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Advice, Skaven Vs Dwarves 3k.; some general rule questions etc
Topic Started: 22nd November 2010 - 02:34 AM (296 Views)
Boone
Chieftain
So this is what im taking to the field

120 clan rats, probably split into

20 sp/sh/command
20 sp/sh
20 sp/sh/command
30 sp/sh/command
30 shields

bringing 2 WFT,s a PWM and a Ratling for weapons teams

40 slaves, with shields musician and champion and slings
5 rat swarms

thats my core

my special is
10 gutter runners poisoned attacks champion
10 gutter runners poisoned attacks Champion w/ warp grinder

Rare
HPA w/ warpstone spikes
2 x Doomw wheels

Lords
Engineer with condenser doom rocket and level 2 warp musket
Assassin infernal Bomb warpstone stars
Death master Skinch
Queek
Grey seer with horned rat talisman

it puts me just under 3k.

My idea is he is going to turtle, since he is a dwarf.

so go all plague with the grey seer, put him in a big block unit get him close and wither and plague the front lines.

gutter runners in behind with warp grinder,
one unit in front jsut pelting doodoo with poison slings
skitter leap snickh in behind the gun teams as well as the assassin attached to the gutter runners
I want to try and plant the infernal bomb with skitterleap and the assassin, which will make a couple of his heavy machinery have to move or die.

besides that march everything up the middle. pelt them with artillery and keep my clan rats back untill his heavy machines piles of expensive rubble.

any advice is needed

also some rule clarification. how many atttacks does skinch get with his throwing stars is it just one or 3? or 6?

can I attack with ranged after emerging from the warpgrinder or the skitter leap? in the same turn.


thanks again


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Paricidas
Doomwheel Driver
For your rules questions:

The deathmaster has only one ranged attack and no poison, a simple gutterrunner with poison slings has more firepower.

If a unit comes into play by the means of a warpgrinder, it may act completly normal, it can shoot, march and even attack.

If teleported by a skitterleap, most people threten this models as "moved".

The assassin bomb is ultimativly useless against warmachines, and most dwarfes will not care much about a S3 hit. Take away all the assassins and throw a brass orb with a skitterleaped 15 points engineer, if the dwarf lets you pull off that trick (if he knows what he is doing, you will neverever get a skittleap off in the whole game). If you want additional toys for your boys, give them a doomrocket, it has str5 and will even hurt dwarfs badly.

Things that should be included at all costs:

A battle standard bearerer
A stormbanner

Get rid of that warprgrinder, if he plays the tradional dwarf turtle on the hill in the corner, they have a very high chance to not make it to the table at all or be stuck in combat with 20 twohanded weapons t4 guys when they appear.

Get a powerscroll. You are heavily reliing on magic, dwarfs are especially good at shuting down magic phases with ungodly numbers of dispell dices. If you have a powerscroll you are at least guaranteed to get of one spell, may it be plague or the 13th.

You are playing with a lot of weapon teams, so you need small units, thats clear. But units of 20 clanrats will take you nowhere. If you want cheap weapon team units, go for poison wind globadiers (50 points plus the mortar) or stormvermin (70 plus whataver you like).

If you bring in queek, you will like his stormvermin, they are really good (although I doubt that a single rat of this elite unit will see a close combat if the dwarfs knows what he is doing).

Get your HPA into combat as soon as possible, those flaming canons (and he can have tons of them) will tear the HPA into tiny little bits.

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bakfire the experimenter
graduate of the school for dangerous inventions
i have to agree with some of the previous points....

bin the warp grinder and either scot or sneaky infiltrate gutter runners with poisoned slings to take out war machines.

i would put you units of clan rats at least 40 strong - then you dont have to worry as much about panic tests from shooting as you will have you +3 ranks for much longer and hence your LD will remain.

i would advise taking a Warp lighting cannon if you have one and target their warmachines as early as possible
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reddogfish77
Grey Seer
realistically in combat against a dwarf a slave will do exactly what a clanrat will... and their shooting is generally S4 or more... there combat troops will be S3,4 or as high as 6...

armous is not goping to help you much
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Paricidas
Doomwheel Driver
Methinks the number of clanrats is so high becasue the original poster wants to have some additional weapon teams. While there are many options that are better for just accomblishing that (writing an army list with as much weapon teams as possible). I find it questionable if in this case (dwarf turtle) WFTs would be the best option. If the dwarf has any xbows with him, the WFTs will probably not see a single shot fired by them. PWMs on the other side are quite effective at killing high armored targets who are playing penguin-party on a hill.
Ceterum censeo Altdorfem esse delendam
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