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1500 pts Skaven for Local Tournament
Topic Started: 12th February 2012 - 09:18 AM (383 Views)
queekismyhero
Clanrat
Alright im looking for advice, i probably tooled up my heroes too much but it doesnt seem so bad

Grey Seer-Skalm-270

Plague Priest-lvl 2-Dispel Scroll-160
Warlock Engineer-musket-30
Warlock Engineer-musket-30
Warlock Engineer-Doom Rocket-45
Chieftan-BsB-shield-72

35 Clanrats-shields+spears-full command-195
34 Clanrats-shields-full command-174
41 Slaves-82
41 Slaves-82

35 Plague Monks-full command-270

Warp Lightning Cannon - 90

it doesnt seem too bad, but i probably went a little crazy on heroes, honestly could shave points and fit another slave unit, although ill probably do more damage with a doom rocket than a unit of slaves..i could use some feedback as im a seasoned Dark Elf player but still coming to grips with this army.
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s'nkeep
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Ajax = warpstone juice

id increase the unit count for the slaves, add music and think about spears or shields not both
building a list around around your leadership checks is ideal, ie think about the number of rats in the unit, etc


and i like weapon teams over cannon (tagging with the muskets to finish off units)



Edited by s'nkeep, 12th February 2012 - 12:40 PM.
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Flem
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A blood curling cough a day, keeps the assassins away

Not a big musket fan with the move or fire. I'd drop both of the muskets and give one Warlock a doomrocket.
Also drop the spears on the one clanrat unit. Clanrats aren't made for killing but for withstanding damage with numbers and steadfast.

I'd try freeing up some points for either a stormbanner or a unit of gutter runners with poisen slings to go and take care of enemy shooting.

Flem,
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queekismyhero
Clanrat
Ill honestly probably drop both musket engineers and the Lvl on the plague priest to get a unit of gutter runners and get musicians on the slaves..the slaves should be at sufficient numbers because of the field ik im going againat..grey seer may be too much at low points but the dreaded 13th is a damn good addition so im going to keep that bad boy
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scratchydoom
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queekismyhero
14th February 2012 - 06:27 PM
Ill honestly probably drop both musket engineers and the Lvl on the plague priest to get a unit of gutter runners and get musicians on the slaves..the slaves should be at sufficient numbers because of the field ik im going againat..grey seer may be too much at low points but the dreaded 13th is a damn good addition so im going to keep that bad boy
Use the grey seer for everything down to 1000pts.....
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Nurglitch IX
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This looks a lot like my list, though for myself I'd drop the muskets for a Plague Banner on the Monks. It's only good 1 round, but it's reroll Hits AND Wounds. That's 25 rerollable S3 (rerollable) hits for standard formation on the charge.

If you were planning on Ld-boosting the Slaves with the Warlocks, remember you can't shoot into a slave unit with a Warlock in it.

I'm guessing you're running your priest in your Monks. This means he'll be in combat, and there's a very limited number of spells he can cast then. It might pay off for you, it never has for me.

As has been said, spears allow you to receive a charge and get 5-7 more S3 hits. You're typically losing 5-7 wounds in the unit to get this. They will do nothing if you charge. It's your call if that differential is worth it for your play style.
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queekismyhero
Clanrat
The spears are there because I picked up the army from someone and they were already modeled I painted them already and im pressed for time so I don't really have the option of buying all new clan rats and repainting them although Im considering shaving the spears down to look like hand weapons..the parry is crucial as I've noticed that the 1-2 that I save is the difference between keeping an entire rank in tact more often than not..I do have tough opposition around here..so the save is becoming more important..on top of that the rats are going to die regardless I of whether or not they generate wounds and well at this point im seeing how spears just aren't worth it and the extra save helps
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Nurglitch IX
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queekismyhero
15th February 2012 - 03:16 AM
The spears are there because I picked up the army from someone and they were already modeled I painted them already and im pressed for time so I don't really have the option of buying all new clan rats and repainting them although Im considering shaving the spears down to look like hand weapons..the parry is crucial as I've noticed that the 1-2 that I save is the difference between keeping an entire rank in tact more often than not..I do have tough opposition around here..so the save is becoming more important..on top of that the rats are going to die regardless I of whether or not they generate wounds and well at this point im seeing how spears just aren't worth it and the extra save helps
I know how that goes, most of my army is second hand, and there's nothing more annoying than being told "add this unit you don't have!"

Like I said, it's a solid enough list, if you know how to use it.
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queekismyhero
Clanrat
Thankfully the other two armies I play aren't forgiving to mistakes, DE and WE, so I've developed some decent strategies but im still new to skaven, I think a substantial amount of practice is in order. Thanks for the input though im still new to these insane little rats
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Mathusala0
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The Evil Underlord

get some good practice against the dark elves, there are several nasty tricks up those very tiny sleeves of theirs.

things to be on the lookout for

"Unkillable" dreadlord on a pegasus with crown of command

Deathstar units with cauldron support

Hydras

sack dagger magic (in fact, magic in general)
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