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Posted: Tue Oct 13, 2009 5:02 pm
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Vincent Valentine (chaos) Inenor 520-Slann Mage Priest -1 lore, +1 dice to cast, Ethereal, Magic Resistance 3 -Plaque of Protection (2+ ward), Cube of Darkness (dispel scroll with 50% chance of ending enemy magic phase), and a Dispel Scroll 150-Skink Priest -Lvl 2 -Dispel Scroll, Diadem of Power (store up to 2 dice from casters dice to dispel pool) 141-Skink Chief -Light Armor & Spear -Staff of the Lost Sun ( S:5 x3 Short Bow), Enchanted shield (+2 to save) -Terradon (Flying Mount) 160-Scar-Vetran -Light Armor -Burning Blade of Chotek (-2 to armor save and flaming magical attack), Shield of the Mirrored Pool (2+ redirect magic missiles to caster) -Cold One 500-Saurus Warriors -2 units of 20 warriors with full command 220-Skink Skirmishers -2 unis w/ bowpipes -1 units w/ shield and javelin 90-Terradons -3 Terradons 470-Stegadon(s) -2 Stegadons this is the list i am currently 2/2/0 with 4laugh I see you included a skink chief. While I really like the looks and feel of a skink chief, I just can't recommend it. In no way. If you want a terradon flyer, just add another terradon, that's easy. If you want a quick moving free runner? Make a scar vet instead with that crazy thing there makes you move with a m of 9 if I remember good enough. With a great weapon, you have a great potential of killing annoying chariots. (strength 7= auto kill a chariot.) And lastly, this is more a personal thing I guess. I like to keep my skink skirmishers as small and cheap as possible. Why? Their not here to kill things, their just plain damn bad at that. They can only really do things with shooting, but I like them to divert, make the enemy position themselves in bad places. This is just my short two cents! =] he's actually helped a lot in the games, his high mobility and BS help him target even skirmishers with the staff and he makes a good large target hunter to boot! biggrin
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Posted: Sun Dec 06, 2009 9:05 pm
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Posted: Fri Feb 12, 2010 11:43 am
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Well, got my Army book, and I made this list, with what I managed to get ahold of fairly cheaply. Unnamed Empire Army. Heroes: Captain: hand weapon, Shield, full plate. 64 pts. Captain: Full plate, shield, lance, barded warhorse. 78 pts. Core: Swordsmen x20. 120 pts. Detachment, 8 handgunners. 64 pts. Knights x8. Preceptor, Musician, Standard. 184 pts. Handgunners x10. 80 pts. Handgunners x10. 80 pts. Free company x25. 125 pts. Rare: Helblaster volley gun. 110 pts. 925 pts. Leaves plenty of room for magic items, which I am confused. What items would benefit this list best? Fantasy equipment confuses me. And what units would get my list a little more oomf?
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Posted: Tue Feb 16, 2010 10:35 am
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Posted: Tue Feb 16, 2010 10:37 am
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Slann Mage Priest - 520 -1 lore, +1 to cast, Magic attacks only hit, MR (3) -Plaque of protection, cube of darkness, Dispel Scroll
Skink Priest - 150 -lvl 2 - Blood Statuette of Spite, Diadem of Power
Skink Chief - 141 -Light armor -Staff of the Lost Sun, Enchanted shield -Terradon
Scar-Veteran - 160 -Light Armor -Burning Blade of Chotek, Shield of the Mirrored Pool -Cold One
Saurus Warriors - 540 - 2 units of 20 w/ spears and full command
Skink Skirmishers - 220 -2 units of 10 w/ blowpipes -1 unit of 10 w/ javelins
Terradon Riders - 90 -3 riders
Stegadon - 470 - 2 Stegadons
Chameleon Skinks - 120 -10 skinks
Jungle Swarms - 90 -2 swarm bases
2501 points, going up for the tournament round 1 at the end of feb
and to make it my 2250 list i would remove the spears, chameleons, and swarms.
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Posted: Wed Feb 17, 2010 8:33 am
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Undivided: 1 Company Command Squad 2 units of stormtroopers
Khorne Platoon: 2 units of standard guardsmen 1 platoon command squad 2 armoured sentinels 1 Stalk Tank (converted with 2 sentinel kits and a defiler) 1 unit of 5 khorne flesh hounds 1 unit of heavy weapons
Tzeentch Platoon: 1 platoon command squad 2 units of standard guardsmen 1 Psyker Battle squad 1 Primaris Psyker (modelled on disc of tzeentch) 1 unit of heavy weapons 1 unit of Rough Riders (riding Screamers of Tzeentch)
Slaanesh Platoon: 1 platoon command squad 2 units of standard guardsmen 1 maxed out unit of conscripts (slaanesh slaves) (i havnt got the codex in front of me atm, but thats something like 40 or 50 models...) 1 unit of heavy weapons
Nurgle Platoon: 1 platoon command squad 2 units of standard guardsmen 1 unit of heavy weapons 1 unit of Ratlings [I need more ideas for nurgle...]
Others: 1 vindicare assassin (khorne) 1 Guardsman Marbo (khorne) 3 Leman Russ Punishers (undivided) 3 Leman Russ Executioners (undivided) 1 Thunderbolt Fighter (khorne) 1 Plaguereaper (nurgle baneblade) 1 counts-as Huron Blackheart (Khorne)
Converting: you guys have already seen my SS/Gestapo influenced Khorne guard, (but for those who havn't) now im thinking of ideas for the other gods platoons:
Tzeentch- model the helmets the same way as the khorne guard (all details shaved off, leaving a simple bowl helmet) but then adding the crests ala Thousand-Sons to them (http://www.games-workshop.com/MEDIA_CustomProductCatalog/m1251604_99110102073_CSMThsndSonssqdmain_445x319.jpg) possibly adding robes to them as well with Green Stuff. another idea i had was to model bird heads, and add feathers to some of the models armour. (however, i cant find good bird heads anywhere!)
Nurgle- maybe buy in some Forge World renegades, as they already have the too-ugly-to-look-at sack heads. i can then green stuff them to add symbols, rot, etc
Slaanesh- this ones tough... i need to make the guard look slaaneshi without making loads of females or using demons for every guardsman...
any ideas and inputs would be GREATLY appreciated, as i could do with a lot more ideas for both slaanesh and nurgle...
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Posted: Thu Feb 25, 2010 8:06 am
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Posted: Thu Feb 25, 2010 11:40 am
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Posted: Thu Feb 25, 2010 4:07 pm
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Posted: Sat Feb 27, 2010 2:34 pm
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Posted: Mon Mar 01, 2010 8:11 am
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Ditch the muskets all over and add more clanrats, If you find it "expensive" to get more clanrats, look into unit-fillers, that's what I did and I think it works pretty nice myself. I would also change warpstone tookens into powerstones since you are allowed to have multiple, it's both cheaper and safer, no self-respecting skaven player would ever do anything that would harm himself (unless it's part of a greater plan), and never go below 25 in unit size... EVER! as soon as you lose one model with 20 men you get one less Ld, never good when being a skaven player.
Make one engineer into a non-mage and give him the doomrocket instead, or make him into a chieftain for bsb-purposes, it will help your horde stay put.
I wouldn't take champions in the clanrat units either since they're easy-bait for your enemies if you get into combat when it comes to challanges, only keep champions at hand (apart from stormvermins and plague monks, always use their champions!) when you have a fighting character in the unit, then the champion can pick the challanges and save the character from a certain death from a challange, plus it saves you some points for more clanrats.
I don't have much experience (if any) with the poisoned wind mortars, but they seem like a good choice, doomflayer seems like a clever addition to your stormvermins since it can give them more hits on enemy units, yet again I wouldn't use one personally since it'd mean that I need to get my stormvermins in combat, I rarely ever get i combat unless I have 1-2 units backing me up with a flank charge to negate the ranks of the enemy, hence I use a minimum of 5 units of 25 men strong on 750 points.
Many Jezzails = AWESOME! I love this unit, and a sharpshooter is always a good go, good for monster-hunting and such, I use mine to pop daemon heralds on discs.
Globadier is also a favourite unit of mine, never used them but in theory, but I never go below 8 with those either, and I'm not sure if I'd buy them a wind mortar since it could give me either more clanrats or slaves.
Doomwheel is neat, mine have saved me during many battles from monsters and more importantly chariots!
Warplightning Cannon is also one of the wonders of clan skryre, I like it yet I don't, first time I used one it misfired and twisted around to shoot against my chieftain with the big blast S10 misfire table, and he was the only one killed from it, 2nd time it barely did anything, and 3rd time it boomed the 2nd turn.
Overall I see that you do have a skryre theme over the whole army, but you still need more bodies, skaven does certainly not work without using atleast 4-5 blocks (using 8 myself on 1500+), unless you want to press your luck of course.
I would find it fun to play against this list... But not if there's 4 fully leveled wizards, magic does too much in Fantasy IMO.
Rant-mode off...
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Posted: Mon Mar 01, 2010 9:02 am
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This is the type of input I need, since my newest list is mostly experimental anyway. I can definitely see putting power stones instead of warpstone tokens on the Warlocks, but I still like having them all as casters, if only to supplant other armies that go magic heavy. Not only that, but the threat of a full load of skaven spells with all those dispel dice tend to cause people to throw that one or two extra dice into their magic to get it going, increasing that risk of a miscast.
I can definitely agree with adding more clanrats to the army, again this list was mostly just to get an idea where to aim the army to start off. I always take in a bit of input on the list setup before dropping the models onto the table. And I have plenty more clanrats to throw down as is.
As for the globadiers and the attached mortar, that was also an idea that generally went along with having more mortars on the table, as I hear they're actually quite good. But, if I were to ditch it for more globadiers or clanrats, would you suggest dropping down to one warpfire thrower in place of a second mortar, or keep two throwers and one mortar?
As for battle standard bearers, I've never really expected my rats to hold in hand to hand very well, just one of those things. I much prefer to decimate the enemy ranks as thoroughly as I can at range before they get into hand to hand to start with. Though if I did drop one of the Warlocks, I'm thinking I'd go for Tretch Craventail to give my army an added boost for flank charges.
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Posted: Mon Mar 01, 2010 12:37 pm
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Posted: Mon Mar 01, 2010 3:03 pm
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Posted: Mon Mar 01, 2010 11:44 pm
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