by it to act, but they are constantly restrained from acting. Such a power does not destroy, but it prevents existence; it does not tyrannize, but it compresses, enervates, extinguishes, and stupefies a people, till each nation is reduced to nothing better than a flock of timid and industrious animals, of which the government is the shepherd
-Alexis de Tocqueville. 
   
Made in gb
Fresh-Faced New User




Thanks for the input

I was considering the doom rocket - I'm a Space Ork player and anything deadly but risky usually means its worth its weight in amusement. However I'm worried about only having a Lvl 1 caster as skaven magic is one of there strengths

A point I'm unclear on as my rules knowledge is rusty - the chieftain was set to be my general - with inspiring presence boosting the slaves and vermin plus adding a little bite to the vermins medioca combat ability.

I'm with you on the sheilds but my models have them so they have to stay - I can't bring myself to feild models that aren't representative of the unit. (Or unpainted)

If the cheiftain can't be the general then I'd make him a BSB and realy think things

My main fear is combat - I want to have enough firepower and magic to make sure I only fight what I chose to.




Automatically Appended Next Post:
Oh one thing unless there has been an update - stormbanner dosnt affect magical war machines (the 4+ to fire rule) but will stop organ guns, crossbows, handgunners, non runed cannons, all those horrible cannony things ogers have etc..

This message was edited 1 time. Last update was at 2012/11/30 14:09:48


 
   
Made in us
Evasive Eshin Assassin





Magic is a strength of anyone who has it. At 1000pts, a Grey Seer will probably be one of the few Lord-level casters on the table, so his competition won't be very stiff.
That said, most people don't field those characters because they are so incredibly fragile at this point level.
But Skaven magic is no more or less devastating than anyone else's, really.

The character in your army with the highest Leadership must be the general.

As for fearing combat, well, you can try to shoot and magic your way through all of the enemy threats, but combat will occur anyway. You just need to make sure that you're as ready as you can be to clean up what's left, which will probably include that one unit you couldn't get to before it came to grips with your troops.

Where are you getting this stuff about the Stormbanner? The book originally read "all non-magic missile attacks that don't use BS..." wasn't referring to missile attacks that are/are not magical, it was referring to attacks that are catagorized as "magic missiles", so all of our stuff only works half the time, too.
That said, they Errata'd it to say "all shooting attacks that don't use BS..." to clear any confusion.

The Stormbanner is already too good. If it let me shoot my Warp Lightning Cannons while shutting down half of their artillery, it would enter the realm of truly stupid.

 
   
Made in gb
Fresh-Faced New User




Well that changes things storm banner wize. I haven't read the errata - the non magical missile attack passage I took literally as warp lightning cannons are magical missile weapons that don't use BS

I looked up the general rule on LD etc. Seems fair - glad I'm getting this out the way before I use the army so thanks for replying.

I am experienced with the ways of warhammer - just not skaven I know combat will happen and here in lies my problem. Skaven are ludicrously poor in combat - especially vs good combat armies. I'm trying to build something that plays strengths but am having trouble with it due to lack of skaven knowledge.

This message was edited 1 time. Last update was at 2012/12/01 23:43:26


 
   
Made in us
Evasive Eshin Assassin





Download that Errat, quick-quick! It makes a huge difference, and it clears up a lot of stupid stuff.
Technically, I think the Stormbanner was still in the clear, since projectile-attacks are only ever called "ranged attacks" in the rulebook. Still, the Errata is nice to have. Though it does make the Doomwheel a ton worse, since it can't maneuver like a chariot anymore.

Skaven aren't bad at combat at all! Clanrats and Slaves aren't impressive by any means, but we've got plenty of rabid and/or mutated beasties to dish out the death.
Honestly, though, with a little magic thrown into the mix, any unit in 8th can become good at combat. I've run many a Death Frenzy'd and/or Bless With Filth'd block of Skavenslaves in Horde formation. They die in droves, but they kill in droves too. And almost always come out ahead, point-for-point.
I find the best way to play to Skaven strengths is to splash into as much as possible. Magic, shooting, and combat. This army, more than others, is all about combined efforts.

 
   
 
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