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2400 pt Eshin List
Topic Started: 4th January 2011 - 12:29 AM (402 Views)
Nagashizzar


This is my first attempt at an Eshin style army. I still need to equip the grey seer, and any suggestions, alterations or general comments welcome.


2400pt Eshin Army

Grey Seer 240pts (in Clan Rats)

Warlord (In Night Runner A)
Litter
4+ ward
Crown (stubborn)
Sword Might
Shield 228pts

Bsb (in Clan Rats)
Sacred Banner horned rat
Shield
Poison
Tail Weapon
GW 164pts

Assassin (in Night Runner A)
Portent of doom
Helm of Discord 170pts

Assassin (in Night Runner A)
Armor of Silvered Steel 165pts

5 x Engineer 75pts

20 Nightrunners (unit A)
Slings 160pts

20 Nightrunner
Slings 160pts

20 Clan Rats
Shields
St+mus

Poison wind mortar 167pts

20 Clan Rats
Shields
St+mus

Poison wind mortar 167pts

15 Gutter Runners
Poison
Slings 270pts

5 Gutter Runners
Poison
Slings 90pts

Abombination
Spikes 250pts

Total 2306pts

The 5 enginners are to be sacrificed by being re-directing speed bumbs in front of my main army/gunline. They are cheapest units I can use. My main line puts out 110 shots plus 2 weapons teams per turn with the 5 gutters scouting. 30 poison shots per turn.
The Nightrunners with the 2 hidden assassins in and the warlord are my main combat unit to advance and be supported by the abomb, (or abomb to hold other flank). Ideally skittle leaping the bsb into the unit the turn before combat, so that my front rank is 2 assasins, warlord and bsb, with ranks of 5 behind.
I will have asf assassin 2+arm, 4+ ward. Asf assassin 6+ arm, 4+ward. Warlord 3+ arm, 4+ward. Bsb 4+ arm, 6+ward. With one character in the unit I am facing being in a challenge and one hero of my choice having to take a -2 ldrship rerolled if passed or stand there doing nothing. This should enable me to win or at least sustain few casualties and remain where I am as rerollable stubborn. If I win enemy is at additional -2 to ldr to flee.

I have included the 2 clan rat units as without them I would have no chance in the standards scenario, weapons teams are to help against high armored or mass troops, and could easily be included fluff wise as Eshin are well known for there poisoning/warp stone weapons.

The Abomb is needed as without this I have no other high threat unit to draw fire from my main line, and would find it impossible to counter some threats like hydras, steam tanks etc.

Magic I was considering taking 2 from each, and swappipng one for skittle leap. Hopefully getting the bonus to poison or wither from plague.


So let me know what you guys think, and what I should spend my last 94pts on (ie magic def etc)


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Rabs
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AVAST YE LANDLUBBERS
How competitive are you looking for this list to be?

In my opinion, your group of 20 clanrats its worth a single point. Clanrats die pretty easily, which means it only takes a spell or a shooting round against them that they start to lose their SiN bonus. Massive waves of rats fleeing=bad lol. I would field a minimum of 25 per unit. Some say that 30 is preferable.

Also, nightrunners are almost double the points of clanrats, and I don't think that they are worth it. However, this is an eshin style list.

You have alot of gutter runners. I have never seen that many fielded at once. It looks like you will make VERY quick work of all gun-lines and machines :)

I love the a-bomb. Plain and simple. Generally makes mincemeat out of MOST opponents.

I would spend your extra points on more rats. I don't see any slaves on the list, and like I said before, your clanrats need some beef. At 2500 points, most skaven armies have about 200 rats scurrying around. Hopefully that helped a little. :)
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anthem0x
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Clan Eshin Musician
I agree with Rabs. Slaves will be much more effective than using the engineers. I also agree that clan rats main strength is in numbers, I usually go with 30+ myself. Remember than if your unit outranks the enemy unit it is facing, it is steadfast.

Also, have you considered using sneaky infiltrator with your assassins, rather than hiding them in night runners? Night runners are awfully squishy, and I'd hate to see and expensive assassin get killed just because the night runners are annihilated. Unless you specifically plan on popping them out to flank units fighting your night runners, which would be an odd but very interesting strategy!
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Nagashizzar


Thank you for the replies. I am trying to make a very competative list that doesnt rely on 2 A-bombs, and that is different to play and a suprise for an opponent.

The engineers are definantely better than the slaves for the points, simply put I can redirect a unit completely away from my shooting troops by sacrificing 2 engineers for 30 pts, havng it so that they are in front of my lines and angled to direct away or turn the unit. Even if the unit uses a reform etc I have another willing sacrifice to hold them up for another turn. Slaves are a minimum of 40pts for 1 unit to acheive this for 1 turn, where as I can do it for at least 2 turns for 30pts using engineers.

I agree that night runners are double the points but they are there simply for the shooting, pumping out mass numbers of shots per turn. I think we all agree that nearly all skaven suck in combat and unless commiting multiple unit do not stand a chance against elite troops.

The clan rat units I have taken are simply for their banners in the scenario from the rule book to increase my break point to 5, without them I auto lose on it before I start. This is why I have taken them over slaves as slaves cant have a banner upgrade.

In response to your comments I am considering dropping one of the weapon teams and beefing up the 2 clan rat units and my main night runner unit to 25 to increase there survivability. Though please remember the clan rats are not expected to achieve anything except provide combat res if i can't protect my gun line, or support for my main night runner combat unit.

I think peope will be suprised when my night runners actually advance to combat, as they are always stubborn (warlord using crown), SiN isnt as important except for the leadership boost, but again I have a bsb, and an 8 rerollable (1 rank) is still very passable. Thats assuming that anyone focuses on them before they reach combat (prob turn 2). In fact none of the night runners in that unit should fight except the 2nd rank in supporting attacks.

I had considered infiltrating them but its too random and also on the turn the come on they can not charge, meaning that I wouldn't get them into combat unitl turn 3 at the earliest (if I roll well). Which is alot of points to have sitting idolly by and not performing, I also couldn't guarentee support and they prob wont win combat with just 2 of them.


1) So any suggestions on what equipment to give my Grey Seer (magic defence etc)??

2) Does anyone see a way to still keep it competative and try to include another 5 Gutter runners (90pts) so I can run 2 units of 10 and 5 that scout. (possibly dropping the poison and tail wepon from the bsb will shave a few ppoints?)??
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