| Clan Reker - 2,250; shooty with HPA's | |
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| Tweet Topic Started: 2nd March 2010 - 04:51 AM (238 Views) | |
| Lord_Reker | 2nd March 2010 - 04:51 AM Post #1 |
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Hello, fellow skaven players. First time poster, long time lurker here. I am a huge fan of the site and there are some great people on here who love the game! Definitely one of the best WH forums around! Anyways, let's get to the army list. This list was created with a budget in mind, so I have been heavily converting stormvermin into weapon teams, jezzails and the likes. Along with those budget cuts, I have tried to optimize points on characters (also because I like strong characters for fluff reasons..) and going with 2 x abominatons. Warlord: SoStriking, e. shield, war-litter, foul pendant, verminous doom, pistol Chieftain: BSB, dwarfbane, world edge armor, shield Priest: add hw, dispell scroll, pipes of piebald Engineer: lv. 2, condenser, warp weapon, doomrocket 24 stormvermin: smc, shield, ratling gun, banner of clan superiority 20 clanrats: sm, shield, ratling gun 20 clanrats: sm, shield, ratling gun 20 clanrats: sm, shield, ratling gun 5 censer bearers: 5 jezzails: c (quick question: do these get to shoot twice?) 5 jezzails: c abomination: spikes abomination: spikes So basically, the main gameplan is to deploy the warlord, chieftain and priest with the stormvermin. This creates a mini deathstar with 6-9 static CR, must pass LD test to charge, -1 to leadership vs oposing unit, 15 x s4, 2 x s3 attacks from the front. Huge point sink that from my experience has been impossible to take down. I played against Ogre Kingdoms yesterday and nearly wiped out his whole army by the end of the second turn. One of his butchers blew up, which caused his gameplan to go downhill from there. I have a game against a max stegadon lizardmen list tomorrow. I have played the guy before and we both seem to be at the same experience level. Previous game was a tie, but we ended it at the end of the third turn and I was about to get a double charge with my SV and one of the HPA on his engine. Oh, well.. we will see if the lizard-things can escape Lord Reker the Ruiner again.. I know the guns and double abomination is cheesy, but, hey.. we're rats, right? The censer bearers were thrown in randomly. I would appreciate responses with suggestions on what I could do with those points instead. I know, I know. No slaves. Taboo. But, alas, I am a poor lad. I appreciate the responses! |
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| Warpspitter | 2nd March 2010 - 09:07 AM Post #2 |
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Clanrat
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Good list but dont you think you should take some slaves to bog up his battle line say 2 units minimum.. just a suggestion. |
| WE WILL PREVAIL SPREAD THE WORD THE RATS ARE UNDER YOUR FEET THE RATS ARE UNDER YOUR FEET... | |
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| Viskis | 2nd March 2010 - 09:37 AM Post #3 |
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Stormvermin
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I havn't had much exp. with the new skaven yet but clanrats should be 25 minimum i reckon. 1 wound with just 20 and they already lost something very valuable, combat res. |
| You only get one chance to make a last impression... | |
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| Lord Pox | 2nd March 2010 - 07:58 PM Post #4 |
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Plague Priest
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I agree about the slaves, though you point out that you don't have (or want to get any more models) and also about the clanrats - 2 units of 25-30 will be more use than 3 of 20. Beware if you're taking Censor bearers without monks then they're going to be just ld5, or 7 near your general, so be a bit more cautious how you use them. Also, the banner of clan superiority is not as good as it seems - even the warbanner is better on balance, but the shroud of dripping death or the banner of the under-empire will both outperform it on average. I guess your taking a plague priest for fluff reasons? Remember he can be frenzy-baited out of a clanrat unit, if he's going in one of those. Or were you putting him with the PCBs? Either way, I'm not sure about him - lvl 1 means you only have 3 levels overall. I'd either up the magic a bit, or else go for a bit more denial (another scroll or so), and forget about trying to get spells off much without IF. Why would jezzails fire twice? Because 2 attacks? Attacks are always CC only. They fire once (which is usually enough )
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| chieftainskritchskritch | 3rd March 2010 - 12:29 AM Post #5 |
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The Freshmaker
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My feedback really depends on what you are going to use this list for. If its for friendly play, then its fine. You cant really go wrong there. If its to be used competitively, then I have several responses to it. 1. NOT ENOUGH UNITS!!! 3 minimum sized clanrat units and a 24 strong stormvermin unit does not an army make at 2250pts. This is where slaves come into it. Think of your 4 current RnF units as the bones and muscles of your army. The slaves fill out the skin and fat, providing cheap drop units, re-directors and missile screens for your other combat squads. Id also suggest fleshing out the clanrats to 25 strong each. That way, you can take a couple of casualties before you start losing Leadership. 2. Im personally not a fan of the BSB in this edition of the rulebook. Having to stand in the front rank makes him an easy target (and therefore, easy VPs) for anything with multiple high Strength attacks. Seeing as you havent given him a magic standard, id drop him completely and just throw a Warbanner on your stormvermin for a cheaper +1 combat res generator (clan superiority banner isnt very useful anway. A warbanner will beat it in 2/3 situations). If you want to keep the chieftain, id suggest just making him a fighting hero character and throw him into a clanrat block to add some additional combat weight. 3. Deploying 3 of your 4 characters inside the stormvermin unit is generally going to be a HUGE tactical gaff. Sure, it makes the unit hit like a freight train, but if that unit gets neutralised you've just lost the game. Spread your characters around. Maybe add the priest to a clanrat unit? He'll definetely add some punch for them, especially if you swap out his additional hand weapon for a flail! :lol: 4. As a weapon team, ratling guns really do suck hard. Having to roll to hit AND being a lowly Strength 4 means that you'll rarely get more than 2-3 wounding hits out of them on a good day. Sure, they have their uses against fast cav and the like, but 3 is probably excessive in this list. Keep one if you must, but drop the other 2 and maybe get something more worthwhile (like a mortar or warpfire thrower). 5. Id remove the warpstone weapon from the warlock. Its primarily designed for a fighting character, and as a wizard, the LAST place you want him is in combat! 6. 2 spiked abombs is just cheese. Really. To top that off, I find that they REALLY arent worth their points. With random movement and random attacks, you have to rely on rolling REALLY well for them to be effective. Ive had games where they've refused to move more than 8 inches and were perpetually hungry (ie: rolling feed for every attack. Not cool against block infantry!). Combine this with their weakness to fire magic (which totally destroys them), and they start to look a bit fragile at 250pts a pop. Id drop one, and maybe use the points to put in a WLC or a doomwheel. Please note, these are just my personal opinions on the list. Feel free to do as you wish, as thats what warhammer is all about! Remember: no one can tell you how to play. |
| 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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| Lord_Reker | 3rd March 2010 - 04:18 AM Post #6 |
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First of all, thank you all for the replys and great advice! My game with the lizardmen player turned out to be a complete masssacre for me. The first game we played, he was wiped out by turn 3. He had a weak list, even though he had 4 stegadon in it, and I helped him rewrite it. He really liked stegadons, so I decided to help him with an all out magic offensive including maz, 2 priests on eotg, and 2 regular steg, as well as a unit of terradon and 3 units of 10 x skinks. The game ended with my general commiting the final wound on Mazdamundi! Time to add a new trophy to his litter!!! Careful maneuvering allowed my abominations, which honest to goodness seem to be the only units I have that do anything. They wipe out 1000 points of enemies every game just by themselves. The other day I charged one into a giant and he gobbled it all up. The mini-deathstar unit I like a lot and will not be changing. And from my limited experience against players who seem to trully enjoy the game rather than power game, the slaves just bog me down. Except one game where I fielded some slaves and they managed to explode and take out 2 black knights and some zombies on their way out. The army will not be used in any sort of tournament, aside maybe from my local game store's tournaments. I have played 6 games and I have, literally, wiped out the opponents opposing army in 5 of the games. The other was a draw that was cut shortly between myself and the aforementionedd lizardmen player. I think dropping the censers, even though they actually did really well for me today, and moving the units of clanrats to 25 each is my next step. I will not change the guns, because they are fun. Sure they blow up 9/10 times, but that 1/10 time they can mow down any unit. |
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