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1000 to 1500 Clan Skryre Escalation List
Topic Started: 1st March 2010 - 06:28 PM (279 Views)
arinnoor
Clanrat
Here is my 1000 point Clan Skryre List that I've been using for a escalation league. I'm looking for suggestions for 1500. The two warp things on my 'master' are things he got during the campaign.

Heroes:
List:
Heros-
Warlock Master (Engineer) Skrei, Lvl 2, Warp-power Accumulator(+1Lvl), Warp-blades(+1 power dice)=100

Warlock Engineer Tickoc, Lvl 2, Dispell Scroll=125

Core-
26*Clanrats, Shields, Standard, Musician, Poisoned Wind Mortar=194

25*Clanrats, Shields, Standard, Musician, Poisoned Wind Mortars=189.5

Special-
4*Jezzail-80

4*Jezzail-80

4*Jezzail-80

Rare-
Doomwheel-150

Total=998.5
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Lord Pox
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Plague Priest
Looks like a fun and reasonably potent skryre list - 3 batteries of jezzails, eh?

I think I'd actually go for another Warlock engineer, to really consolidate your magic phase - with the condenser if your campaign allows taking magic items. Alternatively you could add a BSB to support your blocks.
I'd also pick up two units of slaves, and maybe a third clanrat unit with another weapon team (WFT seems to complement this list nicely).

That should be around 400 pts; the last ~100 could be spent on 1 more jezzail for each unit, upgraded to sharpshooter teams? Or combine your jezzails into 2 units and add some PWGs instead (again, if your campaign allows combining units as you escalate).
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arinnoor
Clanrat
There are no limits in ours, other then what the armybook says. I haven't used a WFT, yet. Any tips on using one?
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Lord Pox
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Plague Priest
Well, I tend to keep them within 3" of their parent unit, since the ward save is nice, and my opponents seem to have a terror of WFTs bred in editions past, so that they direct shooting/magic at it more than it deserves :) Don't keep them too close tho, you're always wary of a whompff . . .
I usually move it alongside the flank, and fire it at a suitable target when it's around 9 inches away. Against a lot of infantry, this is just outside their charge range, but within clanrats charge, so quite a nice position to harass with a WFT. 8-10 inches (depending on the depth of your target unit) is also about optimal for hitting the target whatever you roll (excepting misfires, ofc). I wouldn't shoot from further away, unless you have a good reason for not moving (like the parent unit is still for some reason, e.g. already locked in combat). If this is the case, remember you can potentially hit any target within 18", although you'd have to roll maximum to do it. But better trying than standing around :)
One particularly satisfying use, at maximum charge range, is to encourage units playing the bait and flee game (or the units they are baiting for) to commit - a few WFT shots can do wonders to get them moving. Similarly it can even encourage opponents to go for your own ploys (e.g. charging slaves - just to charge something and stop getting hit!)
It has various preferred targets - it can obliterate large ranked units of RnF; it can seriously hurt monsters with each wound multiplying to D3; and it causes panic if it inflicts a single casualty so can be used to see off any lower ld troops. Tbh, most units will complain when hit by these things.

*mutate* forgot the most important tip - always use a plastic 40k template - they're the right colour of green :P
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arinnoor
Clanrat
Here is what I'm thinking of running right now.

List 1:
Heros-
Warlock Master (Engineer) Skrei, Lvl 2, Warp-power Accumulator(+1Lvl), Warp-blades(+1 power dice)=100

Warlock Engineer Tickoc, Lvl 2, Dispell Scroll=125

Warlock Engineer Tickoc, Lvl 2, Dispell Scroll=125

Core-
26*Clanrats, Shields, Standard, Musician, Poisoned Wind Mortar=194

26*Clanrats, Shields, Standard, Musician, Poisoned Wind Mortar=194

26*Clanrats, Shields, Standard, Musician, Warpfore Thrower=219

22*Slaves, Musician=46

22*Slaves, Musician=46


Special-
5*Jezzail-100

5*Jezzail-100

5*Jezzail-100

Rare-
Doomwheel-150

Total=1499

OR.....

List 2:
Heros-
Warlock Master (Engineer) Skrei, Lvl 2, Warp-power Accumulator(+1Lvl), Warp-blades(+1 power dice)=100

Warlock Engineer Tickoc, Lvl 2, Dispell Scroll=125

Warlock Engineer Tickoc, Lvl 2, Dispell Scroll=125

Core-
27*Clanrats, Shields, Standard, Musician, Poisoned Wind Mortar=198.5

26*Clanrats, Shields, Standard, Musician, Poisoned Wind Mortar=194

26*Clanrats, Shields, Standard, Musician, Poisoned Wind Mortar=194

22*Slaves, Musician=46

22*Slaves, Musician=46


Special-
6*Jezzail-120

5*Jezzail-100

5*Jezzail-100

Rare-
Doomwheel-150

Total=1498.5
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