Army Lists

*Squeek*

Here I will list a few army lists that I have been tinkering around with, and some comments on each.
I have played very few battles to date, so none of these are really tested. They are actually more just in my mind having read around the internet a little bit and trying to think of what I could come up with using only the currently painted Skaven at my disposal.

LIST 1:
2000 Pts. "The ABOMBination approaches!" (A general list)


LORDS:
Grey Seer (265 pts)
Warpstone Tokens [0], Dispel Scroll [25]

HEROES:
Chieftain (Battle Standard Bearer) (97 pts)
Banner of the Under-Empire [25]

Plague Priest with Flail (254 pts)
Plague Furnace [150]

Warlock Engineer (95 pts)
Level 1 Wizard + Doomrocket [30]

CORE:
39x Clanrats (265 pts)
Full command, light armour, shield, hand weapon.
Poisoned Wind Mortar Weapon Team [65]

34x Clanrats (242.5 pts)
Full command, light armour, shield, hand weapon
Poisoned Wind Mortar Weapon Team [65]

40x Skavenslaves (80 pts)

40x Skavenslaves (80 pts)

5x Giant Rats (23 pts)
Packmaster [8]

5x Giant Rats (23 pts)
Packmaster [8]

SPECIAL:
25x Plague Monks (235 pts)
Storm Banner [50]

RARE:
Hell Pit Abomination (250 pts)
+Warpstone Spikes

Warp-Lightning Cannon 90


(# Models: 202)
Composition Report
Points of Lords - 265 (0 to 500)
Points of Heroes - 446 (0 to 500)
Points of Core - 667.5 (500 to Unlimited)
Points of Special - 235 (0 to 1000)
Points of Rare - 340 (0 to 500)

Comments:
So I reckon this is pretty "Vanilla" rights?
- right on the money for the "x1 model per 10 points" idea.
- decent core of clanrats and slaves?
- some Giant Rat units to be used at deployment to give me a heads up on what he is going to lay down on the table...
- A Grey Seer for magic duties.
- A relatively cheap Warlock Engineer with Doom Rocket (to be Skitterleapin' next to the enemy battleline and shooting off that rocket.
- A Plague Furnace with Priest and some Plague Monks for a hitty unit with foul magic...(and Storm Banner to keep flying things...not flying!)
- HPA for close-in damage
-Warp-lightning cannon for character sniping.

Is this list legal? and bearing in mind that it is a GENERAL list, what do your reckon? All comments welcome! (Please put "L1" in any comments when referring to this list - I'm going to add more lists soon and it could get complicated around here!)

Cheers,
*Squeek*

10 comments:

  1. I'm always a bit nervous about Grey Seers on foot....survivability and usefulness being much improved when riding a Bell. But naturally that means less points being spent elsewhere. The other question would be what is to be used as anti-monster? Without a wheel or poison wielding gutter runners (or psb's at a stretch) I guess it is up to the cannon? I'm certainly no expert btw :). Have fun with whatever you choose :P.

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  2. Hiya Fnurgn. Agree that a walking Grey Seer (Compared to riding a bell) seems like a vulnerability, but aren't they fairly safe if you park them in a large unit of clanrats? (Because they can avoid challenges I think?)
    BTW, good point about anti-monster abilities - or the lack of them in this list...Doomwheel would be best, but how to make room without sacrificing some of those core numbers of clanrats or slaves...
    Many things to think about for me!
    Squeek.

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  3. Hey there Squeek! Your list is indeed legal.

    I have to agree with Fnurgn, I think they Grey Seer could use some protection. Talisman of Preservation and Skalm usually do the trick (Although its very pricey!).

    As for the rest of list, if it were me, I'd tweak it a bit. I'm a fan of the Doomwheel because its both a beautiful model and its capable of dishing 3 lightnings with multiple wounds (D6) for taking care of monsters (let's not forget they're also magic so they can harm those pesky ethereals like cairn wraiths and spirit hosts!). I'd also move the Storm Banner to the BSB and put Plague Banner on the monks (those rerolls can really dictate the outcome of a close combat round). On a similar note, I like my plague priest to have an additional hand weapon for the extra attack (I know S5 for 1 round with the flail is nice but I hate hitting last).

    Still thinking on what can be dropped tho, I have Army Builder as well so I might post a similar list with the tweaks if you're interested.

    Sorry for the very long post!

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  4. L1 seems like a good start to a general list although I think there are a few weaknesses in it.

    Even in either of your blocks of clanrats, a walking grey seer is very vulnerable to numerous types of death. Consider at the least a ward save item or maybe skalm, lots of item points left(75 by my count).
    Your heroes seem in good order although I'd give your storm banner to your BSB and give the monks a plague banner, Banner of the Under-Empire does such low strength hits unless you know you are going to see only zombies or something, its a waste in real gaming sadly. Plague Banner on the other hand turns your only other melee hammer outside of the abom many times more deadly and they will eat alive even elites like Chosen, Crypt Guard, Phoenix Guard, etc. Also, as fun as skitterleap and doomrocket engineers sound, it still takes a roll to get skitterleap and doomrockets are a known game changer, prepare for that engineer to die first or second round in lots of games without the right spell or without even getting to fire, also as your only other caster that 95 point is even more deadly as you were already light on the casting side and now you are left with a single defenseless seer to backbone all of your magic.
    Core looks great but I'd give your slave blocks musicians - its 2 points and trust me, worth it every game almost. Giant rats like all the moulder units have a massive weakness in this edition, you need hordes of them plus bigger hordes of packmasters or mm's to cover them as they will fall to any missiles or spells instantly. I would remove both units are get some gutter runners or more monks because they will better scouts or a more punishing hammer.

    I've covered most of the rest in other parts of my review but I think its a sound list and the only way to know how it will work is to go out and play it of course and in that, nothing but good luck.

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  5. @Dyslexicon why musician on slaves? Reforming or ties? My guess is the first one, but I have to ask because I'm not that experienced, do you get time to reform in games?

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  6. @malark both reason and the 'Form on Me!' bit of the rules that gives you a +1 bonus on Leadership for rallies - everything helps with slaves because they lack so much

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  7. @Dyslexicon but slaves don't flee do they? I was under the impression they just cause D3+1 per full rank S3 hits to untis within D6 inches if broken in combat. Still for reforming, it might be useful, although I tend to use my slaves for screening and combat ASAP.

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  8. Thanks for the comments and input everyone:

    @Malark - I know what you mean about the Doomwheel, as it is one of my favorite models. It is supposed to be a great monster-hunter, but I haven't had too much luck with it...time to try again I guess! Also, good point about the plague banner. It should go with the monks for maximum effect.

    @Dyslexicon. Appreciate you taking the time to write that.
    In my last game or two I have faced an opponent who put out blocks of goblins 80-100 strong, so I guess I was getting fixated on a lucky hit from a Doomrocket! ;-)
    Also, I WILL swap out the Giant Rats for Gutter Runners when they are painted and see how that goes (I have 20 Night Runners to paint up, so that gives me plenty of "counts as" models for Gutter Runners.)
    What would you say is a good size for a unit of Gutter Runners?

    Cheers,
    *Squeek*

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  9. @malark I do the same with my slaves mostly as well, but the use is still there and I believe its well worth it - I did forget the Cornered Rats rule so the other part does not apply. A doff of my warlord hat to you.

    @Squeek There are lots of numbers that work but I've found that with poison and slings, 5-6 is ideal because they can keep moving and don't represent a large block target like most skaven do and don't bother with a deathrunner or grinder team as they will just add on more cost to an expensive and honestly weak unit. Enjoy that massive 36" move and fire area with poison, 2 games ago my 5 rat gutter runners took out 2 cannons and mortar to leave my Empire opponent utterly dismayed

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  10. @Malark thanks for the clarification and the further tips about Gutter Runners! I'm torn between slogging through painting my current unit of Slaves or going straight for the GR's now!
    ;-)

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