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"Return to Clan Skryre" 2500pts. Help Needed
Topic Started: 3rd January 2011 - 11:28 AM (471 Views)
gmaleron
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Hello everyone. After deciding (foolishly as it now turns out) to play High Elves for a while i have decided to resurrect my Clan Skryre Themed Skaven army. When the Isle of Blood came out i had the choice to go with High Elves or the Skaven and due to me already having the High Elf Codex and roughly 60 seaguard i decided to go with the pointy eared guys. After playing with them almost exclusively since 8th edition came around i have slowly but surely wanted to head back to the Skaven, this supported by the high number of Elf players at my store and practically non existent Skaven players. So as soon as i can sell my Elves i plan to start rebuilding my might skaven army. I am still quite inexperienced when it comes to Skaven so please all help is encouraged, thanks mates! :beer:

CLAN SKRYRE SKAVEN 2500 POINTS

LORDS AND HEROES: 665pts.

-Ikit Claw

-Warlock Engineer
w/ Lvl. 1 Wizard, Warp Energy Condenser

-Warlock Engineer
*w/ Lvl. 1 Wizard, Doom Rocket

-Chieftain BSB
*w/ Halberd, Warplock Pistol, Enchanted Shield

CORE: 1115pts.

-x 35 Stormvermin (*With Ikit*)
w/ Full Command, Banner of the Under Empire, Warpfire Thrower

-x40 Clanrats (*With Warlock Engineer #1*)
w/ Full Command, Hand Weapons and Shields, Warpfire Thrower

-x40 Clanrats (*With Warlock Engineer #2*)
w/ Full Command, Hand Weapons and Shields, Warpfire Thrower

-x40 Clanrats (*With BSB*)
w/ Full Command, Hand Weapons and Shields, Warpfire Thrower

SPECIAL: (240pts.)

-x6 Warplock Jezzails

-x6 Warplock Jezzails

RARE: (480pts.)

-x2 Warplightning Cannon

-x2 Doomwheels

TOTAL ARMY: 2500 POINTS

L+H: With Ikit and 2 Level 1 Warlock Engineers that should give me plenty of both magic defense and output against a wide variety of opponents especially with tons of warp lightning being thrown about. The BSB has a 3+ armor save and with a halberd is strength 5 and a pistol for the hell of it (had 8pts. to spare). And thanks to Verminous Valor i can refuse a challenge and still get all the BSB benefits.

CORE: 120 total infantry may be small for a Skaven army however the fact that they all have wonderful warpfire throwers (seriously a fething flame thrower in fantasy! ) should help even the odds if i ever come across armies that outnumber me or even have just plain better infantry. Each unit also has a hero/character leading it which should also help in the long run as each unit can dish out its own respectful amount of punishment each turn.

SPECIAL: 12 Warplock Jezzails to target elite units such as knights, elite infantry and warmachines. Two units of 6 enable flexibility and a decent enough amount of shots where a few should hit.

RARE: This explains itself for the most part. Two Doomwheels doing what they do best which is beating the ever living hell out of opponents with two Warp Lightning Cannons to back them up. I am also considering dropping the cannons for Plaugeclaw Catapaults but as stated above for the Jezzails/Globadiers argument will keep it as it is for now.
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Scarecr0w14
Chieftain
If this was my list, id take out a cannon and throw in a PCC and id take out at least one WFT and put in a PWM. I dunno If anything it adds a bit of colour and variety but the pie plates are also a bit of help, I quite like this list myself.
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Mathusala0
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The Evil Underlord

Drop one of the warlocks and give his stuff to the other one. you don't need that many.

The shield and halberd on your bsb wont work since in combat you'll have to use the halberd anyway.

Jezzails, while good don't get me wrong, are nothing compared to the wonderful globadiers. want to see things die fast? use the deadly globes!

stormvermin. for all there "betterness" they still die fast, still dont hold up against normal troops of the other teams. drop them and take more slaves!!!

You'll have to tell me how ikit claw works out. never tested him

your "characters" are not much better than your units infantry. those engineers are not fighty characters. in combat they will just die. im not saying to get rid of them. just realize only your bsb and ikit will kill things in combat.

While i do love warp fire throwers. you have them there for 2 stated reasons.
1: to make outnumbering foes (such as empire and orks) less than your troops
2: to try and take out elite eny troops (chaos, lizzards,)
while the warp fire is great at doing the 1 thing, it tends to do poorly at killing off the Elite troops. I HIGHLY suggest swapping some for wind mortars. the ability to ignore armor, and move and fire offsets the scatter. im not saying swap all! just maybe 2 of your flamers for 2 mortars.

Your rare is fine. Cannons work fine, doom wheels are fine (even if they will get shot at by cannons)

Banner of the underempire: meh, its ok. I prefer the storm banner but you've got a lot of shooty in your army. plus with ikit you could hope to get warpgale.

All in all it's an ok list. Big thing to do. drop an engy (either one) and give the warp condenser and doom rocket to the other one. this gets you 65 points elsewhere (say 6 globadiers!)
maybe trade out warp for wind.
other than that, tell me how it works.
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The Skaven Guide to competitive list building (8th Edition)
The Skaven Castle Formation
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Chitterfitz
Warlord
I agree with most of what Math says SV look great but rules wise Clanrats are better for bunker units, they have the same save for 2.5 points less and the get a parry.

I don't think you should drop the other ENG because its one more WL spell you get and if one dies you always have another.

Im half and half on the PWG because it can move and shoot with longer range it makes it gives it more chance to be effective, but when the Fire throwers are effective your opponent feels it.

I like jezzails, please post how 12 work out for you. I would however find a way to fit in Globes they are a very cheap way of dealing with things like Giants, Chaos knights and Chariots. Yes the cannon and doomwheel can do the same but you might not want to direct your cannons at ranks and your doomwheels will attract that cannon fire
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Warlock Matik
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Mathusala0
Jan 3 2011, 06:23 PM
The shield and halberd on your bsb wont work since in combat you'll have to use the halberd anyway.

Actually, he'll have to use the pistol in combat since it's now a magic weapon (as per FAQ), so he might as well drop the halberd.
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Mathusala0
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The Evil Underlord

Warlock Matik
Jan 3 2011, 07:12 PM
Mathusala0
Jan 3 2011, 06:23 PM
The shield and halberd on your bsb wont work since in combat you'll have to use the halberd anyway.

Actually, he'll have to use the pistol in combat since it's now a magic weapon (as per FAQ), so he might as well drop the halberd.

Quote:
 
Mathusala0
Jan 3 2011, 06:23 PM
The shield and halberd on your bsb wont work since in combat you'll have to use the halberd anyway.

Actually, he'll have to use the pistol in combat since it's now a magic weapon (as per FAQ), so he might as well drop the halberd.


I stand corrected!

And yeah warpfire is always more accurate and deadly. but ive found i only get 1 or 2 shots off a game. the mortar always gets to shoot and is beautiful on high armor/toughness units (aka chaos)
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gmaleron
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Thanks for the advice guys i really do appreciate it as it is definitely needed. I will admit that i am taking the warpfire throwers to deal with being outnumbered (if that happens) and i will admit the idea of a flamethrower in fantasy is just to awesome to pass up! ^Warpfire^ I will repost in the near future but it will be a 2800pt. list for a tournament taking place in Feb. So that way i will have ample help and time to prepare and get advice, thanks again.
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PezCat
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Irrepressible Anklebiter
I'm seeing a big army with no slaves - is this by design?
8th Ed: 2-0-0
Last Game: 1500, Vampire Counts, Win - Tabled on Turn 5

Self-Detonations This Game: Warp Lightning Cannon (Turn 1), Ratling Gun (Turn 2), Vampire via miscast (Turn 4), Warlock Engineer via miscast (Turn 4), Poisoned Wind Mortar (Turn 4).

Note: Vampire's Miscast took 4 zombies, 1 skeleton, and 3 skavenslaves with him. Doomwheel did not die, but did wound itself on Turn 4.
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razaan
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Chieftain
PezCat
Jan 6 2011, 06:11 AM
I'm seeing a big army with no slaves - is this by design?

Yeah, I noticed the same thing....
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gmaleron
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PezCat
Jan 6 2011, 11:11 AM
I'm seeing a big army with no slaves - is this by design?

Yes it is by design as looking over the slaves (though all admit having not played with them it may be ignorant but i just feel shooting into combat and having to roll 1-3 and 4-6 for hitting stuff just is not worth it. I know template weapons would work i just would rather use the points to helping out my regular units if that makes any sense.

This also goes in regards to the Globadiers i have tried them out and my experience they have fallen flat on their tails every time, just dont seem to ever do enough damage. Just dont know if they are worth taking for their point cost hence why i am on here to find out.
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PezCat
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Irrepressible Anklebiter
gmaleron
Jan 7 2011, 03:00 AM
PezCat
Jan 6 2011, 11:11 AM
I'm seeing a big army with no slaves - is this by design?

Yes it is by design as looking over the slaves (though all admit having not played with them it may be ignorant but i just feel shooting into combat and having to roll 1-3 and 4-6 for hitting stuff just is not worth it. I know template weapons would work i just would rather use the points to helping out my regular units if that makes any sense.

well, you're already bringing the WFTs and WLCs, so slaves won't get in their way, and a big block won't flee if they take a casualty and have Ld boosts nearby (General/BSB), particularly at the slaves' cost. Slaves are a template weapons' best friend, as they hold those blocks away from units you care about and in range for your wonderful toys - plus, fleeing slaves don't cause panic tests.

That said, if you are shooting for a "no slave" theme, go for it! I've seen several people mention it, though I've seen little followup to see how it went, and I am curious.
8th Ed: 2-0-0
Last Game: 1500, Vampire Counts, Win - Tabled on Turn 5

Self-Detonations This Game: Warp Lightning Cannon (Turn 1), Ratling Gun (Turn 2), Vampire via miscast (Turn 4), Warlock Engineer via miscast (Turn 4), Poisoned Wind Mortar (Turn 4).

Note: Vampire's Miscast took 4 zombies, 1 skeleton, and 3 skavenslaves with him. Doomwheel did not die, but did wound itself on Turn 4.
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SkavenDan
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Doomwheel Fanatic
gmaleron
Jan 7 2011, 03:00 AM
PezCat
Jan 6 2011, 11:11 AM
I'm seeing a big army with no slaves - is this by design?

Yes it is by design as looking over the slaves (though all admit having not played with them it may be ignorant but i just feel shooting into combat and having to roll 1-3 and 4-6 for hitting stuff just is not worth it. I know template weapons would work i just would rather use the points to helping out my regular units if that makes any sense.

This also goes in regards to the Globadiers i have tried them out and my experience they have fallen flat on their tails every time, just dont seem to ever do enough damage. Just dont know if they are worth taking for their point cost hence why i am on here to find out.

I thought they faqed the randomising out of the game?
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