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Two Warlords and a Plague Priest walk into a bar; 2000 points, no Grey Seer
Topic Started: 9th January 2012 - 06:23 PM (255 Views)
Rizzo
Stormvermin
I just got a new Plague Priest model and worked out a War-litter for my 2nd Warlord so I want to make a list with both in there. Let me know what you think.

Lords - 418pts
Warlord - General, goes in slave bunker
Armor of Destiny, Ironcurse Icon, Obsidian Lodestone, Shield

Warlord - Snot-kicker, goes in Storm Vermin
Dragonhelm, Sword of Anti-Heros, Talisman of Preservation, The Other Trickster's Shard, War-litter

Heros - 481pts
Chieftain - BSB, goes in slave bunker
BSB, Shield, Storm Banner

Plague Priest - goes in plague monks
Flail, Wiz 2

Warlock Engineer - Rocket Tech
Doom Rocket

Warlock Engineer - Lightning Rod
Wiz 1, Warp-Energy Condenser

Warlock Engineer - Scroll Caddie
Wiz 1, Dispel Scroll

Core - 599 pts
Storm Vermin x 32
Banner of Swiftness, Full command, Poisoned Wind Mortar

Skaven Slaves x 49
musician

Skaven Slaves x 49
musician

Skaven Slaves x 28
shields

Special - 366 pts

Gutter Runners x 6
poison, slings

Plague Monks x 29
Full Command, Plague Banner

Rare - 90 pts
Warp Lightning Cannon

No Category - 46 pts
Rat Darts x 2
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Thawzz13
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Sleepai dooggy :)
28 slaves should not be a bunker these should be clanrats as slaves explode :KA-BOOM:

not sure about the unit of storm vermin personnaly i dont like em.

you also need another hammer unit. i would say take a hell pit and drop 1st warlord and the vermin and slave bunker should be clanrats. not sure how that works out pointwise though

Victories and Losses (7)
Wizards (4)
Morale/psychology (2)
Characters (2)
Infantry (2)
Monsters/Monstrous infantry (1)
Warmachines (2)
Painting/hobby (6)

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lockwood
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Chieftain
yes 28 slaves not a good bunker

storm v are a ok but you would want razier banner min 40 and then if you can a skaven brew with them all in all a lot for one unit but if done right are killer (seeing how your point are spent up in hero's and lord....may want to drop for doom wheel and 2 wlc)

no need for full commands just take mus and BS save you some point may want to drop slave down to 40 for point for that clan rat bunker

second how may point is this i may have missed it but if i had to bet i would think 2000pt at which point you have almost 1/2 in hero's and lords may want to take that down to about 1/3. i know you have the one model for every 10pts it looks like but the slaves with out shields will not last long maybe a turn or two

as for the hammer unit you kind of have 2 which is fine but a 3rd is good to HPA are not your only chose tho doom wheel would work as a 3rd or if you picked up a 2 wlc you should be good as point are going to be a problem for you if you want to take all those lords and hero's
toys go boom kill all man-thing, got to find more man-thing so toys can go boom again '

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Rizzo
Stormvermin
I was of the understanding that bunker units are not to be in combat. If I let someone get stuck in with that unit then 23 clanrats wtih shields wont last any better than 28 slaves. I may have missed a detail on that but the bodies are to soak up shooting and take look out sirs. I will probably learn that you are right the hard way, but sometimes that is what it takes for the light-bulb to come on for me.
Also thanks for the feedback I will do some tweeking and work on buying/building/painting a second WLC.
Edited by Rizzo, 10th January 2012 - 04:43 AM.
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Mathusala0
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The Evil Underlord

its a risk either way. hence why I left it out of the guide for the most part.

the main reason clanrats are preferred is because of the slim chance that some divine act of retribution of equally important event occurs and your unit does end up in combat. normally with a flying unit, or a hidden skirmisher, ambushes, really fast troops, or just bad luck.

while this unit wont win combat any more than an equal points unit of slaves. should this unit break your points are not instantly consumed by the resulting explosion. aka, your 400+ character points don't go pop with the slaves. with clanrats. they have a chance to book it out of there. even if they don't rally so long as they are on the table at the end of the game you hold all 400+ points that are in that unit. very important in a point denial game.

Of course, if a flying unit breaks your clanrats anyway, they are going to die, but flying is the smaller concern, its more about the random charge that unpredictably sneaks through your lines. it may not be a regular occurrence, but it pays to be prepared.

of course, you save points going with slaves and they are basically clanrats for all tense and purpose when it comes down to absorbing bullets. so its really up to the player. I personally run a bell so i have to use clanrats. and the games with lists where I haven't (excluding the one themed pestilence list when Skrolk wanted to hit things with his pimp stick) had a bell I have still run clanrats. and there are times when It was a very good thing.
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The Skaven Castle Formation
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