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I took my Skaven to a fantasy tournament this past weekend, my first outing with the new book other than a few practice games at my FLGS. The tournament was 2,200 points - so I had to drop a dispel scroll and a few guys here and there to get down to the points limit.
Here's my list...
Chieftain - Great Weapon, Battle Standard Bearer
Plague Priest - Plague Censer, Rival Hide, Dispel Scroll
- Plague Furnace
Plague Priest - Plague Censer, Dispel Scroll
- Plague Furnace
24 Clanrats - Shields, Full Command
24 Plague Monks - Full Command, Stormbanner
24 Plague Monks - Full Command
7 Censer Bearers
7 Censer Bearers
Hellpit Abomination - Warp Spikes
So some big stompy Skaven contraptions, with the plague guys being unbreakable as long as the Furnace is alive. Decently fighty - the big plague blocks rely on the toughness tests to whittle some down, but the priest does fight pretty well in the first round with the flail being S6. Then the Hellpit is just great, and the doomwheel is pretty solid, too. It doesn't like fighting ranked units in the front, but I normally send it to try and snipe big guys and/or smaller elite units. It's worked decently in that role so far.
I'm really only going to go through the third game in detail, as it was the only really interesting. I'll give brief descriptions of the others.
In the first round, I drew a match against a Dwarf player. He was very new to the game, with a mixed list. The standard defensive lord on shield bearers in hammerers, some longbeards, and some warriors for fighty blocks. Then some quarrellers and thunderers. On top of that, his warmachines were a gyrocopter, grudge thrower, organ gun, and a pair of bolt throwers. Both bolt throwers had engineers, runes of accuracy, and strength 7. One was flaming.
This game was lost in deployment when he put all his shooting stuff in front of his fighting blocks. On top of that, he didn't focus fire on anything - so my whole army arrived relatively intact (just a few guys here, a few wounds there lost). Those two mistakes allowed me to hit his warmachines and overrun into his blocks in the manner I desired.
Nothing too interesting to report, other than the Doomwheel's performance was pretty stout. It zoomed forward on turn 1, towards a gyrocopter preparing to get behind me and march block / flame me the entire game. It was behind terrain, but that didn't matter. I slowed down the slaves & clanrats near the doomwheel so that the copter was the closest and it rolled that awesome str10. Popped the gyrocopter (and then two slaves with the subsequent shots :p).
Next turn, it rolled high and smashed into a bolt thrower, proceeding to overrun just shy of the board edge. It then threatened the flanks of his longbeards while one of my plague units threatened its front.
I got a win with a 17/18 point total.
The next round was against a Mannfred vampire list. It had Mannfred, two L2 vamps, and a Wight King BSB with the Drakenhoff banner for characters. It had three skeleton units, each with full command, then a 19 or 20 strong grave guard unit with FC + banner of the barrows, and lastly a unit of 5 blood knights with full command + flag of the blood keep.
He put the blood knights off to a flank with one of the L2 vamps (who both got danse) that had talisman of the lycni. Everything else formed a battle line with the BSB + Mannfred in the grave guard. The other vamp went with one of the skeleton units. He didn't move the first two turns, just summoning up his units into massive numbers. Turn three combat started. Censer bearers exploded skeletons like there was no tomorrow, and a plague furnace unit smashed a unit of blood knights to bits. But the megabunker of mannfred + grave guard were untouchable. I didn't have any flaming attacks, and could never get a good amount of attacks on the wight king to kill him. All damage done to it was immediately healed by Mannfred. I killed everything else, though.
In the end, I had a victory by about 540 points, despite the GG bunker killing a plague priest, its furnace, queek, and half of their plague monks. I also ended up losing both censer bearer units, too, eventually. But everything else was fine and I had more points from banners / quarters.
Doomwheel was again impressive, able to track down the lycni vampire and shoot it down while it was hiding out of charge arcs from big blocks. And I had a censer bearer unit charged by almost 30 skeletons. After the first round of combat, the censers were down to 5 and the skeletons down to 9. It was impressive.
It was a 16/18 point total win.
Going into round 3, me and one other were the only one with two wins in the 14 player field.
My opponent's list... Warriors of Chaos blaster list.
Tzeentch Sorceror Lord - L4, Black Tongue, Extra spell/power die, Daemonic Steed
Nurgle Sorceror - L2, Barded Horse
Nurgle Sorceror - L2
Nurgle Sorceror - L2
Spread out among his characters were the infernal puppet, random spell from fire/shadow/death (plus extra power die), Skull of Katan, and third eye of tzeentch. Not sure who had what, though.
18 Warriors of Chaos - Shields, Banner, Ward Save vs. Shooting banner, maybe a musician, not sure.
5 Maurauder Horsemen - Throwing axes
5 Maurauder Horsemen - Throwing axes
5 Maurauder Horsemen - Throwing axes
Chaos Chariot - Mark of Khorne
For his spells, he sorc lord got everything except Treason from lore of tzeentch.
The nurgle guys all took Buboes, then also had... Regenerate, Curse of the Leper, and Rot as their second spells.
The extra spell was wind of undeath (2d6 s4 magic missile).
Assessment: That is a lot of magic. And unfortunately, I needed to drop a scroll to get down to 2200 from the standard 2250. That might come back to hurt a bit. Thankfully, my big blocks have MR2 and the abomination has MR1. It will mainly come down to a few things:
1) Will the Hellcannons kill my big things before I get there
2) Will he demolish something with gateway before I get there
3) How effectively can he use his fast cav to block my movement
I believe I have an uphill battle, but with a little luck I think I can squeek out a win.
Also, I've played his Archaon blitz list and trounced it in a practice game - so I know he's looking for some revenge here. Should be a fun game.
We both start by placing our weaker units first (slaves for me, marauders for him) to see where the other will place his important things. We then move on to our bigger things (hellcannons/chariot vs. clanrats, censers).. but I have more units, so he has to place his bunker before I place my most important things (abomination, doomwheel, and plague monk units). So I got to set them all up knowing where his stuff was.
It ended up with...
him: Marauders on far left, marauders in left-center, bunker in right center (near woods) flanked by hellcannons, with the chariot and third marauders on the far right.
me: Two slaves on the far left, one on the right. Warriors on far right. Everything else basically lined up opposite his bunker + hellcannons. Queek and the BSB each joined a plague unit (making sure to go 6 wide, so they didn't touch the furnace and its censer weilding priest).
He has the +1 and wins the roll for first turn, electing to take it.
Hellcannons pass their check and stay put. Marauder horsemen shuffle some, moving up a small amount each. Chariot also moves forward a little bit. Magic has me scroll gateway. Buboes is blocked when attempting to hit my characters who had MR2, but one does go through onto the Doomwheel who passes his out of control test. Hellcannons both scatter, thankfully, when they were trying to snipe out the furnaces.
On my turn, I rush forward towards his line. Unfortunately, the doomwheel ended up where his khorne chariot could reach it. So I positioned a plague unit to be able to charge the chariot and overrun if he made that charge. Doomwheel fails the restrain check and zaps two plague monks from the BSB unit.
* So far, things are going as expected. Both hellcannons missing helped a bunch, next turn will be important with the marauder horsemen.
At the start of the turn, I unfurl the storm banner (-2 to shooting, hellcannons need 4+ before they can fire). Both pass their uncontrollable test.
The chariot elects to go into slaves instead of the doomwheel, since it would immediately get killed in return. Marauders move to harass. One gets right up near the hellpit, but fails to get in front of it. Another moves my far right to try and draw the censers over there away. The third moves right in front of the two plague monk units, angled off to the side.
Magic sees gateway take up my second scroll. Other stuff does some minor damage to censer bearers on the left (4 left of 7). One hellcannon fails the 4+ roll to shoot, and the other passes with Queek's furnace as the target. He guesses on target but misfires: result of a 6 which makes it hit on target at str10 (no more shooting for the rest of the game for it, though). Small consolation! :p Thankfully, it only does 1 wound to the furnace, killing 2 monks, too.
In combat, he rolls very poorly against the slaves, killing 6. I had 3 ranks and mass, so I lose by 2. I'm in range of queek + bsb, so I hold.
On my turn, I do my charges. Slaves on the left manage to reach the marauders who got a little too close. Censers on the right elect to hit the chariot instead of the marauders on my right. The center is all forced to charge the marauder horsemen in the center (two plague monk units and the second censer unit). He flees 12", so he gets away.
However, in compulsory, the doomwheel moves straight towards them and catches their final position - forcing them to flee again who proceed to go 15" and off the board. It also winds up very close to a hellcannon (the one that can shoot). Hellpit falls just short of the other hellcannon.
My plague monks end up having to wheel a little bit to the right (away from his bunker), but not very much, to the failed charges. Mainly, they just lose 5" and force me to charge on turn 4 instead of 3. My clanrats move to make sure to march block the third marauder horsemen so that they can't zoom in front again next turn and further mess up my moves.
Doomwheel opens fire on the hellcannon and rolls S6. Two shots randomize to the cannon, one to the crew. Dwarf is fried, but I fail to get the 4+ needed to wound the hellcannon. Unfortunate.
Combat sees the marauders on the left hold to the slaves, and the chariot is destroyed by the censer bearers. Censer bearers overrun, towards him since it's a pursuit move and he would have fled from the slaves who had higher mass. Useful, that.
* I think the placement of the horsemen wasn't quite proper. Slaves were able to charge one unit. The middle unit just got unlucky, though, to have been caught by the doomwheel. It was a big boon to have that happen. I'm out of scrolls now, though, so I'll need to start eating his little spells while throwing 6 dice at gateway (4 dispel + 2 MR). It would be a problem if he got a furnace down with gateway, as I'd lose MR2 and have queek get killed by buboes.
Hellcannons charge - one the hellpit, the other the doomwheel. Last marauders try to skirt around terrain on the right to get behind the slaves that fought the chariot and out of sight of the clanrats over there.
Magic sees gateway miscast, thankfully - the chart lets me cast a spell but I have nothing I can do (both have the breath template and are too far away to use it). He casts nurgle's rot, but rolls a little low and doesn't do too much. He gets curse of the leper off on the Hellpit, and I use all my dice to stop regen on his hellcannon fighting the hellpit.
Combat sees the hellcannon on the left wound the abomination three times. It gets "feed" and kills the dwarf in contact with him, as well as put a wound on the hellcannon. I have mass, so it's a draw. On the right, the hellcannon wounds the doomwheel once and takes three wounds in return to the grinding (I rolled well). I win, he's unbreakable.
Marauders also break from the slaves on the left but get away with a 16" distance. I rolled 5" for pursuit, so I can't charge them to make them flee again.
Censer bearers charge each hellcannon. Two are all that remains on the left, and they join in with the Hellpit. The other unit has 6 left, but only 2 can get into combat because of base sizes. The clanrats are still just able to make the charge on the marauders and do so. They're march blocking the BSB monks still, though, so they only get to move 5. Queek's unit moves up 10" and gets around 5" from the caster bunker. Slaves on the left move 10" towards marauders that fled.
In magic, I throw all my dice to block curse of the leper on the hellpit but fail to block it. The doomwheel decides to try and shoot the cannon some to soften up the combat, but it proceeds to misfire. Result of the chart: D6 s6 hits. I promptly roll the 6 for the # of hits and blow myself up. That's a problem - that hellcannon is going to destroy those two censers fighting it if I don't kill it.
In combat, the clanrats break the marauders (predictably, with a rear and full static), and they run into slaves.
The hellcannon on the right survives with 1 wound after the censer attacks, and then needing 3's to hit and 3's to wound with 5 attacks kills 4. It then wins combat with mass, where I break from a terror causer. It catches me, and worse is now in range to charge the flank of the clanrats that broke the marauders.
On the left, the hellpit rolls the 3d6 attacks. It gets 13 attacks, directing them all at the hellcannon. I hit 3 times but fail to get a single wound through. The hellcannon then needs 3's to hit and 3's to wound (curse of the leper lowered toughness to 4). It causes 5 wounds, and I fail 3 regen saves which kills me. The censers now break from fear causer. The cannon catches them, running into slaves (who pass terror check).
* Phew on gateway not going off, but man was that turn a big problem for me. I was figuring on both hellcannons getting killed, not killing the abomination + doomwheel, and being free to do stuff on their turn. It's an issue. At least they're down to 2 and 1 wounds.
Hellpit on the right charges the clanrats in the flank. It would flee directly into a building, so I elect to hold on the offchance that I can do the last wound. It risks having a banner captured, though. Not sure if it's the right decision. Marauders on the top left rally.
Meanwhile, the wizards flee the bunker like it's on fire. They all run into the terrain to the bunkers immediate right, hiding from the impending doom from queek & the plague monk unit.
Magic sees me throw 6 dice to block gateway and block it. He then gets curse of the leper off on queek's unit, regen on the warriors, and fails to cast rot.
Hellcannons break the slaves (left) and warriors (right) after each of them hit all 5 times and kill off the fighting rank preventing return attacks. Frustrating.
On my turn, queek & company charged the warriors in front of them. The BSB plague monk unit moved up to the woods (out of range to charge the closest mage). Slaves on the top left charge marauders. The 2 remaining marauders end up breaking and running off the board. Go slaves.
The last unit fails terror check from a nearby hellcannon and breaks, never to rally (well out of range from general).
In magic, I throw all 4 dice to turn off curse of the leper on queek's unit but fail to get the required value of 10. (thinking about it, should I have gotten to use the unit's MR to try and block it, too? Not sure about that)
The BSB unit's furnace does the template blast at the mages and hits 3 of them with T checks, which they all pass.
In combat, I fail one of my T checks from the furnace + priest's censer, he passes all of his again. Impact hits kill 1, queek kills 1, and the priest kills 1. Two attack back and kill 1 plague monk. Then I figure out why the poisonous fumes were so weak in this combat... it turns out that the wrecker ball was swinging too fast. It proceeds to hit the warriors 10 times and kill 4. After that, the warriors broke and were run down.
* Well, how to get those mages now. I'll have a choice with queek's unit - try and run away from the buboes, or turn and face the mages forcing them to choose to hide in the woods or risk a charge for the chance to kill queek. I decide, even after losing the plague furnace on top of 5 to turn to him and force him to choose. Queek's no ordinary skaven, he wouldn't be happy hiding like a coward.
He blasted at queek's unit, and miscast on Gateway again - but managed to use the puppet to get it to a 12. So it went off irresistably, killing the priest and the furnace both. With the loss of MR, they started dropping fast to magic missiles and such.
They were brave, though, and faced the wizard line on Turn 5. The wizards risked it, staying in sight to keep blasting. Queek took two wounds from Buboes, but I was able to block the third and keep him alive. On my turn I then killed off one of the mages.
The hellcannons hung out in table quarters. The BSB plague unit got another template attack on two mages, but they both passed their T checks again to preserve their half points.
* Thankfully I was able to block one buboes to keep queek alive so that he could kill a mage - where each one costs roughly 200 points. Unfortunately, he passed all 4 T checks on his other two mages to keep their full points.
I expected a draw, since he had two full health wizards and the sorc lord, plus two hellcannons at 2 wounds and 1 wound respectively. I figured he had around 1000 left.
I had half points for Queek, BSB, 1 plague furnace, 1 plague priest, full plague monks (w/o banner), half plague monks (with banner), 1 slave unit. Roughly 840.
Doh, I thought wrong about hellcannons. In order to get half points, you need to kill 2 models (regardless of which ones), not have done half wounds to the cannon itself. Bah, they're both full points giving him 1209 and a win by 360 points.
We both had 2 quarters and a banner, so that was a wash, too, giving him a minor victory.
Should have fled with those clanrats! :p
Loss of 6 to 16 (him) of 18
It was a fun & close game, and a little different luck in the fights against the hellcannons could have changed things dramatically - as the wizards wouldn't have been able to flee from the warrior bunker as easily if the doomwheel & hellpit were rampaging around with their non-line-of-sight threats. I also would have liked that third scroll :p
I look forward to a rematch!
Where does it say the magic resistance is also put onto the unit pushing it? I thought the MR2 was only if you shot the plague furnace...
Last edited by Utsujin; January 21st, 2010 at 02:26.
Wow skaven are pretty overpowered with no real downside.
Yeah, it was a fun day. I enjoyed my games, even the loss at the end was still fun because it was a pretty competitive game that came down to the wire.
And no real downside? Heh, you haven't played Skaven before, have you? :p My doomwheel managed to kill itself in game 3, there are a lot of misfire opportunities throughout the book, and the best stuff in terms of damage potential and staying power are all frenzy. That's a pretty big drawback against mobile armies. It is pretty sturdy, though - definitely a solid B+ book (not in the same class as Daemons & Vamps, but it's up there).
It's offset by the power they have though. The plague censurs... should cost a bit more.. 3 attacks, and the attack before cc starts? I don't even stand a chance against skaven with bretonnians. It's just a couple things that make them cheesy, like dual plague furnaces... Although just shoot and charge the flanks of the plague monks, kill them and leave the furnace sit. Monks arent that great really. It's not about them killing themself, its all the dmg output, and all the ignore armor this, and ignore armor that. Oh, you take toughness test before cc, oh you dead.
Well, he just lost. So there's a downside, losing. It's actually not the desired result.
To put stuff in perspective, he lost this game because ENEMY CANNONS ATE HIS ARMY IN MELEE COMBAT. I'd say that points to a problem.
By contrast, I went undefeated in this tourney, just sayin.
Yeah when your table quarters are both held by enemy war machines, you start to enter the realm of problem.
Yes, 40KE, your dwarves certainly rocked the 0-0-3 reckord for that tournament.
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