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Topic Started: 19th March 2008 - 12:46 AM (286 Views)
chieftainskritchskritch
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The Freshmaker

Dont have book with me ATM, so if any points are off, please let me know.

LORDS:

Warlord = 146 pts
* Heavy armour, enchanted shield, desolate blade.

(BTW, I always get mixed up with the rules regarding magic weapon/shield/armour combos. If this warlord isnt legal, could someone let me know?).

HEROES:

Warlock engineer = 135 pts
* Warp blades, SWPA, UWEC, warpstone amulet, storm daemon.

Warlock engineer = 125 pts
* Warp blades, SWPA, UWEC, tenebrous cloak, extra warpstone token.

Chieftain = 99pts
* BSB, heavy armour, war banner.

CORE:

25 x Clanrats = 140 pts
* musician, standard.

25 x Clanrats = 140 pts
* musician, standard.

25 x Clanrats = 140 pts
* musician, standard.

25 x Slaves = 50 pts

25 x Slaves = 50 pts

25 x Slaves = 50 pts

25 x Stormvermin = 270 pts
* shields, full command, banner of the swarm.

5 x Poison wind globadiers = 50 pts

SPECIAL:

5 x Gutter runners = 85 pts
* Poison h/w, tunnel.

5 x Gutter runners = 85 pts
* Poison h/w, tunnel.

25 x Plague monks = 250 pts
* Extra h/w, full command, banner of burning hatred.

RARE:

5 x Plague censer bearers = 85 pts

1 x Warp lightning cannon = 100 pts

TOTAL = 2000 pts

Comments?
You kids these days have it so easy, what with your Plague Furnaces and your Hellpit Abominations and your Bonebreaker Warlords. Back in MY day, all we had was Slaves and Clanrats!...and auto-hit Ratling Guns...and skirmishing Jezzails...and 2D6 Warp Lightning...and Lead From The Back...wait, what was my arguement again?
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pilgrim2715
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Doomwheel Driver
Outstanding 2K list.

The warlord's armament is legal, however I would advise against the desolate blade, as the great weapon does almost exactly the same thing at 1/10 of the cost. If you want a cheaper, yet effective warlord, heavy armor, shield, great weapon, and warpstone amulet is effective.

I would also recommend expanding your clanrat units to 30. Dropping a tunneling team to expand those units would be probably be a good idea.

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Everything Is Expendable
Clanrat
Looks like a solid list. To add further to the previous point, I'd like you to consider breaking up the PWG team into two teams of 2, to help you outdeploy the enemy. The slave units don't need to be so big, as no one will bother shooting slaves and in all cases, 20 slaves are going to be just as useful as 25. A group of Night Runners used to screen your plague monks from charging too early may also come in useful.
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CapAmr05
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The only advice I have with giving the Warlord a warp amulet is at the end of the game the effects of the amulet can be a near 250 points to your opponent (a 500 point swing) and any objective points for the general dying. In a close game that can swing you from a solid win to a draw or even a loss.

Have you thought about dropping the additional warpstone token and trying to squeeze a few more points from somewhere else for a D scroll? I dont see you needing 4 casting dice from one warlock more than once. Throwing 3 dice for a 9+ is perfect, you throw more than that and your leaning towards a higher probability of a miscast.

That's a very solid list, well rounded, lots of potential and very competitive. Your opponents will love playing against a low-to-no shooting skaven army.

--Cap
Lonewolf Grand Tournament April 28-30

The Beer Phase Podcast

Clan Skrittar
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Mutator
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Retired fat dude

pilgrim2715
Mar 19 2008, 01:05 PM
I would also recommend expanding your clanrat units to 30. Dropping a tunneling team to expand those units would be probably be a good idea.

I wouldnt.

25 in 5x5 is a very useful configuration.
Mostly harmless
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