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Made in fi
Lone Wolf Sentinel Pilot





Helsinki, Finland

So this is what I got from reherseal. I haven't played any games with Skaven so far, but this looked good on a paper...

SKAVEN
CLAN ESHIN
Assassin 100 {general, leader}
Night Runners (10) 100
Night Runners (10) 100

CLAN VERMINUS
Clanrats (30, handweapon, command) 180 {battleline}
Verminus Clawpack 80
+ Warlord 100 {leader}
+ Stormvermin (20) 280
+ Clanrats (20, handweapon, command) 120 {battleline}
+ Clanrats (20, handweapon, command) 120 {battleline}
+ Clanrats (20, handweapon, command) 120 {battleline}
+ Ratling Gun Team 80
+ Ratling Gun Team 80
+ Ratling Gun Team 80

MASTERCLAN
Screaming Bell 260 {leader, behemoth}

CLAN SKRYRE

Stormfiends (3) 300
Stormfiends (3) 300
Warp Grinder Team 100

One unit of clanrats is coming behind enemy lines with Warp Grinder Team.

Wh40k, necromunda, Mordheim 
   
Made in us
Armored Iron Breaker





Dallas, TX

What are you loading out the storm fiends with?

It looks like a good all comers list, a little heavy on the battline troop quantities in my opinion but that's personal choice.

"It's like the 12 days of Christmas...except its the 12 days of Death" Ian Christe
 
   
Made in fi
Lone Wolf Sentinel Pilot





Helsinki, Finland

Well, those Clanrats can actually Hit something, Stormfiends optimal weapons are Ratling Guns, but they come with standard armament :/

Wh40k, necromunda, Mordheim 
   
Made in gb
Enginseer with a Wrench






Imho, ratling guns on stormfiends are hugely overrated. It looks incredibly intimidating when a unit of 3 models spits out 30+ shots, but then you realised that you're hitting on 4's most of the times, then wounding on 4's, then you notice that those 30+ shots resulted in 5 wounds, a bunch of which will be saved by any unit with a decent armour save. I'd personally suggest the following:

- Doomflayer Guantlets: Okay, the unpredictable number of attacks/damage can make these a bit of a gamble, but hitting on 2's on the charge means that although you may deal less attacks, you're a lot more likely to actually inflict damage that with most of the other options. Also, the fact these weapons have -2 rend means they're effective against lizardmen/Ironbreakers etc.

- Warpfire Throwers: Yes, these are short range but are almost guaranteed to do damage. As long as you possitioned them correctly and mystic shield 'em, they will make into warpfire range with wounds to spare. Seriously, even a single one in a unit of 3 fiends is likely to out-damage 3 ratling gunners against tougher targets.

Grinderfists: Aside from the tunneling ability, these are extremely powerful weapons in melee. Rather unsophisticated compared to the other two options, these put out a reliable 4 attacks at 3 damage a piece, though these perform best when their to hit roll is boosted to at least a 3+. Also, like the doomflayers, these have the same handy -2 rend.

In conclusion, the ratling guns to me seem the most popular cause they're straight forward; you point and shoot at a medium distance. However, I feel this can be done better by other units (such as ratling gun teams: cheaper per model, longer range, potentially more shots per model, bonuses to hit at half range, being a smaller, less imposing target and thus more likely to be ignored etc.) and that stormfiends better used close quarters shock units, more effective at pulverising monsters and elite infantry than as ranged support.
   
 
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