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2000 vs LM and DE, any good?
Topic Started: 8th March 2010 - 10:27 PM (349 Views)
Heinrich The Lichemaster


Hey all hopefully got a list i dont need to change too much vs LM and DE since theyre pretty much the only people i can play at our local...sadly few fantasy players, damn u 40K!! lol

Love to hear some comments on the following list from the more experienced of you

Grey seer, 2 stones, 2 scrolls
priest, flail, SMT, scrying stone, furnace
engineer, lvl2, condenser, doomrocket
30 clanrats, shields, standard, musician, WFT
21 slaves, musician
21 slaves, musician
rat dart
rat dart
rat dart
30 plague monks, standard, plague banner (furnace here obviously)
5 jezzails
6 censer bearers
HPA, spikes
Doomwheel
= 2000
9PD + D3 tokens + 2 stones + condenser / 6DD + 2 scrolls
11 deploys + characters, 136 models

So any thoughts?

plan was to get two battalions for most of it, then add jezzails and doomwheel in, basically its to try and keep it cheap for a hoarde army, i know i get bits to convert some censers from extra monks il have, and use the grey seer from bell box as lord, then convert some rat ogres into HPA

Thanks for reading
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UnderTheEarth
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Grey Seer Scabrac
Actually I think this list would do fairly well against lizardmen...I play against a similar list with mine, and it is very very hard to go up against....

Against lizardmen, I propose trying to go after the skinks, using the rat darts and slaves as screens....if they get a shot at your HPA, you can say goodbye to it...

60+ poisoned shots are never good B)
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Craven the Coward


On the list in general, I would take the stormbanner instead of the plaguebanner, giving you a hell of a lot more missile protection against the coldbloods. Logically that means skipping the jezzails for another unit of censer bearers for example. Secondly, change the WFT for RG= more firepower!

hope that helps! Dev
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SkavenDan
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Doomwheel Fanatic
No bell? out numbered by a fear causing enemy lets see you roll 3 1s for that break test!
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wolflord
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i dont think stormbanner is that woth it know as it is one use only
FOR RUSS
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Warlock Matik
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wolflord
Mar 15 2010, 06:11 PM
i dont think stormbanner is that woth it know as it is one use only

Despite it being one use only it still effectively negates shooting for a whole turn (maybe more). That should be long enough to close with the enemy and get into close combat.
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Pestilent Lord
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Doomwheel Driver
Warlock Matik
Mar 15 2010, 03:40 PM
wolflord
Mar 15 2010, 06:11 PM
i dont think stormbanner is that woth it know as it is one use only

Despite it being one use only it still effectively negates shooting for a whole turn (maybe more). That should be long enough to close with the enemy and get into close combat.

It's particularly good against Lizardmen. The Skink blowpipes rely pretty much exclusively on poison to actually do damage. Under the effects of a Stormbanner it's very likely to negate their poison, as poison can't work if you need a 7+ or worse to hit.
One turn free of blowpipes is more than worth the stormbanner. :)

I'd keep the Jezzails too though. If the Lizard brings a Stegodon, you'll be glad to have them. If the Dark Elf brings a War Hydra you'll be even MORE glad you have them. Between the Jezzail range and the Large Target-ness of those two, you'll probably be able to start taking shots on Turn 1, be briefly interrupted by the banner and then send the Jezzails back to work when the banner runs out.

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No bell? out numbered by a fear causing enemy lets see you roll 3 1s for that break test!

How many Lizardman armies have you seen that run 6-lizard units? Only the bell itself causes fear, not the unit you push it with.
“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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SkavenDan
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Errrrrrrr my bad you are correct.

Though on the units question the guy I usually fight takes 7 infantry units.
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