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[1500] - Chaos. Whats the meanest list including Skaven?  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Regular Dakkanaut





los angeles

OK. You have all the money in the world. Give me the meanest 1500 point Chaos army you can think of!

This message was edited 1 time. Last update was at 2016/08/28 07:19:14


This is a awesome sig  
   
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Humming Great Unclean One of Nurgle






Is initiative being rolled or alternating?

Road to Renown! It's like classic Path to Glory, but repaired, remastered, expanded! https://www.dakkadakka.com/dakkaforum/posts/list/778170.page

I chose an avatar I feel best represents the quality of my post history.

I try to view Warhammer as more of a toolbox with examples than fully complete games. 
   
Made in us
Regular Dakkanaut





los angeles

Being rolled.

This is a awesome sig  
   
Made in us
Humming Great Unclean One of Nurgle






Clan Skryre battalion - 200
Arch Warlock - 140
2 Warlock Engineers - 200
2 Storm fiend x3 (all W/ warpfire projectors) - 600
2 Warp-grinder Teams - 200
2 Warpfire Thrower Teams -120

You only deploy the Arch Warlock starting off, so you probably will be able to choose going second. On your first turn pop up and dump ~30 mortal wounds on your enemy, charge as needed. If you don't get double turn your enemy has serious problems, if you do get double turn you basically auto-win.

Road to Renown! It's like classic Path to Glory, but repaired, remastered, expanded! https://www.dakkadakka.com/dakkaforum/posts/list/778170.page

I chose an avatar I feel best represents the quality of my post history.

I try to view Warhammer as more of a toolbox with examples than fully complete games. 
   
Made in us
Regular Dakkanaut





los angeles

 NinthMusketeer wrote:
Clan Skryre battalion - 200
Arch Warlock - 140
2 Warlock Engineers - 200
2 Storm fiend x3 (all W/ warpfire projectors) - 600
2 Warp-grinder Teams - 200
2 Warpfire Thrower Teams -120

You only deploy the Arch Warlock starting off, so you probably will be able to choose going second. On your first turn pop up and dump ~30 mortal wounds on your enemy, charge as needed. If you don't get double turn your enemy has serious problems, if you do get double turn you basically auto-win.


That is brutal!

This is a awesome sig  
   
Made in us
Sure Space Wolves Land Raider Pilot





 NinthMusketeer wrote:
Clan Skryre battalion - 200
Arch Warlock - 140
2 Warlock Engineers - 200
2 Storm fiend x3 (all W/ warpfire projectors) - 600
2 Warp-grinder Teams - 200
2 Warpfire Thrower Teams -120

You only deploy the Arch Warlock starting off, so you probably will be able to choose going second. On your first turn pop up and dump ~30 mortal wounds on your enemy, charge as needed. If you don't get double turn your enemy has serious problems, if you do get double turn you basically auto-win.



What would you do at 1k?





 
   
Made in us
Humming Great Unclean One of Nurgle






Arch Warlock - 140
Stormfiends x3 (3 warpfire) - 300
Stormfiends x3 (1 grinderfist, 2 warpfire) - 300
Jezzzails x3 - 140
2 Warpfire Teams - 120

It kinda loses the game-breaking aspect at 1k, and just becomes a strong list.

Road to Renown! It's like classic Path to Glory, but repaired, remastered, expanded! https://www.dakkadakka.com/dakkaforum/posts/list/778170.page

I chose an avatar I feel best represents the quality of my post history.

I try to view Warhammer as more of a toolbox with examples than fully complete games. 
   
Made in tr
Fresh-Faced New User





 NinthMusketeer wrote:
Clan Skryre battalion - 200
Arch Warlock - 140
2 Warlock Engineers - 200
2 Storm fiend x3 (all W/ warpfire projectors) - 600
2 Warp-grinder Teams - 200
2 Warpfire Thrower Teams -120

You only deploy the Arch Warlock starting off, so you probably will be able to choose going second. On your first turn pop up and dump ~30 mortal wounds on your enemy, charge as needed. If you don't get double turn your enemy has serious problems, if you do get double turn you basically auto-win.


The list is nice but I see some issues, could you explain?

How do you pop-up with everything except the Arch Warlock? The warp-grinders team can only take one skaven unit. 2 Warp-grinder teams, you will be able to bring the warpfire thrower teams.
Your Stormfiends don't have grinderfists so can't tunnel in.
Plus, the tunneling rule allows you to set your units 9" away of the enemy. Your warpfire range is 8".

Or is there something I missed?
   
Made in gb
Enginseer with a Wrench






 Episkey wrote:
 NinthMusketeer wrote:
Clan Skryre battalion - 200
Arch Warlock - 140
2 Warlock Engineers - 200
2 Storm fiend x3 (all W/ warpfire projectors) - 600
2 Warp-grinder Teams - 200
2 Warpfire Thrower Teams -120

You only deploy the Arch Warlock starting off, so you probably will be able to choose going second. On your first turn pop up and dump ~30 mortal wounds on your enemy, charge as needed. If you don't get double turn your enemy has serious problems, if you do get double turn you basically auto-win.


The list is nice but I see some issues, could you explain?

How do you pop-up with everything except the Arch Warlock? The warp-grinders team can only take one skaven unit. 2 Warp-grinder teams, you will be able to bring the warpfire thrower teams.
Your Stormfiends don't have grinderfists so can't tunnel in.
Plus, the tunneling rule allows you to set your units 9" away of the enemy. Your warpfire range is 8".

Or is there something I missed?


It's a battalion special rule. How the Clan Skryer battalion works is that you have a bunch of mini formations (enginecovens) usually featuring a warlock, a unit of stormfiends and a bunch of themed skryer models. One of them is called Gautfyre Skorch (1 warlock, 1-3 stormfiend units, 1-5 warpfire throwers and 1-5 warpgrinders) which allows you to put the entire enginecoven to the side and then deploy it anywhere on the battlefield during the hero phase (no distance restrictions but units placed within 3" of an enemy model suffer d6 mortal wounds) as long as they are within 8" of the grinder team.
   
 
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