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Made in gb
Towering Hierophant Bio-Titan





Fareham

I know, themed armies usually dont do a great deal, but i find it to be the biggest addiction to WHFB
Im new ish to WHFB, but allways had a love for skaven, more so, clan skyre.
So, a fluffy but fun list ive come up with, need ideas how to tweak it to get more from it.

Ikit claw - 395

Warlock engineer: level 2, warpmusket, warp-energy condenser - 135
Warlock engineer: Doomrocket, warpmusket - 60
Warlock engineer: Brass orb, warpmusket - 80
Warlock engineer: warpmusket, warlock optics, dispel scroll - 75

34 clanrats: Full command, spears, shields - 190
Ratling gun - 55
34 clanrats: Full command, shields - 173
Ratling gun - 55
50 slaves: musician - 102
Giant rat pack: 2 packmasters, 10 rats - 46
Giant rat pack: 2 packmasters, 10 rats - 46

8 Jezzails - 160
5 Jezzails - 100
5 jezzails - 100
15 poisoned wind globadiers: bombardier, death globe - 130
Poisoned wind mortar - 65

Warp lightning cannon - 90
Warp lightning cannon - 90
Doomwheel - 150
Doomwheel - 150

2,497

Granted Ikit is rather heavy on points, but he is a must have for my list, as are the engineers and the amusement they should bring for me.

Troops are simple enough, i just wanted some weapon teams in there, a tarpit unit and 2 units of rats for the flanks (to stop the doomwheels shooting something important)

Specials are a bit unknown for me.
Ive heard mixed reviews on the jezzails, but on paper they look pretty solid for taking out armoured targets and monsters, and since this edition promotes monsters, i want them dead before they can get close.
Globadiers are simply there for amusement again, hopefully i can tie a unit up with the slaves or rats (if they are alive) and then do some real damage with them.

rare was kind of a no brainer for me, just maxed out on the fun skyre units.
The cannon seems pretty damn solid, but the wheels seem hap-hazard to me, but should provide some amusement.


Anyways, thats the list, C&C wanted please

   
Made in gb
Dusty Skeleton




People commonly say you need units of 40 or 50 in the clanrats, so you might want to loose a couple of jezail to make that work.
Jezail are kind of variable, but frankly putting so many in one army would surely make them work differently.
The best thing is to try the list and see how well it works.

I am not sure how you are going to stop the doomwheels from casuing havok in your deplyment area, but as long as they contect the enemy it will be ok

 
   
Made in us
Pulsating Possessed Space Marine of Slaanesh





Florida, USA

 Jackal wrote:
I know, themed armies usually dont do a great deal, but i find it to be the biggest addiction to WHFB
Im new ish to WHFB, but allways had a love for skaven, more so, clan skyre.
So, a fluffy but fun list ive come up with, need ideas how to tweak it to get more from it.

Ikit claw - 395

As far as themed lists go, he is definitely a requirement. However, he's as expensive as a greyseer, without the benefit of levels or items. I think you'll find that, more often than not, he doesn't end up doing enough in your games to justify his cost.

Warlock engineer: level 2, warpmusket, warp-energy condenser - 135
Warlock engineer: Doomrocket, warpmusket - 60
Warlock engineer: Brass orb, warpmusket - 80
Warlock engineer: warpmusket, warlock optics, dispel scroll - 75

To cover all the engineers in one fell swoop:
1. Whoever gets the Warp energy condenser (and do take one), only make him a lvl1 wizard. Why take an item that benefits only one spell, and then have him with multiple spells when you have other casters anyway?
2. Dispell scrolls can only be taken by wizards, and an engineer is not a wizard by default.
3. Warpmuskets, they aren't bad, but don't expect too much out of them. You can have better ranged ability and damage output from rares and weapon teams.


34 clanrats: Full command, spears, shields - 190
Ratling gun - 55

Drop the spears, never worth the cost in a small unit (and yes, 34 for skaven is a bit small). Buy more bodies with the saved points. If it's because that's how they're modeled, I doubt your opponent would mind you saying they aren't counted as such. Ratling gun is fine, just be careful rolling.

34 clanrats: Full command, shields - 173
Ratling gun - 55

Same as before, more bodies are advised.

50 slaves: musician - 102
Giant rat pack: 2 packmasters, 10 rats - 46
Giant rat pack: 2 packmasters, 10 rats - 46

Did you know you can run 4 units of the giant rats instead of 2 at the same price? Don't expect those 10 rats to do any better in combat than two units of 5. Slaves are fine.

8 Jezzails - 160
5 Jezzails - 100
5 jezzails - 100

Normally I'd say straight up no to Jezzails, even in a themed list, but if you're willing to shell out the cash (which is around $300 US) for the number of bodies you're willing to put, then go for it. With that many shots, you're odds of actually hitting are high enough that you'll actually get some effective use out of them. Stick to killing monsters\small knight units\chariots\etc.

15 poisoned wind globadiers: bombardier, death globe - 130
Poisoned wind mortar - 65

Yep, good times ahead

Warp lightning cannon - 90
Warp lightning cannon - 90
Doomwheel - 150
Doomwheel - 150

Yep again, sounds about right.

2,497

Granted Ikit is rather heavy on points, but he is a must have for my list, as are the engineers and the amusement they should bring for me.

Troops are simple enough, i just wanted some weapon teams in there, a tarpit unit and 2 units of rats for the flanks (to stop the doomwheels shooting something important)

Specials are a bit unknown for me.
Ive heard mixed reviews on the jezzails, but on paper they look pretty solid for taking out armoured targets and monsters, and since this edition promotes monsters, i want them dead before they can get close.
Globadiers are simply there for amusement again, hopefully i can tie a unit up with the slaves or rats (if they are alive) and then do some real damage with them.

rare was kind of a no brainer for me, just maxed out on the fun skyre units.
The cannon seems pretty damn solid, but the wheels seem hap-hazard to me, but should provide some amusement.


Anyways, thats the list, C&C wanted please


In the end, despite what fluffy list you are playing, it's going to be a "Clan ____ SKAVEN list". The type of clan doesn't really matter in terms of the overshadowing fact that it's still a skaven army, which means you need rats. Lots of rats. I'd say that if you wanted to keep the unit compositions as is (i.e, two clanrat blocks and a big slave block), then you need to beef up both clanrat blocks to 45+. The wind throwers and jezzails do count in terms of bodies on the field, but as it is you're sitting at around 150 bodies in a massive 2500 point game.

To put that into perspective, if you ran slave blocks in a 10x10 horde, and took two units of them, it would cost you a MASSIVE....400 points. 200 bodies on the field for a pathetic 400 points in a 2500 point game. The point is consider your options. You'll find your shooting (and you've got a lot of really good shots) will work a lot better the longer you can keep the enemies units tied up with your slaves.

----Warhammer 40,000----
10,000  
   
 
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