Sunday, 26 January 2014

2000 point Skaven




Grey Seer 
+ Dispel Scroll 
+ Dragonbane Gem
+ Screaming Bell 


Chieftain 
+ additional hand weapon 
+ shield 
+ Battle Standard 

Warlock Engineer 
+ Level 1 Wizard; Skaven Spells of Ruin 
+ Warpmusket 

Assassin 
+ Potion Of Strength 
+ Weeping Blade 


35 Skavenslaves 
+ Musician

34 Skavenslaves 
+ Musician 

34 Clanrats 
+ Clawleader 
+ Musician 
+ Standard Bearer 

Weapon Team 
+ Poisoned Wind Mortar 

34 Stormvermin 
+ Fangleader 
+ Musician 
+ Standard Bearer 
  + Storm Banner 

Weapon Team 
+ Doom Flayer 


Hell Pit Abomination

Doomwheel

Warp Lightning Cannon


2,000 points
W

Last game at 1500 I learned how much damage all my "toys" can do without any of my troops actually seeing combat. Doom rocket, Scorch, Doomwheel, abomb.  Enough of my erratic war machines and magic gimmicks did their job to put me in a great position to win. A few models let me down. The Warp Lightning cannon let me down all game, and my poisoned wind mortar exploded the first time it fired. With another game under my belt I'm going to explore some of the other options the rats have. The A

ssassin is the first character I'd like to experiment with. Potion of strength and the weeping blade for D3 wounds.  His presence on the field should deter monstrous creatures from rushing forward to quickly. I8 and always strikes first with 4 attacks at strength 7. He should give any character or monster a nasty surprise any turn they charge.  I had to give up an engineer but it's in the name of experimentation so I'm cool with it. The other unit I'm going to try is the doom flayer.  Really like the model and the stats seem decent. Gonna give it a try. The Screaming Bell and Storm Vermin are a unit that I can only bring out at 2000 points and although the effects of the bells tolls are random the unit as a whole is very dependable. Unbreakable and decent in combat.  The only question is whether Storm Vermin are worth it or if I should use a larger block of clan rats to push it. 

Wednesday, 8 January 2014

Back into fantasy..for the first time.


Played my first game of fantasy Monday night, well not exactly my first game, I have played before but it's been so long I could barely remember any of the rules. I liked it.  We never finished the game and even if we had I would have lost but the important thing is I had fun. I've been in such a funk lately playing and building lists for 40k. 

Some lessons I learned for my next game. I need more slaves.  In bigger blocks. With no shields. Second. Save the abomination.  I have three rare choices that carry the assault load in my army and losing one of them early really hurts. Gotta keep it safe.  

Saturday, 4 January 2014

Skaven Doomwheel


My Doomwheel is coming along nicely. I was always attracted to Skaven because of models like this one. It's steampunk. And the Skaven, as a unique race to warhammer, benfit greatly from that type of esthetic.  So of course it was an auto include when I first started building the army. Problem was, I had no idea how to use it. I didn't know what it's role was in the army. I just knew it had three cannons and random attacks and random movement distance. 

Set-up is very important for this model as it does not have an all comers profile, it's strengths lie in taking out specific targets, and therefore must be used as a defensive counter to the enemies more elite units . The wheel has two possible targets it favours. Monstrous creatures and small blocks of T3 infantry. The multiple wounds from its 3 warplightning shots are tailor made for monsters. If that type of model isn't present then small blocks of infantry are also a nice target. It has a small front profile to reduce incoming hits and can do 6-7 wounds against low toughness models with its random attacks and impact hits. Keeping the model back during deployment and countering one of these two troop types is important for the models success.  Skaven generally have more units to place then most armies so it usually isn't a problem placing it last, and the flank becomes a natural choice for deployment because you can generally find one its two favorite targets there. It's also easier to manage it's distance from the rest of the Skaven army, or the enemies forces, when placed on the flank. Position is critical because it fires at the clost target friend or foe, so compensating for it's random movement becomes easier when I can keep it arms length from my own models. 

You have to keep expectations low when you push this unit forward, it's Skaven, and Skaven can be unreliable, but if you play the percentages and give it targets it can have success against then your playing it the right way.