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Starting a skryre army
Topic Started: 9th April 2008 - 10:07 PM (353 Views)
Blood Vixen
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All hail the Age of Skaven
Now my rat ogre kingdoms is complete in the memory of bassik im now starting my skryre force with a uncheesed but shooty essence to it

the guidelines im keeping to is as follows

clanrats are a minimum of 25 models
there is a variaty for each gun for the clanrats

e.g.
3 clanrat units will have 1 Wft, 1 Ratling, 1 jezzail squad

i will also be avoiding the cheaper units of other clans like night runners and giant rats. Its skryre the richest of the clans why would they get the cheap stuff!?

each rare will be Wlc and doomwheels in even number

I will also (oddly) not be useing some of my warlock engineers as Wizards opting to give them just the warp blades,warplock pistol as to make a "skryre fighter hero" using the enchanted wardsaves for protection.

What you guys think of these general guidelines?
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ratmikey
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I like the sound of your guidelines,using all 3 guns(but only once for each unit of clannies) and no cheap other clan units is a great way of keeping the army themed but not too strong.
Looking forward to seeing how this works out! ^_^
P.S.Yay,Doomwheel! :P
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Surgin The Twisted
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Clanrat
Hmm... how are you going to field your globadiers?

Also, youre icon is like hypnotizing me every time i look at it. the cartoon girls just move back and forth, back and forth.... back and...forth.... uh what? where? oh yeah! like the guidelines so far!
"To Clan Moulder, Slave-Thing, the Whip is mightier than the Sword."

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Blood Vixen
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All hail the Age of Skaven
The wind globes i will have as many as i do warlock engineers using them as 360 degree meat shields.
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TheDeathmaster
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I dunno, i might have misread, but..

Are you saying you're going to add Jezzails to a regiment of Clanrats? If so, then Jezzails are actually their own unit with their own restrictions, they don't join other units. And they're excellent for taking out Scouts with 360 LoS, so why put them with a regiment anyway?

Clanrats are actually a minumum of 20 models.

Doomwheels aren't in the current army book, so are you using them as Warp Lightning Cannons or what? Or are you going to ask your oponent if he'll let it slide and allow you to field one.

Combat Warlocks? I don't know... With Weapon Skill 3 and a strength of 4 and 2 attacks, i don't think it'll really cut it as a combat hero.. I'd consider putting in chieftains with Rust Armour and a Great Weapon for your combat, or Assassins with Bands of Power, and always give your Warlock Engineers Storm Daemon and the full kit in my opinion.. Or try your luck with Brass Orb.

And about cheap stuff, there's always slaves to throw into the enemy so you can blast them up..

Take one unit of Stormvermin Bodyguard for your general, it will help massively when/if they get to your lines and hunt for your magic guys. And add a Ratlig Gun to it.


I like your guidelines and i think you planned it very well, but sorry if this sounds like i'm trying to shape your army, this is just how i'd do it, of course, you could always increase your Clanrats units by a rank.. But i don't see the point..

Hope this helps.
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Blood Vixen
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All hail the Age of Skaven
Allow me to elaborate for you :)
Quote:
 
Are you saying you're going to add Jezzails to a regiment of Clanrats? If so, then Jezzails are actually their own unit with their own restrictions, they don't join other units. And they're excellent for taking out Scouts with 360 LoS, so why put them with a regiment anyway?


I didnt mean as in attaching them to the clanrat units i ment in terms of variaty of guns

clanrat unit 1 i would take a ratling
clanrat unit 2 i would take a warpfire thrower
clanrat unit 3 wouldnt have a weapon team but i would use a special choice for jezzies

Its mostly just to stop me focusing on a single gun in the arsenal

Quote:
 

Clanrats are actually a minumum of 20 models.

Yes clanrats are a minimum of 20 but i use them in units of 25 for the reason of it will take my opponent 6 woulds to lower my rank bonus and my leadership in toe it allows them more survivability as well as generally guaranteeing me outnumber bonus.

Quote:
 


Doomwheels aren't in the current army book, so are you using them as Warp Lightning Cannons or what? Or are you going to ask your oponent if he'll let it slide and allow you to field one.


There is still special rules for doomwheels on the website it just requires opponent consent to use them which im yet to see someone who is a nay-sayer here.



Quote:
 

Combat Warlocks? I don't know... With Weapon Skill 3 and a strength of 4 and 2 attacks, i don't think it'll really cut it as a combat hero.. I'd consider putting in chieftains with Rust Armour and a Great Weapon for your combat, or Assassins with Bands of Power, and always give your Warlock Engineers Storm Daemon and the full kit in my opinion.. Or try your luck with Brass Orb.


There is 2 class's of warlock the mage build and the combat build its just the combat build is rarely used because as you say the chieftain is considered better but im doing this out of theme not effectiveness, The combat warlock can either be a shooty (using stuff like death globes) or a melee oriented,

obviously this doesn't stop them casting if i feel the need to have to cast spells then their there, But people wouldnt expect a wizard character to have strength 7 (bands of power) not allow armor saves (the gouger) or using the dwarfslayer vs dwarves (go figure) But again its not at a point of effectiveness and is likely to blow up in my face which is keeping to the skryre theme

Quote:
 

And about cheap stuff, there's always slaves to throw into the enemy so you can blast them up..


In my mind there is no unit i wouldn't throw away at a drop of a hat if i see reason for it, Even to a point i used my clanrats to guard my slaves because my slaves were in a position to flank my opponents anchor unit which that move went to win me the game.

Quote:
 

Take one unit of Stormvermin Bodyguard for your general, it will help massively when/if they get to your lines and hunt for your magic guys. And add a Ratling Gun to it.


Stormvermin are a unit i will be having in for my main leader but magic inst something im worried about considering that even without warpblades the warlock engineers contribute dispel dice to my pool which is another theme bonus.

Quote:
 

I like your guidelines and i think you planned it very well, but sorry if this sounds like i'm trying to shape your army, this is just how i'd do it, of course, you could always increase your Clanrats units by a rank.. But i don't see the point..


The main plot is to build it around the skryre theme and im not to worried about its effectiveness,

And as i said before if you have a unit of 20 clanrats 5x4 then it only needs 1 would to take away a rank bonus which in turn lowers your leadership as well as risking the outnumber bonus, 25 means it needs 6 wounds to remove my leadership and ranks as well as causing me to have alot more chance in getting the outnumber bonus.


Hope that helps you see the method behind my madness
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Sciencespark
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Grey Seer
I like your guidlines. I didn't write any for my skrye contingent of my army and it has ended up looking quite similar expect I sort of 'attached' very small globadier units to each clanrat regiment.

I know there are rules for the Doomwheel on GW site but also 'bomb-rats', 'warp-stone catapults' etc. any plans on incorporating these or other experimental devices? Perhaps consider Augmented Rat Ogres from Hell pit list if opponents will let you run with them?

Where are the rules for this combat warlock thing? Is it the Warlock master on pg 77 of current book. If so you've got to consider using chieftain instead for points costs, it would be a waste of a L3 sorcerer.

Currently joint first in PRS points, may as well blow my trumpet whilst I've got one.

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Blood Vixen
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All hail the Age of Skaven
There is no combat warlock its a warlock with "non" magic based offensive equipment like death globes ect,

And im trying to keep the opponent consent stuff to a minimum.
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plague priest13
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Chieftain
whats your lords going to look like?
warlord, seer, or just leave it out and go for the warlocks?

oh and if you dont mind me asking, what happend to bassik?
I been away for a while...

ps im going to check out ur ratoger army now...
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Blood Vixen
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All hail the Age of Skaven
Bassik was removed from the forums a while ago im afraid, *sulk*

Probally warlord for choice of lords since i cant relly see any grey seers being anywhere close to something that might explode on them fluffwise.
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Skaven Lord Vinshqueek
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Bunny ear says flop

I most certainly like your guidelines for the clan Skryre army, BV.

It balances the 'strength in numbers' aspect of the Skaven army with a fair amount of shooting. That is something I -in general- applaud and I look forward to your armylist and/ or pictures then, cause for a Skryre-freak like me, there is no such thing as bad guns. ^_^

Combat warlocks do sound like a nice thing... I'd have to read the rules again, but if you can still use power dice to dispel r.i.p. spells, the additional power dice aren't even such a bad thing either.

... Plus, it gives you a reason to use death globes (tee-hee) and a fair amount of bound spells to harass your opponent, even while their combat power is lower then that of a chieftain.

Greetz
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Azhtabak
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Packlord Azhtabak
You could possibly use a grey seer, but use a converted warlock as the model? Sort of like a Warlock Master - fluffwise, perhaps just a warlock that's learnt a little more about other magic. There's a lot of skyre-ish spells in WFRP that can fit easily enough, so there's certainly precedance for it.

I like the combat warlock idea - I myself use the death globes a lot, for a similar build - but I would take it even further. A warlock is already a strong base for a character, with 2 S4 magical attacks before anything else, and there's a lot of magic items to help him - warpstone amulet to protect him, and bands of power, and you have a model who casts warplightning, has a 4+ WS, and 2 S8 magical attacks in combat.

I like the theme a lot, it's not just the typical SAD gunline - I look forward to seeing it :)
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Sciencespark
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Grey Seer
I must be missing something as people keep saying 2 S4 magical attacks and using the phrase 'combat warlock?'
I think warlocks have 1 S3 attack WS3.
If you equip with warpblades it would be 1 S4 magical attack as I think it replaces the warlocks hand weapon its not an extra hand weapon is it?
You could give him warpblades and warplock pistol which would count as an extra hand weapon in combat so 1 S4 magical attack and 1 S5 armour piercing magical attack then he has 2 attacks but still his WS & BS are poor.

I think you would be better off using a chieftain with death globes, at least he can wear some armour (add an encanted shield) & even if he doesn't generate power dice, and really does have 3 S4 attacks (magical if also invest in biting blade or sword of might).
Currently joint first in PRS points, may as well blow my trumpet whilst I've got one.

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Skaven Lord Vinshqueek
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Bunny ear says flop

*nods*... That is correct, the warp-blades make the warlock engineer S4, but do not give him (or her, depending on your point of view) an extra attack.

And on another point, death globe are clan Skryre only, so chieftain can't use them...

Greetz
In the Horned One we trust, all others we monitor.

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Skaven track record [W/D/L] @ 17th of August, 2014: BB 34/19/55; MH 9/2/6; WHF 17/8/30
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