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Made in gb
Towering Hierophant Bio-Titan





Fareham

New ish to fantasy, so need all the help i can get.
There is 1 huge catch though.
With my skaven, i wanted them to be clan skryre themed, so everything revolves around them and the certain units.
Just need some help making the list as strong as possible please.




Grey seer: talisman of preservation, dispel scroll, 2 warpstone tokens - 340

Chieftain: BSB. halberd, armour of silvered steel - 117
Warlock engineer: Level 2, warpstone armour, warp-energy condenser - 150
Warlock engineer: Doom rocket - 45

28 stormvermin (seer + BSB) Full command, razor standard - 266
Warpfire thrower - 70

29 clanrats: (LVL2) full command, shields - 130.5
Ratling gun - 55

29 clanrats: (Rocket) full command, shields - 130.5
Ratling gun - 55

36 slaves: musician - 74
30 slaves: musician - 62

5 warplock jezzails - 100
5 warplock jezzails - 100
10 globadiers: bombardier, death globe - 130
Poisoned wind mortar - 65
10 globadiers: bombardier, death globe - 130

Doomwheel - 150
Doomwheel - 150
Warplightning cannon - 90
Warplightning cannon - 90



I know its a little light on bodies for a skaven list, but wanted to get as many skryre units in it as possible.
While i wanted the theme, ive had to miss out ikit since for alot more points than my seer, i get a lvl3 instead with nothing special about him really.
Sad to say, but its true :(

Only other thing i miss due to the theme would be an assassin with potion of strength and weeping blades.
Something sinister about 3, S7 attacks that cause D3 wounds. (giant/monster hunting)


Since im new ish to it, i wanted to cover the basics of the good save on the BSB and a ward for the general.
Just wish i could include more skryre units without impacting the army any worse than it has done thus far (low model count)

All C&C welcome

   
Made in ca
Monstrous Master Moulder



Space Cowboy Cruising Around Olympus Mons

Well clan Skryre is pretty good we all like those crazy weapons

Grey seer is fine (don't necessarily have to take extra token tho since he gets auto d3 at the start of the game)
For you Chieftain I would rather a ward save over an armour save just in case but you might be able to get away with just a 2+ armour save.
I don't know about warpstone armour (you could get 4+ ward save for another 20 points but I prefer to keep my engineers cheap but whatever you choose)

Stormvermin....I would probably beef the unit up to 40 (if you have the models) so that you can have a nice hard hitting unit 30 is generally the minimum for them. I am also convinced that it is not worth the points to add a clawleader/paw leader etc to units I just go banner and musician (just add another few models for the price of the upgrade).

I personally would put the Seer and the BSB in a unit of 30 clanrats BEHIND your other units and not in the Stormvermin because if you put the Seer in the stormvermin it sort of defeats the purpose of having a nice strong hammer unit.
Rattling guns are something I don't have a ton of experience with but you can certainly try them but I prefer the Warpfire thrower.

Those slave units are really small for a 2500 point game and won't last long enough to hold anything in combat for very long. I find 40 to be the best size (lots of other people like 50 per unit though) I would like to see 3 units of 40 in this list if you have the models available. You should also get some rat darts (min size units of giant rats) to run along the flanks of your units.

Jezzails are not the greatest unit but it fits your theme and you have them in units of 5 which in my opinion is the minimum (and you have lots of them which is good but the $$ lol). You might want to combine them into a single unit of 10.

Now for the Globadiers....I know you want to stick with the Clan Skryre theme but globadiers kind of suck.....8 inch range is just not good you are going to get in range, throw them and then get charged and smashed (even tho the back ranks can throw the globes still I don't think the globadiers are a good idea). If you want more weapon teams (poisoned wind mortar for similar effect) then just get more clanrat units and throw more weapon teams on them.

Rares are standard nothing to say other than the abomination is awesome.
Overall I think you need to boost that unit of stormvermin to increase your damage output. You have lots of shooting which is a good thing tho!
Ikit is cool (has his bound spell and 3+ armour/5+ ward and has a single shot warp fire thrower) but for nearly 400 points you would be better off taking the vermin lord

Hopefully that helps a bit I didn't want to change your theme to much so tried to keep the advice in how you wanted to see the army list.
   
Made in gb
Towering Hierophant Bio-Titan





Fareham

Had a few test games with some stuff now

Ratling guns are good and seem to average around 8 shots, anything more though is chancing it lol.

Ideas though: Drop 2 jezzails and make a single unit of 8 (40 saved)
Drop the 2nd globadier unit and upgrade the 1st to 15 models (80 saved)
Drop the tokens (45 saved)

Thats 165 points now free to use.
Can drop a ratling gun too to bring that to a total of 220 free points.

I can then use these to boost both slaves units to 50. (68 points)

That then leaves me more points to boost up the clanrats and vermin if possible.
Bunker unit will swap over to clanrats though



Edit: Final note here, but mainly the people i play against are empire, chaos and brets, so alot of armour.
I found that using slaves to pin a unit in place helped a ton as the globadiers really were blowing huge holes in heavily armoured models.
The jezzails were also ace too since they were killing 3-4 knights a turn, which helps alot when they arent smashing into my units.

Those globes are also amazing at killing monsters.
If anything, i'd be tempted to swap units about and even lose a cannon or wheel to take more globadiers haha.

This message was edited 1 time. Last update was at 2014/03/27 00:37:14


   
Made in us
Calculating Commissar




pontiac, michigan; usa

Ratlings guns are ok but I'm not really fond of them. They tend to not do too much. I prefer warpfire throwers and poisoned wind mortars. That said weapons teams overall lack range and will get sniped by any ranged unit on high ground regardless of having slave screens for them or no. Even small units of ranged skirmishers can kill them with ease and usually one unit even a small unit is enough to kill one. Normally you get the most mileage out of them when facing enemies with melee oriented armies and often lack much shooting.

The death globe loadout on poisoned wind globes is ok but they can panic so easily and have short range. The fact they can march and shoot with quick to fire is nice though.

I'm not sure why the warlock is equipped with warpstone armor. Most things that can pick a target out will mean he's either in combat already or that an armor save won't help (magic or sniper rule means a stronger weapon and possibly no armor save at all).

It seems like a decent list but yeah it lacks bodies big time. I'm guessing most of the punch doesn't come from your units but I fear that you just don't have enough to hurt with once melee comes around the corner. Even if you managed to kill half of the enemy army with ranged units you don't really have much to hold the line even if the globadiers are firing into your own unit's combat. It just feels about as stable as a wet napkin once melee hits and I don't think you have enough stuff to really kite your enemy all day like some armies do.

-------------

Then again what do I know. I've been playing skaven for years and lately have what seems to be a larger loss over win ratio.

This message was edited 1 time. Last update was at 2014/03/27 00:52:30


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