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Let's find a use for the doom-flayer (skaven) and look stupid whilst doing so :P!  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Calculating Commissar




pontiac, michigan; usa

Ok so i'm thinking if i take like 80-100 slaves in 4 or so units of slaves with pretty much nothing except a champion and maybe a musician. At least 4-6 units of 20 clanrats each with no gear but command will have the attached doom-flayers. A 15 pts warlock will go in each slave unit and will run to the back if challenged. Units of 5 model poisoned wind globadiers each will be added but they will have a leader with a death globe and poisoned wind mortars where possible. Add some rare units like the hellpit, doomwheel or warp lightning cannon (though melee units may be a better choice). Add a chieftain with BSB and a grey seer near the center to help keep leadership stable. Finally just get whatever you want at this point.

Though stupid my point for the poisoned wind globes is just to pick off small units though i will have to be careful around the doom flayers. They can shoot into any melee with skaven in general though so this is very good. The death globes will help add more punch when just slaves are around possibly. The poisoned wind mortars will thin out cavalry, heavily armored infantry and similar as will the globes. The BSB and general will be in the middle of a clanrat unit in the middle throwing out a leadership bubble. Though stupid with the doom flayers my point is that the slaves will be blocking most of the front allowing small passage-ways for the doom flayers to get into position and flank enemy targets the slaves engage in melee. This should allow a good 2 doom flayers at least to hit melee per slave unit in combat by my second turn. If i charge them successfully then i will move the doom flayers up into flanking positions (shouldn't be too hard with a leader and BSB fairly close). The slaves will whittle away while poisoned wind globadiers and such shoot into the slave combats. Finally when the doom flayers hit combat they get d3 impact hits and then the artillery dice worth of strength 4 armor piercing auto-hits. That means anywhere from 2-6 impact hits and anywhere from 4-20 auto hits at strength 4 armor-piercing should both live (unlikely though considering at least 3 dudes will be in combat with each unit). The doom flayers will mostly be there for combat resolution in wounds whereas the slaves will tank for them. The hellpit will come charging around as will other things.

So yeah it could still go very badly but my hope is that with enough small units of clanrats that this melee-intensive weapon team could flank an already engaged enemy in melee and possibly cause some very nasty damage if enough are used in a single combat. That said survivability for once may actually be good on slaves so i may even add shields to them (for armor and parry saves) so that when in a combat more of them live. I may also take a fairly potent stormvermin unit.

This list is actually probably a very horrible idea and i'd probably be better off just using stormvermin lol.

The slaves coul always blow up on the weapons teams and the small units maybe and the death globe is fired like a stone thrower in close range so there ya go. I do want the doom flayer to be good though very badly.

This message was edited 3 times. Last update was at 2013/04/26 01:41:23


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