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3k list facing O&G, Empire, or DE. How will it fare in your opinion?; 3k army list
Topic Started: 16th December 2011 - 03:14 AM (539 Views)
bcpease201


Below is the army I plan to take against O&G, Empire, or DE. Please share your thoughts

Lord:

Grey Seer - 440 (General)
Screaming Bell

Warlord - 131
xtra HW
HA
SHD
War-Litter

Hero:

Chieftain - 122
BSB with Storm Banner
HA
SHD

Warlock Engineer - 115
Lvl. 1
W-EC
Doomrocket

Core:

39 Clanrats w/ SHD - 270
M & SB
1 Clawleader
WTW
Grey Seer and Bell goes here
Chieftan goes here

49 Clanrats w/ SHD - 310
M & SB
1 Clawleader
PWM
Warlord goes here

49 Clanrats w/ SHD - 310
M & SB
1 Clawleader
PWM
Warlock Engineer goes here

50 skavenslaves w/ SHD - 127
M

50 skavenslaves w/ SHD - 127
M

Special:

5 Gutter Runners - 108
PA
Slings

5 Gutter Runners - 108
PA
Slings

5 Gutter Runners - 108
PA
Slings

6 Poison Wind Globadiers - 60

6 Poison Wind Globadiers - 60

Rare:

Doomwheel - 150

Doomwhell - 150

HPA - 235

WLC - 90

I plan to set up in Castle formation. The Warplock Engineer will have Spells of Ruin. Should I do the same with my Grey Seer or take Plaue for it? Answers to these ?'s and any other advice or comments is greatly appreciated. Thanks!








Edited by bcpease201, 16th December 2011 - 03:35 AM.
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lockwood
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Chieftain
gray should do plague or a mix of the two like 3 p 1ruin

but the list looks really good

you are a short some rats if i add right but not so may that i should harm you

keep in mind 1 rat for every 10 points
Edited by lockwood, 16th December 2011 - 04:20 AM.
toys go boom kill all man-thing, got to find more man-thing so toys can go boom again '

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Mathusala0
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The Evil Underlord

Lord:

Grey Seer - 440 (General)
Screaming Bell

get an earthing rod, you do not want to lose your general turn 2 to a 3 dice miscast. And even if its not a "mistake" miscast it allows you to be more ballsy and toss out 6 dice spells. (aka thirteenth) with less worry.

Warlord - 131
xtra HW
HA
SHD
War-Litter

Whats this guy doing here? also, why does he have an extra hand weapon and shield? the shield does nothing except give him +1 against shooting, which is irrelevant so long as he remains in a unit. also, hes not your general, so he really just doesnt fit in this army at all.

Hero:

Chieftain - 122
BSB with Storm Banner
HA
SHD

good

Warlock Engineer - 115
Lvl. 1
W-EC
Doomrocket

good

Core:

39 Clanrats w/ SHD - 270
M & SB
1 Clawleader
WTW
Grey Seer and Bell goes here
Chieftan goes here

I can only assume WTW is warp fire thrower, honestly, stop using bad anagrams. the unit is fine though

49 Clanrats w/ SHD - 310
M & SB
1 Clawleader
PWM
Warlord goes here

again, call for the warlord to book it out of here since he does nothing at all. unit is fine

49 Clanrats w/ SHD - 310
M & SB
1 Clawleader
PWM
Warlock Engineer goes here

good

50 skavenslaves w/ SHD - 127
M

good

50 skavenslaves w/ SHD - 127
M

good

Special:

5 Gutter Runners - 108
PA
Slings

good

5 Gutter Runners - 108
PA
Slings

good

5 Gutter Runners - 108
PA
Slings

good personally I think 2 units of 6 is enough but 3 units is still good.

6 Poison Wind Globadiers - 60

6 Poison Wind Globadiers - 60

Rare:

Doomwheel - 150

Doomwhell - 150

HPA - 235

WLC - 90

rares are good.

I plan to set up in Castle formation*. The Warplock Engineer will have Spells of Ruin. Should I do the same with my Grey Seer or take Plaue for it? Answers to these ?'s and any other advice or comments is greatly appreciated. Thanks!

I recommend plague for the grey sear. Most of my advice or comments will be listed among various other castle list topics. If you want specific advice on how to run this list (as its identical to my 2500 list) you can start a PM with me.

*The Castle formation has been copy-written by yours truly. I'll let it slide seeing as your using 84% of it.

PS edit: THIS is my 3000 point "Fortress" list I made for 'ard boys. personally I'd make some changes to it myself but its a general idea of what I tried to do with the 500 extra points.
Edited by Mathusala0, 16th December 2011 - 04:26 AM.
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Fenris
Chieftain
I agree with methusala, losetah warlord and get more rats, take out the PWG for more guys in your gutter runners.
the one point I disagree with Math on os is not a bad anagram, because it not an anagram it is an acronym, but it is not the right acronym to be sure.
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It is in vain, sir, to extenuate the matter. Gentlemen may cry, Peace, Peace--but there is no peace. The war is actually begun! The next gale that sweeps from the north will bring to our ears the clash of resounding arms! Our brethren are already in the field! Why stand we here idle? What is it that gentlemen wish? What would they have? Is life so dear, or peace so sweet, as to be purchased at the price of chains and slavery? Forbid it, Almighty God! I know not what course others may take; but as for me, give me liberty or give me death! March 23, 1775- Patrick Henry
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bcpease201


Here is the new and updated list:

3000 Pts - Skaven Roster

1 Grey Seer, 495 pts (General; Hand Weapon)
1 Warpstone Tokens
1 Screaming Bell (Causes Fear; Large Target; Magic Resistance (2); Unbreakable)
1 Rat Ogre Crew
1 Earthing Rod
1 Shadow Magnet Trinket
1 Chieftain (Battle Standard Bearer), 122 pts (Hand Weapon; Heavy Armour; Shield; Battle Standard Bearer)
1 Storm Banner
In this unit
49 Clanrats, 315 pts (Musician Mus; Standard Bearer Std; Hand Weapon; Light Armour; Shield)
1 Clawleader (Hand Weapon; Light Armour; Shield)
1 Warpfire Thrower Weapon Team (Warpfire Thrower; Hand Weapon; Heavy Armour)


1 Warlock Engineer, 115 pts (Level 1 Wizard; Hand Weapon)
1 Doomrocket
1 Warp-Energy Condenser
In this unit
49 Clanrats, 310 pts (Musician Mus; Standard Bearer Std; Hand Weapon; Light Armour; Shield)
1 Clawleader (Hand Weapon; Light Armour; Shield)
1 Poisoned Wind Mortar Weapon Team (Poisoned Wind Mortar; Hand Weapon; Heavy Armour)

49 Clanrats, 310 pts (Musician Mus; Standard Bearer Std; Hand Weapon; Light Armour; Shield)
1 Clawleader (Hand Weapon; Light Armour; Shield)
1 Poisoned Wind Mortar Weapon Team (Poisoned Wind Mortar; Hand Weapon; Heavy Armour)

52 Skavenslaves, 132 pts (Musician Mus; Hand Weapon; Shield)

52 Skavenslaves, 132 pts (Musician Mus; Hand Weapon; Shield)

(Expect lots of cannons, mortars, doom-diverts, etc)
6 Gutter Runners, 108 pts (Snare-Net; Hand Weapon; Sling; Throwing Star; Poisoned Attacks; Scouts; Skirmishers)

6 Gutter Runners, 108 pts (Snare-Net; Hand Weapon; Sling; Throwing Star; Poisoned Attacks; Scouts; Skirmishers)

6 Gutter Runners, 108 pts (Snare-Net; Hand Weapon; Sling; Throwing Star; Poisoned Attacks; Scouts; Skirmishers)


6 Poison Wind Globadiers, 60 pts (Hand Weapon; Poisoned Wind Globes; Heavy Armour; Skirmishers)

6 Poison Wind Globadiers, 60 pts (Hand Weapon; Poisoned Wind Globes; Heavy Armour; Skirmishers)

1 Doomwheel, 150 pts (Causes Terror; Immune to Psychology; Large Target)
1 Crew (Warlock & Rats)

1 Doomwheel, 150 pts (Causes Terror; Immune to Psychology; Large Target)
1 Crew (Warlock & Rats)

1 Hell Pit Abomination, 235 pts (Causes Terror; Large Target; Regenerate; Stubborn; Thunder Stomp)

1 Warp-Lightning Cannon, 90 pts
1 Engineer & Crew



Composition Report:
Points of Lords: 495 (0 - 750)
Points of Heroes: 237 (0 - 750)
Points of Core: 1199 (750 - Unlimited)
Points of Special: 444 (0 - 1500)
Points of Rare: 625 (0 - 750)

Total Roster Cost: 3000

Created with Army BuilderŪ - Try it for free at http://www.wolflair.com
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Mathusala0
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The Evil Underlord

3000 Pts - Skaven Roster

1 Grey Seer, 495 pts (General; Hand Weapon)
1 Warpstone Tokens
1 Screaming Bell (Causes Fear; Large Target; Magic Resistance (2); Unbreakable)
1 Rat Ogre Crew
1 Earthing Rod
1 Shadow Magnet Trinket

Shadow magnet trinket is highly irrelevant on the bell unit, especially one that is over 40 models strong.

1 Chieftain (Battle Standard Bearer), 122 pts (Hand Weapon; Heavy Armour; Shield; Battle Standard Bearer)
1 Storm Banner

Good

In this unit
49 Clanrats, 315 pts (Musician Mus; Standard Bearer Std; Hand Weapon; Light Armour; Shield)
1 Clawleader (Hand Weapon; Light Armour; Shield)
1 Warpfire Thrower Weapon Team (Warpfire Thrower; Hand Weapon; Heavy Armour)

Good

1 Warlock Engineer, 115 pts (Level 1 Wizard; Hand Weapon)
1 Doomrocket
1 Warp-Energy Condenser

Good

In this unit
49 Clanrats, 310 pts (Musician Mus; Standard Bearer Std; Hand Weapon; Light Armour; Shield)
1 Clawleader (Hand Weapon; Light Armour; Shield)
1 Poisoned Wind Mortar Weapon Team (Poisoned Wind Mortar; Hand Weapon; Heavy Armour)

Good

49 Clanrats, 310 pts (Musician Mus; Standard Bearer Std; Hand Weapon; Light Armour; Shield)
1 Clawleader (Hand Weapon; Light Armour; Shield)
1 Poisoned Wind Mortar Weapon Team (Poisoned Wind Mortar; Hand Weapon; Heavy Armour)

Good

52 Skavenslaves, 132 pts (Musician Mus; Hand Weapon; Shield)

Good

52 Skavenslaves, 132 pts (Musician Mus; Hand Weapon; Shield)

Good

(Expect lots of cannons, mortars, doom-diverts, etc)
6 Gutter Runners, 108 pts (Snare-Net; Hand Weapon; Sling; Throwing Star; Poisoned Attacks; Scouts; Skirmishers)

How many cannons are you expecting? like, 2 gutter runner teams is enough to deal with 2 cannons easily. should not be that big of a deal

6 Gutter Runners, 108 pts (Snare-Net; Hand Weapon; Sling; Throwing Star; Poisoned Attacks; Scouts; Skirmishers)

as above

6 Gutter Runners, 108 pts (Snare-Net; Hand Weapon; Sling; Throwing Star; Poisoned Attacks; Scouts; Skirmishers)

as above

6 Poison Wind Globadiers, 60 pts (Hand Weapon; Poisoned Wind Globes; Heavy Armour; Skirmishers)

6 Poison Wind Globadiers, 60 pts (Hand Weapon; Poisoned Wind Globes; Heavy Armour; Skirmishers)

understand, globes are generally not a good choice, they have rare moments where they are extremely useful, otherwise they waste points.

1 Doomwheel, 150 pts (Causes Terror; Immune to Psychology; Large Target)
1 Crew (Warlock & Rats)

1 Doomwheel, 150 pts (Causes Terror; Immune to Psychology; Large Target)
1 Crew (Warlock & Rats)

1 Hell Pit Abomination, 235 pts (Causes Terror; Large Target; Regenerate; Stubborn; Thunder Stomp)

1 Warp-Lightning Cannon, 90 pts
1 Engineer & Crew

Good

Composition Report:
Points of Lords: 495 (0 - 750)
Points of Heroes: 237 (0 - 750)
Points of Core: 1199 (750 - Unlimited)
Points of Special: 444 (0 - 1500)
Points of Rare: 625 (0 - 750)

models is army 289|300, close enough

Total Roster Cost: 3000
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bcpease201


I think this is the list I am going to go with:

3000 Pts - Skaven Roster

1 Grey Seer, 465 pts (General; Hand Weapon)
1 Warpstone Tokens
1 Screaming Bell (Causes Fear; Large Target; Magic Resistance (2); Unbreakable)
1 Rat Ogre Crew
1 Earthing Rod
39 Clanrats, 200 pts (Musician Mus; Standard Bearer Std; Hand Weapon; Light Armour; Shield)
1 Clawleader (Hand Weapon; Light Armour; Shield)
1 Chieftain (Battle Standard Bearer), 122 pts (Hand Weapon; Heavy Armour; Shield; Battle Standard Bearer)
1 Storm Banner

1 Plague Priest, 299 pts (Beserk Rage; Hand Weapon; Flail; Frenzy)
1 Plague Furnace (Beserk Rage; Frenzy; Large Target; Magic Resistance (2); Unbreakable)
1 Plague Monk Crew (Beserk Rage; Frenzy)
1 Talisman of Preservation
28 Plague Monks, 218 pts (Beserk Rage; Musician Mus; Hand Weapon; Extra Hand Weapon; Extra Attack; Frenzy)
1 Bringer-of-the-Word (Beserk Rage; Hand Weapon; Extra Hand Weapon; Extra Attack; Frenzy)

1 Warlock Engineer, 115 pts (Level 1 Wizard; Hand Weapon)
1 Doomrocket
1 Warp-Energy Condenser
44 Clanrats, 287.5 pts (Musician Mus; Standard Bearer Std; Hand Weapon; Light Armour; Shield)
1 Clawleader (Hand Weapon; Light Armour; Shield)
1 Poisoned Wind Mortar Weapon Team (Poisoned Wind Mortar; Hand Weapon; Heavy Armour)

44 Clanrats, 287.5 pts (Musician Mus; Standard Bearer Std; Hand Weapon; Light Armour; Shield)
1 Clawleader (Hand Weapon; Light Armour; Shield)
1 Poisoned Wind Mortar Weapon Team (Poisoned Wind Mortar; Hand Weapon; Heavy Armour)

50 Skavenslaves, 127 pts (Musician Mus; Hand Weapon; Shield)

50 Skavenslaves, 127 pts (Musician Mus; Hand Weapon; Shield)

6 Gutter Runners, 108 pts (Snare-Net; Hand Weapon; Sling; Throwing Star; Poisoned Attacks; Scouts; Skirmishers)

6 Gutter Runners, 108 pts (Snare-Net; Hand Weapon; Sling; Throwing Star; Poisoned Attacks; Scouts; Skirmishers)

1 Doomwheel, 150 pts (Causes Terror; Immune to Psychology; Large Target)
1 Crew (Warlock & Rats)

1 Doomwheel, 150 pts (Causes Terror; Immune to Psychology; Large Target)
1 Crew (Warlock & Rats)

1 Hell Pit Abomination, 235 pts (Causes Terror; Large Target; Regenerate; Stubborn; Thunder Stomp)

270/300 rats

Composition Report:
Points of Lords: 465 (0 - 750)
Points of Heroes: 536 (0 - 750)
Points of Core: 1029 (750 - Unlimited)
Points of Special: 434 (0 - 1500)
Points of Rare: 535 (0 - 750)

Total Roster Cost: 2999

Created with Army BuilderŪ - Try it for free at http://www.wolflair.com

The plague furnace will go right in front of the Bell. This gives me hammers on the flanks (Doomwheels and HPA) as well as one straight up the middle. For magic I have 3 casters, one in Ruins, and one in Plague, and the Grey Seer. This should allow me the chance to get the spells I want. The only thing I'm worried about is do I have enough rats to hold out for the entire battle, or am I going to be turning tail by Turn 3?
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Mathusala0
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The Evil Underlord

erm, wth just happened.

you just completely threw the old list out the window.

now we are dealing with a whole new set of problems and tweaks, go back to before the furnace, you dont need 3 hammers, castle lists are points denial games, furnace units are not very good at that.
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Rein bringer of the cheese
Warlord
Furnace is great point denial as long as the furnace stays alive ;) , no points for the priest or furnace!
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Mathusala0
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The Evil Underlord

Which it often doesn't, its not a safe gamble and the models lost arnt worth it
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Fenris
Chieftain
Mathusala0
16th December 2011 - 10:15 PM
Which it often doesn't, its not a safe gamble and the models lost arnt worth it
I'll second that. Killing it is usualy priority one for most players, right up there with the a-bomb. And lack of any ward save means it really eats it where dwarves and empire are concerned.
Quote:
 
It is in vain, sir, to extenuate the matter. Gentlemen may cry, Peace, Peace--but there is no peace. The war is actually begun! The next gale that sweeps from the north will bring to our ears the clash of resounding arms! Our brethren are already in the field! Why stand we here idle? What is it that gentlemen wish? What would they have? Is life so dear, or peace so sweet, as to be purchased at the price of chains and slavery? Forbid it, Almighty God! I know not what course others may take; but as for me, give me liberty or give me death! March 23, 1775- Patrick Henry
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Paricidas
Doomwheel Driver
I will happily disagree with methu on the shadow-magnet. It is NOT irrelevant. There is almost no army that can shoot a bell to pieces, but:

80 bolts + shadow magic (toughness debuff) + bs 4-5 = dead bell

Yes, you have the stormbanner, yes you have wholing warpgale, yes, the DE will always get at least -1 for multifiring, but if it happens that they have a chance to fire at the bell with no additional modifier while it sadly crawls around with toughness 3, you are in for a nice cup of pain.
Ceterum censeo Altdorfem esse delendam
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Mathusala0
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The Evil Underlord

storm banner alone should make all those shots irrelevant. more importantly. dont be stupid and let the darkelf player cast on your bell.
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sicsempertyrannids


Why does he even have a Seer as his general? The bell is a massive target, they're going to shoot it to kingdom come. As a general, your seer has even more of a chance of being targeted. Make a warlord the general. That way, your seer can go crazy and Dreaded 13th everything.
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Mathusala0
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The Evil Underlord

because the sear has an 18" leadership bubble. and because not everyone only uses there sear to spam thirteenth.
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