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| 2,250 Clan Kryptraider's Grave Brigade; 2 Doomwheels, Screaming Bell, & Furnace | |
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| Tweet Topic Started: 7th March 2010 - 01:49 AM (680 Views) | |
| esco thomson | 7th March 2010 - 01:49 AM Post #1 |
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High Technomancer of Clan Kryptraider
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So after a great, and very close game with a good friend last week, I ended up on the losing side of the table. This, along with a large number of in-game observations, has led to some much needed modification to my tournament list. Clan Kryptraider 2,250 Grey Seer (Dispel Scroll, Power Stone, Skalm, Screaming Bell) - 515 (General) Plague Priest (Level 2, Flail, Scrying Stone, Plague Furnace) - 304 Warlock Engineer (Level 2, Doomrocket, Warp-Energy Condenser) - 150 30 x Clanrats (Standard Bearer) - 143 5 x Giant Rats (1 x Packmaster) - 23 5 x Giant Rats (1 x Packmaster) - 23 5 x Giant Rats (1 x Packmaster) - 23 21 x Clanrat Slaves (Musician) - 44 21 x Clanrat Slaves (Musician) - 44 21 x Clanrat Slaves (Musician) - 44 6 x Gutter Runners - 72 7 x Plague Censer Bearers - 112 28 x Plague Monks (Standard Bearer, Stormbanner) - 256 5 x Warplock Jezzails - 100 2 x Doomwheel - 300 Total Roster Cost: 2153 Total Power Dice: 10 + 1 Power Stone, 1d3 Warpstone Tokens Total Dispel Dice: 6 + 1 Dispel Scroll Deployments: 13 + 1 Scout/Sneaky Infiltrators Models: 164 So I am sitting with a whopping 82 points remaining, and am actually REALLY liking the direction it is going. I have a few ideas of where the remaining points can go, and would like some opinions on the subject: * Add Doomflayer and add 3 Giant Rats to each pack, for 82 points exactly. ** Unit upgrades to the Gutter Runners (poison, possibly slings). *** Round off magic item allotment for Grey Seer and Plague Priest. **** Add in another Core unit. ***** Add a cheap character such as a nearly bare Chieftain, or Engineer. Currently the list features two semi decent point sinks, which are dependable, despite being Skaven...The Bell unit works very nice to shield one side of the Furnace unit from being led astray, and generally hangs back out of the limelight. I added in a small Jezzail unit, as I felt that the list needed just a tiny bit more long range punch, some more incentive to bring the foe across, and help take down large threats. I lost the BSB as I honestly don't really know why I had him in there, and with the main blocks being unbreakable, well there just isn't a real need here for him I feel. The list fares well in the magic phase both offensively and defensively, the two large units having MR(2) goes a long way, and the Stones of both varieties help out too. Well I will adjourn the novella, and await some *hopefully* constructive feedback, and some advice and opinions on how to proceed. I have a large tournament in a few weeks, and hope to finalize the list in time to finish up some modeling changes. |
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It's Adventure Time! 2010 'Ardboyz Champion Clan Kryptraider Army Diary | |
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| Lord Pox | 7th March 2010 - 02:05 AM Post #2 |
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Plague Priest
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I think I'd actually add another large ranked block - 25 clanrats or so, just to give your 2 main blocks a bit of breathing space. You'd need to find some more points tho, and if you use your slaves wisely, you might get away without. An 80 pt core choice isn't going to add much I don't think. Given the options you list, I'd either spend the points on a lvl 1 WE, because any extra magic at this point is more and more likely to go through, or else add a weapon team (doomflayer if that is your preference). |
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| Pestilent Lord | 7th March 2010 - 02:40 AM Post #3 |
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Doomwheel Driver
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I strongly agree with this sentiment. I'd consider dumping a slave unit (or some of the rat packs) to pay for a 25 clanrat squad. As Pox points out though, you might get away without it. |
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“A player is never late, Dave. Nor is he early. He arrives precisely when the plot dictates he should.” Skaven 7th: W/L/D 6/5/2 High Elves: 2/3/1 | |
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| Skreetz the Fabricator | 7th March 2010 - 04:03 AM Post #4 |
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Skyre warlock/converter
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I am not sure why you have a lvl 2 with the doom rocket and the condenser. Most of the time when you shoot the doom rocket you will probably loose the warlock that turn. The condenser guy on the other hand will probably want to stick around for a while so he can take more advantage of the bonus. |
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| Pestilent Lord | 7th March 2010 - 04:09 AM Post #5 |
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Doomwheel Driver
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I've never seen a decrease in survival by Doomrocket Engineers as compared to any others. Why should a Doomrocket decrease the Engineers odds of living? Unless you pull the suicidal Skitterleaping rocket shot, but that's certainly not mandatory. |
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“A player is never late, Dave. Nor is he early. He arrives precisely when the plot dictates he should.” Skaven 7th: W/L/D 6/5/2 High Elves: 2/3/1 | |
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| Skreetz the Fabricator | 7th March 2010 - 04:21 AM Post #6 |
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Skyre warlock/converter
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My thought is when you shoot the doomrocket and it does good it will be target number one for most people from that game on. |
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| esco thomson | 7th March 2010 - 04:23 AM Post #7 |
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High Technomancer of Clan Kryptraider
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I appreciate the feedback thus far, although this has me scratching my head...haven't lost my Engineer from firing the rocket yet... What is the logic behind adding in yet more static combat resolution blocks? I am just curious as to why you would both suggest more Clanrats at this point. Could possibly add some Master Moulders to Giant Rats, or Rat Swarms? |
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It's Adventure Time! 2010 'Ardboyz Champion Clan Kryptraider Army Diary | |
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| CapAmr05 | 7th March 2010 - 05:38 AM Post #8 |
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I echo the 'add CR blocks' comments above. Everything you have is punch, however you've nothing to back it up or grindout combats. If this army were to go up against daemons, or VC you'd be stranded in combats against more ranked units and eventually you'd break. Currently your list only has 2 compotent (and I use that word loosely) ranked units in the Clanrats and Plague Monks. Skaven live and die by static combat res. Even one more ranked unit can make a huge difference in some of the closer games you'll face. I'd drop the pendant from the Priest in lieu for the 1 time 3+ ward. Why spend so many points on a ward save that's only 5+ for a two wound model? The 5+ save will average only 1/3 wounds, doesn't seem worth it to me. --Cap |
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Lonewolf Grand Tournament April 28-30 The Beer Phase Podcast Clan Skrittar | |
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| Pestilent Lord | 7th March 2010 - 12:32 PM Post #9 |
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Doomwheel Driver
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Why would they do that? Vengeance? It's a one shot weapon, it's not like you can give a repeat performance. Just be sure to remind your opponent it's a one hit wonder and I see no reason they should focus in on him after he's fired. |
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“A player is never late, Dave. Nor is he early. He arrives precisely when the plot dictates he should.” Skaven 7th: W/L/D 6/5/2 High Elves: 2/3/1 | |
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| esco thomson | 7th March 2010 - 11:16 PM Post #10 |
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High Technomancer of Clan Kryptraider
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I really do like this idea, and the logic brought with it. I am going to make that change, but it leaves another problem... It FREES up 15 more points here...bringing me to 97 to spend still. Now, I do see what you guys are saying about adding in another ranked unit, however, I guess I just don't really see how that will add to much here. I have the one main assault unit(Plague Monks, Plague Furnace, and Plague Priest), a solid infantry support unit(Clanrats, Screaming Bell, and Grey Seer), and 3 units of Slaves as well. I guess I am missing something here, but I do not understand how adding in another unit of Clanrats is going to do much to really help out here. Just thinking that adding in some enhancements to other units, or even a weapons team might bring more punch to the fight. Perhaps make one Giant rat pack a large unit? |
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It's Adventure Time! 2010 'Ardboyz Champion Clan Kryptraider Army Diary | |
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| CapAmr05 | 8th March 2010 - 12:01 AM Post #11 |
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Freed up points is a good problem to have. The main reason so many people push multiple ranked units, is skaven combat needs support, 2 solid CR attack squads is generally less than what you're opponents will be bringing (in terms of their own solid CR attack squads). Most people will try to isolate one or both of those threats, granted, they'll have a tough time doing so against 2 doomwheels, but if they weigh their options, better to shoot/magic the 500+ point unit than the 150 point unit any day, right? All we're saying is an additional unit of clanrats adds a CR threat and gives you a third attack/support option, that the slaves, small giant rats and radom move doomwheels just don't offer. There's loads you can pull into your army with that 97 points, a large giant rat block (a very solid tactical option) would be fast, relatively compotent against typical flank side foes, and can cause quick havoc in the enemy backfield. --Cap |
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Lonewolf Grand Tournament April 28-30 The Beer Phase Podcast Clan Skrittar | |
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| Pestilent Lord | 8th March 2010 - 12:11 AM Post #12 |
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Doomwheel Driver
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Heck, at 97 points you could buy a good 15 Giant Rats, 2 standard Packmasters and a Master Moulder with Great Weapon. Actually that sounds pretty awesome as a flanking force with a bit of hit potential too. |
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“A player is never late, Dave. Nor is he early. He arrives precisely when the plot dictates he should.” Skaven 7th: W/L/D 6/5/2 High Elves: 2/3/1 | |
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| esco thomson | 8th March 2010 - 07:06 PM Post #13 |
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High Technomancer of Clan Kryptraider
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Thinking about adding in Slings to the Gutter Runners, increasing one unit of Giant Rats to 15, with 2 Packmasters and a Master Moulder with Great Weapon...then Giving my Grey Seer a Warpmusket, for the fact that he can sit on a bell with a staff in hand, musket in other. Mainly because musket is a fun word. |
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It's Adventure Time! 2010 'Ardboyz Champion Clan Kryptraider Army Diary | |
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| Lord Pox | 8th March 2010 - 08:44 PM Post #14 |
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Plague Priest
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Does this make him a Musketseer? "All for me, and none for all . . ." *mutate* and yes, I'm now planning a 4000 pt army with 3 grey seers armed with muskets, just to make that joke again some time . . . |
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| esco thomson | 9th March 2010 - 02:46 PM Post #15 |
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High Technomancer of Clan Kryptraider
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Clan Kryptraider 2,250 Grey Seer (Dispel Scroll, Power Stone, Skalm, Screaming Bell) - 530 (General) Plague Priest (Level 2, Flail, Scrying Stone, Plague Furnace) - 304 Warlock Engineer (Level 2, Doomrocket, Warp-Energy Condenser) - 150 30 x Clanrats (Standard Bearer) - 143 13 x Giant Rats (1 x Packmaster, 1 x Master Moulder, Great Weapon) - 69 5 x Giant Rats (1 x Packmaster) - 23 5 x Giant Rats (1 x Packmaster) - 23 21 x Clanrat Slaves (Musician) - 44 21 x Clanrat Slaves (Musician) - 44 21 x Clanrat Slaves (Musician) - 44 6 x Gutter Runners (Slings, Poison) - 108 7 x Plague Censer Bearers - 112 28 x Plague Monks (Standard Bearer, Stormbanner) - 256 5 x Warplock Jezzails - 100 2 x Doomwheel - 300 Total Roster Cost: 2250 Total Power Dice: 10 + 1 Power Stone, 1d3 Warpstone Tokens Total Dispel Dice: 6 + 1 Dispel Scroll Deployments: 13 + 1 Scout/Sneaky Infiltrators Models: 176 Here is the updated list, sitting nicely at 2250 exactly. Dropped the idea of the Warpmusket, as amazingly hilarious as it is, I just don't see it as a smart use of points. |
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It's Adventure Time! 2010 'Ardboyz Champion Clan Kryptraider Army Diary | |
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