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2250 Tournament List, no Comp
Topic Started: 11th March 2010 - 03:02 PM (513 Views)
arinnoor
Clanrat
After reading the FAQ I realised I needed to re-write my list for the changes. Wanting to stick with the Skryre and Heavy Tech-Magic theme here is what I came up with. Comments and critisms please.

Lords-
Grey Seer, Screaming Bell, Dispell Scroll, Power Stone, Skalm-515

Heroes-
Warlock Engineer, Lvl 2, Dispell Scroll-125

Warlock Engineer, Lvl 2, Dispell Scroll-125

Warlock Engineer, Lvl 2, Warp-energy Condenser-120

Core-
30*Clanrats, Shields, Musician, Standard, Poisoned Wind Mortar-212

30*Clanrats, Shields, Musician, Standard, Poisoned Wind Mortar-212

30*Clanrats, Shields, Musician, Standard, Warpfire Thrower-217

21*Slaves-42

21*Slaves-42

Special-
5*Jezzails-100

5*Jezzails-100

5*Jezzails-100

5*Jezzails-100

Rare-
Doomwheel-150

Warp Lightning Cannon-90

Total:2250

I'm still unsure about a couple of things, like do I need the power stone? Should I drop the Condenser and move points around for a Staff of Scorcery and Shadow magnet Trinket on the Bell?
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SkavenDan
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Doomwheel Fanatic
Well It wouldn't hurt to give your lord the shadow magnet I use it. skalms OK but if your already dead it doesn't help. might not need the power stone then again you might. depends how high the casting values are on the spells you roll. I have never tried a list like that I might have to give it ago see how it works. but invariable the jazzails end up with some thing blocking there line of sight if you have too many. mind you could use them as anti flanking guns to stop people from trying to get round you.
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arinnoor
Clanrat
I think I might drop Skalm for the Trinket, but I'm unsure. The Jezzails just need to be up on a hill or two and they'll be good. Other then the Dreaded 13th I can't really see when I'll need the stone too much. 10 and 11 for Scorch and Crack isn't that hard with 3+Dice, and the Seer will have 4+Pools, D3 Warpstone already.
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Lord Pox
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Plague Priest
You kinda answered your own question - only take the powerstone if you're going to try to cast the 13th (and be prepared to try multiple times, the stone will only help with one of them, and you'll probably need all the warpstone tokens you can roll too). Skalm can be useful against warptoken wounds too, so it's not a bad option - and the occassional shooting hit. If he gets into actual combat, skalm might as well be TCP, it's not going to save him.

I wouldn't drop the condenser, I think it'll prove fairly handy in this list. TBH, if you want the SMT on the bell, (which is a good idea), I'd drop the seer's dispel scroll - you have a good lot of dispel dice, and 2 scrolls in hand, 3 is probably overkill. The cost of that will nearly get you the trinket.

List looks good, I quite like it - I wouldn't go with 4 jezzail teams, not least because people might object :) How about a unit or two of globadiers instead, they're just as skryre-y.
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carcharoth
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Slayer of Lizardmen
yeah, i also reccomend the SMT on the bell.
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Mutator
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Retired fat dude

I like diversity.

Hence, I would swap one WFT for a ratling gun, and one unit of jezzails for PWG.

Retains the techno-arcane theme, but no bets on effectiveness though ;)
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arinnoor
Clanrat
Okay here is the new list. Question, do I want the bell in the WFT unit? I thought yes, which is why I put two extra rats in it. PWG are a no go, for me. $9 for one is too expensive right now. I'm currently looking around ebay and searching to see how easy a conversion it is fron Monks. As for swaping the weapon teams, nah I really like the PWM, it has done me good so I'll keep two. Trying out the WFT is only because people say it is good, and I can see many evil uses.

Lords-
Grey Seer, Screaming Bell, Shadow Magnet Trinket, Skalm-500

Heroes-
Warlock Engineer, Lvl 2, Dispell Scroll-125

Warlock Engineer, Lvl 2, Dispell Scroll-125

Warlock Engineer, Lvl 2, Warp-energy Condenser-120

Core-
30*Clanrats, Shields, Musician, Standard, Poisoned Wind Mortar-212

30*Clanrats, Shields, Musician, Standard, Poisoned Wind Mortar-212

32*Clanrats, Shields, Musician, Standard, Warpfire Thrower-226

22*Slaves, Musician-46

21*Slaves, Musician-44

Special-
5*Jezzails-100

5*Jezzails-100

5*Jezzails-100

5*Jezzails-100

Rare-
Doomwheel-150

Warp Lightning Cannon-90

Total:2250
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Lord Pox
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Plague Priest
List looks fine, if you're sure you want 4 units of jezzails :P Should be reasonably effective, anyway.
Doesn't really matter what team accompanies your bell; depends a bit on your game plan. Remember that weapon teams are no longer tied to your units anyway, although they do get a nice ward save from hanging close to their 'parent' unit.
I would've thought you could convert some PWGs - the difficult bit is finding hands holding globes . . . one alternative, since you're already making PWM teams, would be to model them little mini mortars, strapped to their backs. Hmm, might try this . . .
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arinnoor
Clanrat
With all the hard-core lists around, the Jezzails will be must haves, though I am gonna try to convert some Globadiers. My PWM were place holders with no Globadiers, until I either made or got them. However, your idea is quite insidious Lord Pox, yes-yes, I'll have to see what I can do. Any idea what to use for the mini-mortar? Plasticard?
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Kevlar
Doomwheel Driver
Looks like the 7th edition SAD. Hope it performs as well as the old SAD. Should be pretty good, that is a lot of warpstone and warp lightning.
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carcharoth
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Slayer of Lizardmen
the new list looks pretty good.
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esco thomson
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High Technomancer of Clan Kryptraider
I like it for the most part but am lost on a few things:

Why do you have only a musician on one Slave unit, with the points from the extra Slave in the unit, you could get them both musicians. They have certainly been helpful in all my games thus far.

Also, I am not a fan of the Warp Lightning Cannon at all...It is nice and cheap, but you have two chances to misfire with it, and I don't think the payoff is even comparable to what spending an extra sixty points on another Doomwheel brings.

The Bell has the four ward, so I guess the trinket is nice, but I don't think it is really needed, though you don't have the Stormbanner, I think you would be fine without it.

Doomrocket really needs a home here, as it fits in with your theme perfectly, and is really a solid point investment.
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Pestilent Lord
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Doomwheel Driver
esco thomson
Mar 18 2010, 12:26 AM
Also, I am not a fan of the Warp Lightning Cannon at all...It is nice and cheap, but you have two chances to misfire with it, and I don't think the payoff is even comparable to what spending an extra sixty points on another Doomwheel brings.

Only the first Misfire does anything bad though, the second is just 'oops, no kills'. The Cannon never allows and Armor save, whereas the Doomwheel allows whatever armor save is available vs. it's current Strength.
Well guessed, a Warp Lightning Cannon can do massive damage to a unit even on an S 4 shot.
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Lord Pox
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Plague Priest
arinnoor
Mar 13 2010, 10:51 PM
Any idea what to use for the mini-mortar? Plasticard?

Yeah, plasticard could work - although I don't work with it much. Plenty of green stuff, combined with some tubing might do it - I'm envisaging backpacks with mini-mortars sticking out the top, but maybe that's just me. ^_^
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elplebian


I'd be a tad wary of 4 units of Jezzails, I ran 3 units of 5 from the new list release date (although i'll hold my hand up & admit I'm new to skaven even though i'm an experienced wfb player) I found that without the skirmishing any more they were chewed up pretty quickly by even relatively light missile fire, and panic tests caused by two casualties are not your friend!

Obviously no warlord in his right mind can deny the raw hitting power of the Jezzail but personally I feel you'll be very lucky to get 400 points worth of damage out of them before they die, PCB's can punch way above their weight & although being more in harms way, they're harder to target & i find they're a bit more durable.

Plus you could convert some up to match your techno/arcane theme!

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