>3000 6000 Point Legendary Battle vs Lizardmen - Warhammer 40K Fantasy
 

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    6000 Point Legendary Battle vs Lizardmen

    Title says it all; I have a 6000 point match planned against Lizardmen with my Skaven. With a few decided rules including 4d6 winds of magic and blind deployment, let's cut to the chase and get started!
    *EDIT: I didn't want to explain why I took certain things, but I feel like it would help a bit when deciding criticism, so here we go! :)

    Lords*
    x1 Queek Headtaker
    x1 Grey Seer - Screaming Bell/Earthing Rod/Skalm/x2 Warpstone Token (525)
    x1 Warlord - War Litter/Halberd/Armor of Destiny/Shadow Magnet Trinket (208)
    x1 Warlord - Rat Ogre Bonebreaker/Fellblade/shield (258)

    *For Queek, out of all the special characters, he is probably my favorite. He can also put on a good fight, and can bring along upgraded Stormvermin.
    NOTE: I just remembered that Queek has the highest LD, so he has to be my general.. Which kinda stinks, since he's not as protected as my other lords, but oh well.
    *The Grey Seer was a MUST take.. The Screaming Bell is just for a nice center piece.
    *Warlord numero uno, I plan to make this guy my general (Don't want to lose my general-grey seer in a 6000 point game due to a bad miscast), so I kit him out with a nice 4+/4+, with a halberd for some extra fighty-potential
    *Warlord numero dos, Shiz and giggles really. The Fellblade is awesome, and the Rat Ogre giving him an extra wound means more potential to survive haha

    Heroes*
    x1 Plague Priest - Level 2/Flail/Foul Pendant/Plague Furnace (319)
    x1 Plague Priest - Level 2/Flail/Talisman of Endurance/Plague Furnace (319)
    x1 Chieftain - BSB/Storm Banner (120)
    x1 Warlock Engineer - Level 1/Dispel Scroll/Ruby Ring of Ruin (115)
    x1 Warlock Engineer - Level 1/Warp Energy Condenser/Doomrocket (115)
    x1 Warlock Engineer - Brass Orb (65)
    x1 Warlock Engineer - Skavenbrew (65)

    *x2 Plague Priests for x2 Plague Furnaces.. These things are monsters, especially since I don't really have to watch out for cannons.
    *BSB is a must take, and the Storm Banner adds a layer of protection to make sure my big stuff gets into combat.
    *All the Warlock Engineers! All kitted out differently to suit different needs.
    NOTE: The Warlock Engineer with Skavenbrew is going with the Stormvermin on the chance to give them hatred.

    Core*
    x60 Stormvermin - Standard/Musician/Razor Standard/Queek's Bodyguard (790)
    *x1 Warpfire Thrower
    x65 Clanrats - Standard/Musician (337)
    *x1 Poisoned Wind Mortar
    x20 Clanrats - Standard/Musician/Shields (167)
    *x1 Poisoned Wind Mortar
    x20 Clanrats - Standard/Musician/Shields (172)
    *x1 Warpfire Thrower
    x40 Skavenslaves - musician (82)
    x40 Skavenslaves - musician (82)
    x40 Skavenslaves (80)
    x1 Rat Dart (5 giant rats + packmaster) (23)
    x1 Rat Dart (5 giant rats + packmaster) (23)

    *So. Many. Rats. Stormvermin, with Queek and the Fellblade Warlord, are gonna pack a serious punch
    *Clanrats to push the bell..Tarpits and re-directors.. Yep.
    NOTE: the 20-man blocks were given shields to reach over the 100-point mark, where they can claim objectives if need be.

    Special*
    x40 Plague Monks - Standard/Musician/Plague Banner (325)
    x40 Plague Monks - Standard/Musician/Banner of the Underempire (320)
    x6 Gutter Runners - Slings/Poison (108)
    x6 Gutter Runners - Slings/Poison (108)
    x6 Gutter Runners - Slings/Poison (108)

    *Plague monk units to push the Furnaces, magic standards to deliver more of a punch.
    *I have no real plan for the Gutter Runners to be honest.. Without the need to worry about warmachines, they are basically there to be nuisances and get in the way of charges/movements.

    Rare*
    x1 Hell Pit Abomination
    x1 Hell Pit Abomination
    x1 Doomwheel
    x1 Doomwheel
    x1 Warp Lightning Cannon
    x1 Warp Lightning Cannon

    *Obvious rare choice selection is obvious... Obviously. ;)

    Let me know what you guys think! Keep in mind that I am playing Lizardmen.. So I really expect harsh magic phases. I was wondering if I should do some swapping and make room for another Grey Seer.. Whatever! Any criticism/helpful tips are appreciated! :)

    Last edited by Sco0terkid; March 12th, 2015 at 18:54.

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  3. #2
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    Do you know what the other guy is taking?
    Lots of big monsters mixed with some fast units to deal with the cannons could be a pain.
    You could even use the gutter runners as war machine defense.
    Upon wings of iron they fall upon the foe

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    Quote Originally Posted by Lucas View Post
    Do you know what the other guy is taking?
    Lots of big monsters mixed with some fast units to deal with the cannons could be a pain.
    You could even use the gutter runners as war machine defense.
    I remember us exchanging our lists. I can't remember where it is now, but I do know he's taking:
    -Double Slaans (One with life going with Temple Guard and a lone-Slaan going with Shadows)
    -Big group of Skink cohorts with Kroxigors
    -Couple groups of Saurus/Temple Guard
    -3 Stegadons
    -One unit of 20 (or 2 units of 10) chameleon skinks + one unit of 3 ripperdactyls
    -salamanders + razordons (not sure how many of each, but I know he'll have at least one of each)

    That idea with the gutter runners.. I actually like it a lot. I can use them as a screen to prevent my cannons from dying so quickly, since we both know the cannons are going toward the big dinosaurs.
    Also, since we're implementing a modified rule of re-casting spells, I'm hoping I can magic-missle the skirmishers/ripperdactyls before they cause any real problems for my cannons.

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  6. #4
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    Yeah as a Lizardman player myself, taking out the cannons is a massive priority. Once the support is out, the rats can/will fall easy to a unit of saurus supported by a steg.
    Upon wings of iron they fall upon the foe

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    I still have Hell Pits/Doomwheels/Magic for those big dinosaurs!

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