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Topic Started: 18th December 2011 - 08:08 AM (211 Views)
Mbutler132000


I am fairly new to skaven, had an army for a short while and gave it up for HE, a mistake. Reading through the forums I have taken a liking to the idea of the castle tactic. I have built a 2.5k list around this tactic and was hoping for any advice. The list is below:

Grey Seer (Screaming Bell, Dispell Scroll) 465
Chieftain (BSB,Storm Banner, Shield) 222
Warlock Engineer (LVL 2, Doom Rocket) 130
2 Warlock Engineers 30
60 Clanrats (full command, shields, poisoned wind mortar) 365
40 Clanrats (full command, shields, poisoned wind mortar) 255
40 Clanrats (full command, shields, poisoned wind mortar) 255
60 slaves (shields, musician) 150
60 slaves (shields, musician) 150
Doomwheel 150
HPA 235

My idea is to setup the unit of 60 Clanrats with the Bell in the middle of the army slightly back. The two other Clanrats units on either side. Then the Doomwheel and HPA will cover both flanks. The 2units of slaves will go 10 wide 5 deep and go in front of the rest of the army. Each will take a WE to give better LD. I have about 100 points left. One question is can each WE take a Doom Rocket? If not I considered making each a LVL 1. Please let me know if you see anything wrong with this list or improvements that can be made.
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Gazz't Rootgnasher
Clanrat
You might look into running that Level 2 WE as a Level 1 as well, but that's up to you. Either way, with as many points as you have left over, I'd say definitely get yourself a Condenser on a Level 1 Engineer, and also look into putting an Earthing Rod on the Grey Seer since you have the spare points.

As for the leadership, the Engineers really aren't going to help you out with that. With the Seer on the bell, you get an 18" leadership bubble as opposed to the normal 12", and the Seer will outdo the Engineers on all fronts for leadership.

Aside from that this looks pretty good. I'll defer to Mathus for any further commentary, as he is the one that came up with our castle strategy, but it looks to me like you've got the basic idea of it down pretty solidly.
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tezzmaniak
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THE Abomination
Looks like a nice list.

I get the shields on the Clanrats but why on the Slaves? Don't think they are worth it might consider using the 60 points on something else like a engineer with a toy (or 3 Jezzails).
If you have the shields on the slaves because the models have shields i think that WYSIWYG is important :-)
Edited by tezzmaniak, 18th December 2011 - 11:53 AM.
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Mbutler132000


Appreciate the response. My plan with the slaves was to walk the entire army out to the middle of the field and then stop. However, the slaves will keep going. Moving them right into the other army to slow it down and allow my wizards to get off more spells. Because of this I thought it might be wise to stick a WE in each unit as eventually I will get them too far away from the Grey Seer. Although I did forget about the 18" range for IP. The shields are simply to make them last a little longer with a 6+ save and a parry save. My hope would be to get them stuck into a large unit and force that unit to take wounds when the slaves inevitably run. If I did not take the shields or both Engineers that would leave me with about 200 points. I wanted to take a small unit I could counter strike with. What about a unit of gutter runners with slings and poison? Can two different WE take a Doom Rocket? It is a magical weapon, but I only read in the rulebook about magical CC weapons can only be taken once.
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Gazz't Rootgnasher
Clanrat
Mbutler132000
18th December 2011 - 04:25 PM
Appreciate the response. My plan with the slaves was to walk the entire army out to the middle of the field and then stop. However, the slaves will keep going. Moving them right into the other army to slow it down and allow my wizards to get off more spells. Because of this I thought it might be wise to stick a WE in each unit as eventually I will get them too far away from the Grey Seer. Although I did forget about the 18" range for IP. The shields are simply to make them last a little longer with a 6+ save and a parry save. My hope would be to get them stuck into a large unit and force that unit to take wounds when the slaves inevitably run. If I did not take the shields or both Engineers that would leave me with about 200 points. I wanted to take a small unit I could counter strike with. What about a unit of gutter runners with slings and poison? Can two different WE take a Doom Rocket? It is a magical weapon, but I only read in the rulebook about magical CC weapons can only be taken once.
Rule of thumb any special equipment that doesn't say it can be taken multiple times probably can't be. Doomrockets are on the same list, I do believe.
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Hong
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Anime Seer
Gazz't Rootgnasher
18th December 2011 - 04:34 PM
Mbutler132000
18th December 2011 - 04:25 PM
Appreciate the response. My plan with the slaves was to walk the entire army out to the middle of the field and then stop. However, the slaves will keep going. Moving them right into the other army to slow it down and allow my wizards to get off more spells. Because of this I thought it might be wise to stick a WE in each unit as eventually I will get them too far away from the Grey Seer. Although I did forget about the 18" range for IP. The shields are simply to make them last a little longer with a 6+ save and a parry save. My hope would be to get them stuck into a large unit and force that unit to take wounds when the slaves inevitably run. If I did not take the shields or both Engineers that would leave me with about 200 points. I wanted to take a small unit I could counter strike with. What about a unit of gutter runners with slings and poison? Can two different WE take a Doom Rocket? It is a magical weapon, but I only read in the rulebook about magical CC weapons can only be taken once.
Rule of thumb any special equipment that doesn't say it can be taken multiple times probably can't be. Doomrockets are on the same list, I do believe.
You can only have one Doomrocket
so try Brass orb and death globe
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Mathusala0
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The Evil Underlord

Grey Seer (Screaming Bell, Dispell Scroll) 465

I highly advise getting a Earthing rod, it saves you from a first turn miscast with 2 or 3 dice (it happens, and even if it doesn't, It allows him to be more.

Chieftain (BSB,Storm Banner, Shield) 122

fine other than the misprint.

Warlock Engineer (LVL 2, Doom Rocket) 130

get him a condenser.

2 Warlock Engineers 30

are unnecessary unless used as rat darts

60 Clanrats (full command, shields, poisoned wind mortar) 365

You want this to be 40 man, the bell does not want to be in combat, and you don't need massive numbers for ranged absorbing.

40 Clanrats (full command, shields, poisoned wind mortar) 255

buff these up to 50

40 Clanrats (full command, shields, poisoned wind mortar) 255

buff these up to 50

60 slaves (shields, musician) 152
60 slaves (shields, musician) 152

both are fine other than the points mishap.

Doomwheel 150
HPA 235

rares are fine.

Quote:
 
Aside from that this looks pretty good. I'll defer to Mathus for any further commentary, as he is the one that came up with our castle strategy, but it looks to me like you've got the basic idea of it down pretty solidly.


To be fair, I did not come up with the strategy. I came up with the castle 'formation' which is arguably the best way to execute a castle list.

on that note and based on the description of deployment, this is in fact the castle formation. However I highly recommend the slaves are on the flanks in steadfast rather than clanrats. most opponents will put hard hitting and fast units on the flacks. your slaves can get in the way better and stop these units from being a danger. the clan-rats should deploy in front of the bell unit in horde formation. however it is critical that the center of each unit be at a 45% angel from each of the bell units corners. this will allow them to reform into steadfast on the first turn and also move forwards.

It will look like this in game.

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magic items may only be taken once. so no 2 doomrocket.
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