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Post by fantasychild on Jun 17, 2005 16:09:01 GMT 12
This is my first Skaven list I've written, so can anyone give me a hand? Thanks - HeroesHarbringer of Mutation w/ whip and an extra Warpstone token Master Moulder w/ light armour and great weapon Core25 Clan Rats with spears and full command 20 Clanrat slaves with slings and full command 25 Clanrats with spears and full command 20 Stormvermin with shields and full command Special3 Rat ogres 10 Night Runners with 2nd weapons It's 1007 points, with no Rares. Can anyone help me out here? It's just for a casual game, so nobody cares if you go a little bit over the limit Thanks. James McDonald
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Post by Aaron on Jun 17, 2005 16:48:49 GMT 12
Hey James,
Im a relatively newbie to Skaven (played a half dozen games or so) but I could give you an indicaiton of my of my opinion.
Firstly, what the heck is a harbinger of Mutation?!
Your core choices: to field 2 units of slaves you have to have 2 units of Clan Rats (Mainstay unit rule). So you really need to drop one. Also the only thing I use slaves for is to die & possibly charge a flank. As such I dont bother with giving them any equipment & would suggest with Ws/Bs 2 they aren't going to make good use of it.
Depending on who you are facing 20 str unit of Clan Rats may be a bit small 25 gives you extra ranks that you can afford to lose but still keep +3 Ld
Remember with big night runner units they dont get the Ld bonus so have Ld 5 (I think) which means very prone to running off, if they are too large they could cause panic on your surrounding units. Maybe drop a few of these guys and up your Clan Rats.
2 things I always include: Warpfire thrower - its better than its stats suggest & 1 wound = panic test Ratling Gun - Who can resist the imagery of a Skaven madly cranking the handle, gibbering with glee until it finally blows up... not me ;D
Personally my army includes 2 regiments of Clan Rats (25), 2 Regiments of slaves(20), 1 regiment of Stormvermin(20) and then what ever else I can fit in. So far Ive met with mixed success but I decided if I was using a horde army I better have a horde!
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Post by fantasychild on Jun 17, 2005 16:53:51 GMT 12
This is Clan Moulder. Do those rules still apply? D'oh!
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Post by fantasychild on Jun 18, 2005 8:38:24 GMT 12
I edited it. Is it any better?
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Post by Aaron on Jun 18, 2005 9:46:39 GMT 12
Dammit, wrote a phreaking message and then the server spat up some stupid message about "too many connections" which naturally enough dumped out my message. Thats the third time since the "upgrade" and I never had it before! GGRRHH
Anyway the abridge version.
Yep I think thats better, at the very least its now legal. I think so long as you've got a vague plan & each unit has a purpose working towards that plan then you'll do ok.
For a Moulder army I would be tempted by some Giant Rats to replace 1 unit of Clan Rats, they aren't as effective as Clan Rats but are better than slaves BUT the only reason I would take them is for extra character in the army.
A couple of tips Dont let the rat ogres get paniced (LD5) and they cant take on a full regiment on their own use them to take out light cav, heavy cav, lone characters or best of all charge flanks. Dont let the Night runners get paniced or have to take a fear test (LD5). Use them to take out warmachines, lone characters or light cav. Slaves work great against missile troops as even tho they cant hit a barn door their rank bonus & outnumbering will normally see them thru (same with light cav) Also useful for flank charges remember slaves dont cause panic so doesn't matter if they die.
Finally see if you can squeeze the swarms back in as its the only thing you can totally rely on (unbreakable) to hold a flank or take the charge of a scary unit.
(so much for the abridge version!)
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