One key thing to note. Khorne and Nurgle may seem quite straightforward on the tin, but they're both armies that rely heavily on careful positioning, application of buffs, and hitting the proper side of the enemy, else they bounce off truly tanky targets and so on. For Khorne especially, if you lose your Heroes, you lose the game.
I cannot speak much too Moulder alone, as I've only used the Master Moulder, a few ogres sometimes, and often use Hellpit Abominations in my Skryre-majority army. General consensus is that Moulder-only isn't all that great, but Hellpit Abominations are great.
I don't play pure Skryre either. However, it makes up the bulk of my army. It is important as the damage-dealing part of my army, but the other parts are just as important. Clan Rats as my battleline, to protect my shooting damage dealers, and to take objectives. Grey Seer or Verminlord Warpseer for magical supremacy. Then, I usually take a hellpit abomination or two, to distract the enemy, deal with enemy horde units, and to generally just be a big, powerful disgusting monster.
Specifics of Skryre: Maximizing your powerful magical, and skryre shooting buffs is the key to success, and having excellent damage output. 3 or four Standard* shooting units, and a Warlock or two, to buff them. Skryre Warlocks can spend a limited resource to buff up the shooting attacks of three other units near them, increasing their damage dealt by 1. This is fantastic on Jezzails and Stormfiends, and solid on Doomwheels and Weapon Teams. Your Warlocks can also take a spell that allows them to reroll all failed Hits and Wounds. You want to successful cast this spell every single turn, and put it on your big units of Stormfiends or Jezzails, or whoever can shoot that turn, to truly mulch the enemy in shooting.
*One of the best tools Skryre has for dismantling the enemy army does not make a standard shooting attack, and does not benefit from any shooting buff in the army. The Warp Lightning Cannon. It only needs a Warlock near it to overcharge it's shooting ability. You use it to snipe enemy heroes to start with, with it's Mortal Wound damage output.
The general gameplay of how I run Skryre: Hold units near Gnawholes, to threaten the enemy with teleporting in to their backline if they don't have a unit sit on my other Gnawhole the whole game. Clan Rats move up, creating walls with their own bodies to keep the enemy at bay, while my shooting damage deathstar burns them down. Hellpit Abominations are either used defensively to threaten enemies that charge me, or running up and tying up the enemy.
There are better ways to play with Skryre than the army that I run if you want tournaments. This is a good level for what my community wants to play at. It will take some time to figure out what a good, fun list for all will be in your own play group.
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