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Post by flamingkillamajig on Oct 11, 2011 17:39:50 GMT -5
This is where i'm going to put up the dream list i have for skaven (at least for now as it could be modified later). It may very well be over 3k worth of points but i think this is about how many points i'm going to have. I'll see what i can do though. Will be up shortly. I hope.
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Post by flamingkillamajig on Oct 11, 2011 19:36:46 GMT -5
Sorry for the double post but here goes the list. This is my dream team with possibly a few changes. Honestly i had to take out quite a few things in my previous lists and some of them are pretty good or decent.
So this is what i have.
Lords: 705 pts
Queek headtaker
grey seer w/skavenbrew on a screaming bell
--------------- Core: 1310 pts.
stormvermin x 60 w/shields/queek's bodyguard upgrade/banners, champion, musician/storm banner/warpfire thrower
clanrats x 85 w/spears/shields/banner, champion, musician/warpfire thrower
---------------------- Rare: 250 pts.
hellpit abomination w/ warpstone spikes
------------------------ Special: 335 pts.
plague monks x40 w/regimental crap/plague banner
------------------ Heroes: 400 pts.
plague priest, level 1 wizard on plague furnace
warlock, level 2 wizard with brass orb
Total: 3,000 pts (exactly 3k)
---------------------
So what do you guys think. It has so censer bearers unfortunately but 2 of the units (clanrats and plague monks) are unbreakable due to the furnace and screaming bell. The plague monks have frenzy as well.
Unfortunately i think i lack some good way to go through armor but i think the hellpit, magic, queek, brass orb and furnace could handle it a bit.
The storm vermin are WS 5, str 5 and initiative 5. Skavenbrew has these results from memory (1: d6 wounds with no armor saves on your unit, 2-3: hatred, 4-5: frenzy, 6: Basically death frenzy (frenzy with +2 attacks instead of 1).
The grey seer comes automatically with d3 warpstone tokens. He eats one and get dice for magic but on a one on those dice it hurts him.
Warpfire throwers are str 5, flame template, flaming attacks, psychology test and do d3 wounds per guy wounded (can't move and shoot but i think it can pivot on the spot to fire at a target).
The hellpit has many types of attacks but warpstone spikes give it like magic resistance 1 (not much) and then magical attacks. It can do d6 impact hits is str 6, toughness 5, 6 wounds, regeneration, etc. Also it has one of three attacks which are str 6 auto hits for everybody in contact and do d3 wounds with no armor save, 3d6 attacks and enemies get -1 to hit for the rest of combat phase if they suffer unsaved wounds and finally everybody in contact takes initiative test or suffers a str 6 hit and the hellpit also does 2d6 auto hits at str 6.
The plague banner for my plague monks allows them to re-roll to hit and to wound for an entire combat phase.
The brass orb is a small template, stone thrower shot, 8" range and it is initiative test or die for anybody under the template and chariots and war machines have to make a 5+ or die.
Queek also has to issue challenges and has 6 attacks at WS 7 that go through armor. He's str 4, toughness 4, 3 wounds with +3 armor etc. He has hatred for orcs/goblins and dwarfs. Also he always wounds dwarfs on a +2. Not to mention he has +1 to hit and to wound in duels. Against dwarfs he's a beast and i heard in the FAQ he can auto wound dwarfs somehow though i thought it said the +1 boost wouldn't effect that. I'd use him against knight and warriors of chaos possibly. He'd get owned by big and bad characters i'm sure. Still would be fun to use him though.
Surprisingly queek, the grey seer, the clanrats, screaming bell and upgraded stormvermin cost nearly 2/3 of the points. That's probably about how i want it anyway. I think it's not too much too be too many points invested but just enough that it's still nasty and effective.
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Post by cheminhaler on Oct 12, 2011 15:20:54 GMT -5
So just 3 big regiments?
None of that manoeuvring lots of small regiments around, I see...
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Post by flamingkillamajig on Oct 12, 2011 15:46:57 GMT -5
2 of the regiments are unbreakable and the other is a huge killy unit at Ld 10. I don't have a BSB in this army unfortunately. I'm surprised i had to cut so much. The level 2 wizard warlock engineer could do ok with the brass orb. I'll most likely get skitterleap with the grey seer and be able to teleport the warlock behind some key area and throw the brass orb. Problem is it won't do much against most elf armies, most daemons and warriors of chaos. However against everything else the brass orb will be perfect. Imagine the pain i can inflict on chariots, war machines, monsters and monstrous infantry with that. It seems to be great against most units. I probably should've gone for the death globe as it wounds on a +4 and goes through armor but the good thing about the brass orb is it's initiative test or die with no saves allowed. That can go through some really tough units like that grave guard death star i've been having trouble with.
I'd have added plague censers and the doomwheel if i was able to but this is what i could use. If i added censers i'd have to take out the hellpit and honestly i think i'd rather have the hellpit. The hellpit is more survivable and can do damage on more than just one turn. I'm somewhat worried about what i'll do against monsters and skirmisher armies but i think magic and warpfire throwers can handle the skirmishers while magic, the brass orb and warpfire throwers can handle the rest. With 7 magic spells per turn with at least 2 going into the spells of ruin and 1 going into plague and the remaining 4 going into everything else i should have enough spells to do whatever i want with. Also the grey seer can substitute any spell for either skitterleap or the 13th spell. So basically throwing my warlock around for a possible softening up of units with a brass orb would be nice.
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Post by cheminhaler on Oct 14, 2011 14:46:31 GMT -5
So there's no way the enemy can destroy your regiments if they get charged in the rear and front by small, agile cavalry units? I mean 3k is a lot of points to play with... anything could happen.
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Post by flamingkillamajig on Oct 14, 2011 17:20:48 GMT -5
Like i said 2 units are unbreakable and the 3rd is at leadership 10. Even if you do get rid of the rank bonus it's still leadership 8 with queek. Besides you also have a hellpit to worry about . I've got a lot of magic, two warpfire throwers, death units and a monster on the loose. It's gonna be quite the army to take. Only problem is it lacks some flexibility but most lists are big and stupid these days. Most of this is how i want it too. At least on the bright side i have a ton of points invested in core and everything except my lords choices can have plenty of additions partly because of that.
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Post by flamingkillamajig on Oct 22, 2011 17:57:40 GMT -5
There may be one flaw in this plan of attack actually and now that i look at it it may be pretty big. If the stormvermin with queek get flanked they will still have leadership 8 i think but i will need to get a BSB chieftain in there so that i can have a re-roll for leadership. I will probably end up replacing the warlock with the chieftain or less likely i'll replace one warpfire thrower and maybe get rid of an upgrade so i can have the chieftain with BSB. It's looking pretty good otherwise though. I really don't want to get flanked though. I may have to throw the stormvermin unit in the center between the plague furnace/plague monks and screaming bell/clanrats. Then i'll have the warlock in the back.
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Post by flamingkillamajig on Nov 3, 2011 6:30:50 GMT -5
Ok turns out i made a mistake in my math and i was 70 pts over. I basically had to take out one warpfire thrower. I may put it back in but i'll have to fix up this list a bit. I won't do a huge facelift to the list but perhaps a small tweaking is in order (tweaking for my rats' squeaking ). I figure i'll put the warpfire thrower near the stormvermin possibly so that i can cover my stormvermin if they flee. As far as i'm concerned the shields and spears of the clanrats, the shields of the stormvermin, possibly but most likely not the warpstone spikes and the warlock with brass orb are all things i can remove to add other things in. Really if i was fighting anybody but wood elves, dwarfs and empire i'd probably use a different banner than the storm banner but it's totally worth it for how often it saves or at least partially saves my ass. I was thinking of replacing it with the banner that adds d3 to banner bonus if you have more ranks than your enemy. Considering the amount of kills and such taking place i'd doubt it'd win the day but you never know. Plus i'd probably be steadfast anyway. The odds are really high that i would be. Anyway i'll see if this works out. It's not like i currently have a 2nd warpfire thrower anyway but considering their nastiness i think there's always room for more. I'll see if the other weapons teams are worth it. Oh and i suppose i could always replace my hellpit for something else but considering the damage, random movement (good vs. skirmishers and stand and shoot units) and even damage against ethereal and similar units with magical attacks with a cheap upgrade i may keep it. I was thinking of replacing it with plague censers and 45 extra points worth of something else. Hard to say what i'll do with it. Also a BSB running around instead of my lone warpfire thrower could happen. I really hate the idea that my troops might run no matter how slight. Really if queek dies (not unlikely) and if i get flanked in the same game it's not going to end well.
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Post by cheminhaler on Nov 4, 2011 15:41:07 GMT -5
You could just remove some clanrats to pay for the warp-fire thrower.
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Post by flamingkillamajig on Nov 4, 2011 22:45:07 GMT -5
I thought about doing something similar actually but it's hard to say. Each clanrat with a shield and spear costs 5 points. I'd need to remove 14 of them to put a warpfire thrower in. It could be worth it but i don't know if i want to do that. Also considering i currently only have one warpfire thrower i might want to keep it with just one for now. I've also thought about doing different things with my army including putting an assassin with smoke bombs in my stormvermin unit as well and keeping it hidden and then using smoke bombs if it flees (enemies roll 1d6 less to pursue your fleeing unit). However getting the unit to stay strong is probably more important so i could get a chieftain with BSB which as it turns out also costs 70 pts and the horned rat banner costs another 70 pts but i don't have to get it. I almost want to throw queek somewhere else because he's going to be the general and his behavior for always dueling with a decent but not great statline is probably going to get him killed. Having my general die is not favorable and i'd prefer to make the grey seer my general. Problem is you take the guy with the highest leadership and queek has the highest. Unless there is some way to have a higher leadership due to some item or something then queek has to be my general. My point is mostly this queek will get himself killed fast most likely and a grey seer will be able to hide and direct spells in all combats with the screaming bell and has a ward save and more. Plus generals and BSB's on large units get an 18" range for inspiring presence and such rather than the normal 12". Believe me when i say it normally counts a great deal.
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