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1k first try at skaven.
Topic Started: 5th March 2010 - 05:23 AM (226 Views)
Utsujin


1k, first attempt!

First shot at skaven... I've always been ignorant of them but seeing how random they can be being a potential downfall or potential game winning random die I think I'll have fun with them. I love using big blocks of troops, and many of them.. skaven were the army for me. Plus all the neat shooting.

I was going to take a furnace in 1k.. but too many points with my monks pushin it and stuff.

warlock engineer
lvl 2
2 warpstone tokens

130

warlock engineer
lvl 2
2 warpstone tokens

130

30 slaves, shields, musician 77
30 slaves, shields, musician 77

25 clanrats, fc, ratling gun 187.5

same as above 187.5

5 censer bearers 80
5 censer bearers 80

5 poisoned wind globadiers 50


That's 999. I have ok magic, some shooting. I was going to take a doomwheel, but meh. This is my first attempt at skaven btw, so be honest and harsh. Maybe not the harsh part.
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Lord Pox
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Plague Priest
Hi, and welcome to the tunnels!

Couple of thoughts on your list - slaves are extremely expendable these days, which makes them very useful, but not worth spending extras on, in general. I wouldn't bother with shields on them, and I would take blocks of 20 (or 21 if you want the extra panic test insurance). Musicians are about the only upgrade I take, and even then only with leftover points. I'm not sure you've costed them right either; but anyway, I'd take 3 blocks of 20 over 2 blocks of 30.

Warpstone tokens can backfire - on one of your warlocks I'd take a condensor, which should give you extra power dice sometimes without the danger; and maybe think about a powerstone instead on the other.
Also, having an engineer general saddles you with a ld 5 general. Even with a full ranked block, this isn't great. If you want to go magic heavy, consider a plague priest instead of one of your warlocks? They tend to last a bit longer in case of a fight, as well.

Lastly, more of a personal experience bit - I haven't had a lot of luck with Poison wind globadiers in minimum sized units. I usually take at least 10 when I take them; but at least they're a cheap unit, you might get lucky using them as harrassers. Censer bearers are better even in 5s, (6-7 is optimal), but remember without any monks and/or a furnace nearby, their leadership is poor.

*mutate* I have taken a furnace at 1k, btw - can be very effective. :)
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Utsujin


Well, after your wise input.. I changed it around a bit. I don't think I can really afford to have plague censers with only using low leadership and changed some things around a bit.

warlock engineer, lvl 2 warp energy condenser 120

plague priest, additional hand weapon 102 I'll take pestilent breath and hope it goes off. He will be my general, going in one clan rat unit.

3 units of 21 slaves 42 each.

24 clanrats, full command, shields, ratling guns 215
same as above 215

I figure I'll set them up as far forward as I can and eventually let the ratling guns go to work. I hope they'll do something.

15 giant rats, 3 packmasters 69. I think they're neat, won't do much as I don't expect them too, but they might be fun, idk and cheap too.

20 night runners 140

I'm at 987. 13 points leftover. I've never used a hordy army.. so I hope this looks decent. I thought of maybe taking out the nightrunners, and the giant rats and adding in a doom wheel as I really lack punch. I was planning on using the rats and night runners for flanking. I've only used lizardmen, dwarfs, and wood elves soo.

I have ordered a warlock engineer, the skaven battalion, and a couple boxes of clanrats, and 2 ratling guns to start. Lol that's not even my full 1k list yet. If I could have points, I would add in a unit of plague monks, and I was going to use my giant rats as a screen for them.

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Lord Pox
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Plague Priest
That looks a bit more useful to me :)

I agree with you about the night runners, I think - I would either replace them with a doomwheel (if you have 13 pts left, then you can do this without dropping the giant rats, which I'd keep) or replace them with a block of monks.

Ratling guns can be good against some armies, but since you have to roll to hit now, they're weaker than they are. I would play a couple of games with them, get a feel for them, and then test out some of the other teams to see if you prefer them.

I would still cast pestilent breath with 2 dice - don't forget you can use your general dice to help.

The giant rats might surprise you, they can be useful - if you can find points, another 5+1 packmaster would make this a good block unit too.

And yes, gathering a horde is quite an undertaking :) Just wait til you start painting them . . .
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Utsujin


Yea I think a doomwheel is much better than the night runners. I would like to make a themed pestilens list.. but an all frenzied army.. is too much of a liability. With a doomwheel I'll be at 996. I'll most likely go up against dark elves.. as that is what my main opponent plays. I dont know if he'll bring a war hydra, or 2 bolt throwers. He claims he plays mainly for fun.. he's never played a single game yet while I have 6 years of experience.

Yea, so swap out the night runners and slap in a doomwheel and that's my 1k list. Now I just need to order a doomwheel and done.

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