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  1. #1
    Shrug, k... Certs's Avatar
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    2500pts just starting

    Well, techinically I've played 1 game of fantasy before; a 1k skaven vs lizardmen where i learned to play while having read the army book but the rulebook as much, but that was the old skaven book and the last edition of fantasy. Fast forward to now and I'm just getting back into skaven due to free-time to actually do a big project such as this. Anyways, I'm mostly into this army due to the fluff and visuals, they just look cool and are a neat concept. Also, having still not fully read either the new rulebook or armybook, this list was put together with the help of a few of my friends based on what I wanted in the list.

    Being a fan of the new models, the must haves were the: screaming bell, plague furnace, 2 abominations, and warp lightning cannon (even replaced my old bell and cannon model). Mainly, going for a very cool looking army and not very considerate of competitiveness (though I was told that those above components alone would be very scary for many opponents anyways)

    465 - Grey Seer w/ Dispel Scroll, Screaming Bell
    296 - Plague Priest w/ 5+ ward, Plague Census, Plague Furnace
    112 - BSB w/ Shield, Storm Banner

    245 - 50 Clanrats w/ Shield, Command
    127 - 50 Slaverats w/ Shield, Musician
    127 - 50 Slaverats w/ Shield, Musician
    127 - 50 Slaverats w/ Shield, Musician

    405- 50 Plague Monks w/ Command, Plague Banner

    250 - Hellpit Abomination w/ Warpstone Spikes
    250 - Hellpit Abomination w/ Warpstone Spikes
    90 - Warp Lightning Cannon

    2494 - total

    More or less, I'm looking to shore up final touches on the list while not really investing much more money past what I already have. With the big question mark over my head being what gear would be good on the Lord and Heroes as well as acceptable unit sizes for my other units.

    Things I could probably drop, 5 clanrats and 5 monks for 63.5pts (including the 6 spare points) as well as maybe the warpstone spikes for another 30. But with the warpstone spikes, not having much in the way of warpstone/magical firepower, it seemed like a good idea to take them, plus the magic resistance alongside the magic resistance from the bell and furnace seemed nifty.

    Another issue was the slaves, whether 3 of 50 was just right or if it would be good to go with 4 of 40 (using some points from dropped clanrats and monks). Also, I know I could probably include a weapons team, but have more or less been opposed to this as it'd seem awfully lonely and sorta 'odd rat out', though 2 wouldn't be bad but there just aren't the points for it with what I want.


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  3. #2
    Member sujaka's Avatar
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    Your list is great, but I would drop thspikes. Magic resistance isn't as e warpstone good as it used to be. Drop the shields on your slaves, you should keep them as cheap as possible. You should also go with your slaves 4 units of 40. Make them 8 deep and 5 wide, With this you'll always be steadfast. also put a naked warlock engineer in each slave unit just for the Leadership, and put a champion also in each of the units. let me calculate. With the spare points add a poisoned wind mortar.

    Spare points +6
    Slave Shields +75
    Warpstone spikes +30
    3*engie -45
    3*champ -6
    Poisoned Wind Mortar -60
    total: 0

    No spare points Left
    Thou should not play frisbee with a shield drone

  4. #3
    Shrug, k... Certs's Avatar
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    161 (x4)

    First off, I'm with you on the 4 of 40 slaves as well as adding champions (+43 points). I've dropped my clanrats down to 44 and monk to 45, making them both 10x6. Currently, that puts me 17 points above my core minimum with 25 spare points.

    Though I'm not convinced that it is worth dropping the shields and sacrificing that 6+/6+ save which isn't great but is fairly good for its cost (80pts). But if I do drop them, I'd have to definitely add the mortar to stay 2 points over my core minimum (and 40 spare points).

    Nor with the warpstone spikes either, which are being taken more for their Warpstone Weapon property than MR(1) since without it the cannon and furnace are my only source of magic weapon attacks (and I do know that one of my friends uses a fair amount of ethereal in his VC, so i'm concerned of getting tarpitted against those).

    Otherwise, that'd put me at 70 spare points, which is enough for 4 barebones engineers (1 for each slave regiment) with 10 spare points. I'm all for the engineers for that added room to maneuver outside the general's Ld bubble as well as at least some chance to rally if they flee but right now I'm having a hard time deciding where to get the points for it.

    EDIT:
    Was talking with my friend on the proposed changes, warlocks no longer seem like a good idea, due to their weak stats, they'll easily get picked off in cc anyways (because there's no point to actually challenge them to a duel and allow them run to the back), as well as having warlocks in the slave units would prevent me from shooting into an enemy they're tying up in combat (only the slaves are expendible, but the warlock isnt and so it would be negated). Not sure if the paw leaders are entirely necessary either since the slaves are going to die regardless.

    Ended up dropping a unit of slaves as I think 3 should be enough, and used the points to upgrade the clanrats to stormvermin for some added hammer and staying power to the bell unit (as well as more visual appeal).

    Also, for additional visual flavor, using somebody else on this forum's idea of putting packmasters at the back of my slave units, as well as having a chieftan and warlock (just for looks, not actual) in each unit since I had the models anyways.
    Last edited by Certs; December 23rd, 2011 at 23:48.

  5. #4
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    I've played skaven in a few 2.4k tournaments, a few "tips"
    Always keep the Warpstone spikes on the hellpits... keeps them from getting tangled up with Eatherals
    I can't personally comment on taking a Bell & furnace, could be interesting tbh, one thing I would invest in is Skalm in the skaven magic items... as a Gray Seers goal in life is to hammer out those Dreaded 13th spells and destroy high Value targets (swordmaster COUGH).
    Invest in a few Dead Drops, Skaven are one of those armys you want to see were your opposition sets his stuff up, 1 packmaster 5 giant rats comes in at 23pts if i remember right...which is even cheaper that WoC Warhounds.

    Anyway man besides that you lists looks like any skaven lists should lots of rats , Give me a PM about how bell/furnace goes
    Take it easy Buddy, happy gaming
    Tiny

  6. #5
    Rules Attorney BrockSamson's Avatar
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    Just a heads up from a guy with some games under his belt... Bells and Furnaces tend to be point sinks, and I have found our combat to be more of a distraction than a method of winning. If it works for you great, and I know you don't want more models, but I'd look at heavier shooting... even your monks will tickle WoC, lizzies, and ogres. Cannons are a steal.
    Fear me, mortals, for I am The Anointed, The Favored Son of Chaos, The Scourge of the World. The armies of the Gods rally behind me, and it is by My Will and by My Sword that your weakling nations shall fall. - Archaon, The Everchosen, Lord of the End Times

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