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2400 vs HE
Topic Started: 2nd January 2012 - 06:08 PM (228 Views)
Maldir
Clanrat
Hi all, im playing a High Elf army of 2400. last time we palyed a 1500 army and used a seaguard center with swordmaster flanker units bolthrowers and a mage to force me to move out fast. Im sure he will use an army based on the same things just scaled up. He loves his magic. So this time i when for a bit more shooting so i can sit back and let him come to me. My plan is to tarpit his advancing units with my slaves. place the bunker clanrats with BSB and GS in the middle. on one flank the furnace and the other the stormvermin will wait for the right time to move forwards. All shooters in the back and the doomwheel moves out so he is close to slaves.
Well that the basic idea here is the list, thx in advance for any help.

Core:
44 clanrats, shields + full command 218 bunker
1 -warpfire thrower 70 Ranged firepower

25 stormvermin, full command 245 hammer
razor standart

41 skavenslaves 82 Pin unit

40 skavenslaves 80 Pin unit

Special:
35 plague monks, full command 270 pushing furnace

6 Jezzail teams 120 Ranged firepower

Rare:
1 Doomwheel 150 flanker

2 plagueclaw catapult 200 Ranged firepower

2 warp lightning cannon 180 Ranged firepower

Hero:
1 Chieftain BSB shield of distraction 85 BSB, bunker in clanrats

1 Plague priest lvl 2, plague furnace 320 hammer
shadow magnet, ironcurse icon

1 warlock engineer lvl1, doomrocket and condenser 115 WL caster, bunker in stormvermin

Lord:
1 Grey Seer 265 General, mage, bunker in clanrats
dispell scroll
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Scarr, Reincarnated
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Your list is fine, but there are a few problems.

With no Stormbanner, his Archers will tear through your Stormvermin.

Jezzails will also die easily and don't kill enough to be worth it.

The Furnace is good, but be careful it dies very easily against a Horde of Elite High Elves. Flank with it.

I think your Clanrat Bunker is too big for it's job. If you play decent, only his Eagles will have a chance at charging it anyway.

Other than that, it looks fairly solid.
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Thawzz13
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Sleepai dooggy :)
44 clanrats isnt a good bunker drop them to 28 and stick your grey seer and bsb in there
The PCCs underform for me even against low T elves so i would drop atleast one
if he likes magic there is a good chance hell go uber cheese and take teclis or book of hoeth in which case a feedback scroll is usefull

furnace monks are good against elves but make sure you charge not get charged as the impact hits make a big difference against ASF troops

other than that looks good although you need more slaves

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lockwood
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Chieftain
i have alot of luck with PCC keep them and see how they far for you but i will say you may want to make sure you have 2 WLC first before geting them
toys go boom kill all man-thing, got to find more man-thing so toys can go boom again '

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Maldir
Clanrat
first of all thx for the bunker advise will cut down on the size there, just gotta figure out where to invest those points now

2nd about removing catapult and/or jezzails im not sure.
the reasoning behind having both catapults and jezzail teams is that i want to give him as many targets to focus his ranged firepower on as possible.
atm he has 6 jezzails, 2 cannons, 2 catapults, a weapon team and the furnace to shot down. (i know furnace isnt a ranged unit but im pretty sure he will try to shot it down if he gets a chance.
If i cut any ranged targets of my list it increases the chance that he will just huddle up in his own deployment zone and take med out while i charge forwards.
I wanted this list to be kinda shooty so i can damage his units a bit before they hit my rats. In short jezzails and the catapults may not earn their points but i cant realy figure out where i could get some alternative ranged firepower.
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Thawzz13
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Sleepai dooggy :)
Drop the jezzails for another Doomwhel as that is i a much biger target and is alright in combat aswell

with that list you run your doomwheels and slaves up while everything else stays back then your slaves hold his units up while everything else shoots into the combat
your doomwheels take on the bigger stuff as their high toughness and grind attack will help them win against small and low S HE units.

That might work for a shooty army though idd still drop the catapault.

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Maldir
Clanrat
well to take a doomwheel i have to drop a catapult or i will go above the limit for rares. and in doing so that still leaves me with 22 points (with the bunker shrink mentioned before) and all of my 6 jezzails on the list:p so dropping jezzail for doomwheel cant be done..

now the question is go for another slave and a jezzail team for the last 22 points or drop all jezzails for something in the 140p area
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lockwood
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Chieftain
if he has the 2 wlc

then him thaking pcc for back up is fine in my book

the only thing that may be a better buy at this point is weapon teams drop one pcc for a pwm then take the rest of the point and see if you can get that second dW

that being said i here is my 2 warp stones on pcc

trust me i use 2 wlc a doom wheel and a pcc and give the day the pcc some times dose more the the 2 wlc put to getter this being said (wlc are better that pcc)

but i see noting wrong with taking a weapon that if it hit you have some were between a1-6 or 2-6 chance of killing a some one out right with no armor save allowed just don't target any thing with ward save

i view them as a less powerful form of the pwm (you may want to take them over a pcc. i take two) but with a biger area hit and longer range

hope that helps
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Maldir
Clanrat
Core: 764
28 clanrats, shields + full command
1 -warpfire thrower

35 stormvermin, full command+ razor standart
- Poison wind mortar

42 skavenslaves

42 skavenslaves

Special Max. 1200 270
35 plague monks, full command


Rare: 580
2 Doomwheel

1 plagueclaw catapult

2 warp lightning cannon


Hero: 520
1 Chieftain BSB shield of distraction

1 Plague priest lvl 2, plague furnace
shadow magnet, ironcurse icon

1 Warlock Engineer lvl1
doomrocket condenser

Lord: 265
1 Grey Seer
dispell scroll

Ok i shrinked the bunker, added another doomwheel, replaced a catapult with a PWM and threw away the jezzails for some more stormvermins and a few slaves.
BSB and greyseer stil in bunker, engineer with the stormvermin. main army stay back while slaves tar pit the advancing army and doomwheels try to flank.

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Mathusala0
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The Evil Underlord

Core: 764
28 clanrats, shields + full command
1 -warpfire thrower

good

35 stormvermin, full command+ razor standart
- Poison wind mortar

alright

42 skavenslaves

good, get music for them

42 skavenslaves

same as above

Special Max. 1200 270
35 plague monks, full command

try to get a plague banner.

Rare: 580
2 Doomwheel

1 plagueclaw catapult

2 warp lightning cannon


rares are up and down, Id trade in the doomwheels for a hellpit myself.

Hero: 520
1 Chieftain BSB shield of distraction

just get a normal shield

1 Plague priest lvl 2, plague furnace
shadow magnet, ironcurse icon

no need to be level 2, just go level 1.

1 Warlock Engineer lvl1
doomrocket condenser

fine

Lord: 265
1 Grey Seer
dispell scroll

Id prefer a 4+ ward save over a dispell scroll. but its not a huge deal so long as you keep him bunkered well.

think your a tiny bit short on models but is minute compared to other things.
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tezzmaniak
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THE Abomination
First off, love the list.

I would use a Plague Banner with the PM's. That's one of the important changes i would make.

Consider the stormbanner if you like.

Love the 2 doomwheel with Slave idea !

If you drop a WLC or PCC you could go for some gutterrunners and 3 Jezzails but those are more like options. think with the Plague banner you should have a good army (on paper :-) )

PS: Might copy this idea :-)

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Maldir
Clanrat
Ok final edition of the list (for now anyways :P ) Priest now lvl 1 plague banner added, shield on bsb changed and added 1 stormvermin and some slaves for the last points. Just got a msg from my HE m8 about his Great eagles going to eat my rats :P cant wait to test this list:)


Core 780
28 clanrats, shields + full command
1 -warpfire thrower

35 stormvermin, full command
Razor standard
- Poison wind mortar
45 skavenslaves, musician

45 skavenslaves, musician

Special 300
35 plague monks, full command
Plague banner

Rare 580
2 Doomwheel
1 plagueclaw catapult
2 warp lightning cannon

Hero 475
1 Chieftain BSB enchanted shield
1 Plague priest lvl 2, plague furnace
shadow magnet, ironcurse icon
1 Warlock Engineer lvl1
doomrocket condenser

Lord 265
1 Grey Seer
dispell scroll
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Paricidas
Doomwheel Driver
No Stormbanner? Madness ! ! !
You will probably need your powerdice for 13th, plague and withering, and if you ever get howling warpgale, that will probably be dispelled.

Drop the warpflamethrower.

Give shields to the stormvermin.
There are enough HE armies that run around with 20-50 archers with magic support who can shoot 35 SV to kingdom come.

Give an earthening rod to your grey seer, as 6-dicing 13th and plague is the cheapest way to overcome most HE armies.
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Maldir
Clanrat
well i was kinda hoping that his archers/seaguards would be busy shooting at other targets in any case what is the point in storm banner if im planning on staying back and shoot him to pieces. If he has the strongest shooting then yes a storm banner would be nice but im kinda hoping i would have more shooting than him so he has to move out against me. time will tell. if he brings alot of shooters then this list might not do so well but im gonna try it this way and c how it works:)
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lockwood
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Chieftain
he dose not need a storm banner with what hes going for he just hangs back shot player to to kingdom come and then when player to get to him he keep him tide up in slave i work very well in the game i play
toys go boom kill all man-thing, got to find more man-thing so toys can go boom again '

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