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| Shiloh Slaughter; 2500 Arkansas Tournament | ||
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| Tweet Topic Started: 3rd January 2012 - 03:12 AM (1,014 Views) | ||
| CapAmr05 | 3rd January 2012 - 03:12 AM Post #1 | |
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As mentioned in the Alamo Batt Report, I'll be attending the upcoming Arkansas tournament. This'll actually be my first out of state tournament to go to, and hopefully not my last. I've gotten to know quite a few of the guys from Arkansas that travel down to the Texas GTs, they're always a good group of players and always a lot of fun to hang out with. Now that I won't have to worry about possibly having to leave the tournament, like I did with the Alamo, I can put a little more bite back into my list and hopefully put myself into 3 or 4 wins with minimal losses, preferably draws. The core of my list hasn't changed much, I'm dropping out the Furnace and a unit of Gutter Runners to pick up a distraction Abom. The furnace is still a formidable selection, the problem I've found with it, is dual-edged. It packs a lot of points safely into a unit that is unlikely to be totally wipeout and the combination of unit and furnace pack a mighty punch; however it's loading two punches into one unit, and one unit is much easier to avoid for an opponent than 2 split punches. Keeping the monks and trading the furnace for an abom gives me back two punches to threaten with; don't mistake that as reliance, the Abom is much more threatening in most opponent's minds than he'll ever perform on the table; which makes him a wonderful distraction. Warlord (General) with the usual setup - Warlitter, Sword of AntiHeroes, Shield, Dragon Helm, Tricksters Shard, Talisman of Preservation = 228 (Suicide) Seer - Skalm = 270 Chieften - BSB, Shield, World's Edge Armor = 97 Plague Priest - Flail, Dispel Scroll = 129 Engineer - Obsidian Loadestone = 60 38 Clanrats - Shields, Full Command = 191 38 Clanrats - Shields, Full Command = 191 5 Giant Rats - 1 Packmaster = 23 5 Giant Rats - 1 Packmaster = 23 5 Giant Rats - 1 Packmaster = 23 45 Slaves - Mus = 92 45 Slaves - Mus = 92 45 Slaves - Mus = 92 42 Plague Monks - Banner, Mus, Plague Banner = 339 7 Gutter Runners - Poison, Slings = 126 6 Gutter Runners - Poison, Slings = 108 Hellpit Abomination - 235 Warplightning Cannon - 90 Warplightning Cannon - 90 =2499 -- Cap Edited by CapAmr05, 3rd January 2012 - 03:12 AM.
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Lonewolf Grand Tournament April 28-30 The Beer Phase Podcast Clan Skrittar | ||
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| Tanglewood | 5th January 2012 - 08:59 PM Post #2 | |
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Warlord
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I really like the list. I've been playing and modifying the list you used from the bayou battle and I like the style. Still not sure about the hellpit though because sometimes when it's shot by a flaming cannon/fireball, it fails to divert anything and seems like such a loss of points. On the other hand more often than not, it wins the game on it's own so I'm really torn about the inclusion of the HPA so I will continue testing it I think (maybe flaming cannons and fireballs are just more common in my area). Couple of questions though. Why do give skalm to your seer? Does he get attacked that often? I find Opal amulet (or even better scrying stone) to catch a stray cannonball or any of those multiwound shot does the job better for 1/2 the price. With such a big plague monk unit, doesn't it make them more of a 6th spell magnet? (6th spell are usually pretty useless for HPA). Only slaves I tend to make such big unit with as I would love it if they 6th spell them. |
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| CapAmr05 | 5th January 2012 - 10:43 PM Post #3 | |
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It's a solid list, and it's focused on controlling the movement phase and everything but 2 models is expendable. The real trick of the Abom is that he really is just an expensive distraction. Just try to aim him as best you can and forget about him (don't make plans around him doing what you want him to do). Having random movement is far too dicey to ever really rely on him consistently to make a charge or get into position. If the opponent is willing to risk leaving him alone he can be directed to dish out damage. If the opponent chooses to pursue killing him at range, it saves the rest of the army from feeling the onslaught. Flaming is an issue, but there's no way around that, I'd rather them hit him and possibly fail to wound, or fail to do enough wounds to kill him; rather than laying out damage on our easier to kill units. If he's alive at the end of the game great; if he's not that's ok too. The Seer works best in this list when rocketing out using movement or skitterleap and throwing plague lore spells as best he can; it's usually the same turn he blows his tokens to help get spells off (usually taking a wound or 2 and then healing himself). Skalm on the Seer is because I can't make 5+ ward saves, and the threat of a lone lvl 4 going stupid the next turn isn't worth it. He's expendable too, but we usually want him to get a couple of spells off before he goes, Skalm effectively makes him 5 wounds when timed right (or barring unlucky multiwound hits). They're no more a target for 6th spells than my General's unit (which is more important). When they have a furnace they tend to see more magic, when they don't they tend to eat more shooting and small spells. --Cap |
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Lonewolf Grand Tournament April 28-30 The Beer Phase Podcast Clan Skrittar | ||
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| lockwood | 6th January 2012 - 01:50 AM Post #4 | |
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Chieftain
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were at in AR is | |
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toys go boom kill all man-thing, got to find more man-thing so toys can go boom again ' post post post | ||
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| CapAmr05 | 6th January 2012 - 02:30 AM Post #5 | |
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Springdale, near Fayetteville. --Cap |
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Lonewolf Grand Tournament April 28-30 The Beer Phase Podcast Clan Skrittar | ||
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| SkavenDan | 6th January 2012 - 03:03 AM Post #6 | |
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Doomwheel Fanatic
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I like the blatant lack of concern for the seer meh if he dies he dies lol 42 monks is a lot you sure you need so many? Abomb blah I don't think I could run this list and get a win. But that is the good about skaven we can play the way we want to. |
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| Scarr, Reincarnated | 6th January 2012 - 03:32 AM Post #7 | |
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11th creator of the Skaven Achievements. Binder of IceAc.
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Against certain units yes the Seer is actually pretty good at dishing damage and commit suicide in a gentle fashion. Definitely uses the best out of out considered sub-par spells like Pestilent Breath and Vermintide. | |
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The Pox on you, AND your kind! Player of games, watcher of games, gamer of plays.
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| CapAmr05 | 6th January 2012 - 03:48 AM Post #8 | |
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42 makes sure a full 3 ranks worth in horde mode make it to combat to use the plague banner. 47 Rerolling-Rerolling attacks + 4 Priest attacks is murder. The list isn't that hard to run, the problem is getting the finesse of everything down to half inches down when you have a really really tough opponent. --Cap |
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Lonewolf Grand Tournament April 28-30 The Beer Phase Podcast Clan Skrittar | ||
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| lockwood | 6th January 2012 - 03:50 AM Post #9 | |
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Chieftain
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is that this weekend if it is that mean half of the player at the fort smith store problem will be up there and there should be no problems with me getting a table
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toys go boom kill all man-thing, got to find more man-thing so toys can go boom again ' post post post | ||
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| CapAmr05 | 6th January 2012 - 01:13 PM Post #10 | |
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It's the weekend of the 28th; I'm not sure how full up on registration they are right now. --Cap |
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Lonewolf Grand Tournament April 28-30 The Beer Phase Podcast Clan Skrittar | ||
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| tbone | 8th January 2012 - 06:38 AM Post #11 | |
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Grey Seer
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Why not use a doomwheel instead of the Abomb, if your using it mainly as a distraction? The doomwheel has the same defense vs. S 3 missiles and actually better defense vs. S 4 missile fire, especially if its flaming. It's extra insurance against monsters, if your cannons fail. And you'd save on points, so you can take that extra unit of gutter runners
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| Tbone's Nasty Rats | ||
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| Mathusala0 | 8th January 2012 - 08:17 AM Post #12 | |
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The Evil Underlord
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happy birthday to me Edited by Mathusala0, 8th January 2012 - 08:17 AM.
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![]() The Glossary of Common Underempire Lingo The Skaven Guide to competitive list building (8th Edition) The Skaven Castle Formation | ||
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| CapAmr05 | 8th January 2012 - 03:57 PM Post #13 | |
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I run a movement phase/ combat oriented list, a Doomwheel does not function in combat unless you go out of your way to support it with a ranked unit (but then you're doubling down). Smart tournament players know that Doomwheels are weak in combat. With random movement if the Doomwheel gets stuck in the open and they have the chance to charge a sub par ranked unit into the doomwheel, the doomwheel will be breaking unless you have a lucky roll on your break test. Smart tournament players keep their monsters away from the doomwheel, just like we have rat darts to get in the way of things we don't want happening, they have units they can cushion their monsters with; In general you can't hide a large target from a cannon, but you can hide a large target from a doomwheel. Smart tournament players are more afraid of an Abom than a Doomwheel, so for sheer distraction purposes, it's not the same. The Doomwheel also can't flee charges, it's immune to psych so it has to take anything declared at it. The abomination doesn't, a lot of players never expect an Abomination to flee because it's such a beast in combat, so catching someone off guard and forcing a failed charge like that can be a real game changer. The Doomwheel is much more likely to endure a misfire; with the dice per wound rolls, and the 3-6 rolls on the artillery dice a game odds of having a misfire are pretty high, and the Doomwheel misfires are not so forgiving (in that they can take you out of position, or kill you); whereas the Abom only misfires on the highly unlikely triples on 3 dice when moving. Further the Doomwheel and Abom are subject to more than just missile fire (missile fire typically goes after units, whereas artillery usually goes after big things). In a straight average roll; a Doomwheel will not survive 2 cannon shots, but an Abom's regen can save against one of the 2. If the Doomwheel would go back to it's old rules (you know, when it could actually Wheel), then I'd take it over the Abom, for the controlled movement alone. The Doomwheel is not optimal for this list, it's a 150 point liability (It was removed from the list more than a year ago). It worked better than the Abom in 7th edition, but when they made it move the same as the Abom, it's functionality decreased dramatically in this type of list. Also Math, I will do my best to make sure Skaven have a good showing, in honor of your birthday. --Cap Edited by CapAmr05, 8th January 2012 - 08:11 PM.
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Lonewolf Grand Tournament April 28-30 The Beer Phase Podcast Clan Skrittar | ||
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| tbone | 8th January 2012 - 09:18 PM Post #14 | |
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Grey Seer
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I see. The abomb forces the opponent to commit something of value to it, without needing to support it. Also, I never considered fleeing with an abomb, that will definitely catch some people off guard, clever ;). | |
| Tbone's Nasty Rats | ||
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| CapAmr05 | 8th January 2012 - 09:54 PM Post #15 | |
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Yea, Fleeing is awesome and makes units way more dynamic in controlling your opponent's movement phase. (You do have to watch out for the odd ocassion of panic on an Abom though) I had an opponent with a lance full of flaming knights knights setup to charge a make-able distance to my Abom, then they would have overrun and wrecked through my flank on the subsequent turns; but when I fled with the Abom his eyes got really wide, he failed charged, I was able to keep my battle line and the abom fled right into the Leadership bubble (where he rallied and shifted to a different part of the battle). --Cap |
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Lonewolf Grand Tournament April 28-30 The Beer Phase Podcast Clan Skrittar | ||
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