Monday, 11 October 2010

The 2k MSU Skaven Shooting Army MK II.I

So here we go. Revamped again, with a fair few significant changes. There's a very noticeable one I'd love some feedback on. To the list!

Lords
Grey Seer (general)
240

Grey Seer
Power Scroll
260

Ho hum. Why 2 seers you ask? Well between them I get 8 spells, most of the time I'll probably have every good skaven spell available. I also get Dreaded 13th twice. And with 2 casts a turn, even with no power scroll i'm likely to get it off. "But you'll almost never get 12 dice every turn!" Of course, but over the course of the game I should get it twice or more. Why? Well these two get 2D3 Warpstone tokens (i.e. extra dice, one use only) in addition to a power scroll (essentially 2 tokens tied together) and between them have a 1/3 chance to channel. So assuming averages it's not unlikely for me to fire out 12 dice in a turn when I rolled a 3,2.

This also means that if my seer gets thumped by dwellers or another one of those stupid spells I have a backup seer!


Heroes
Warlock Engineer
Doomrocket
45

Warlock Engineer
15

Warlock Engineer
15

The cost for the extra wizard came from my Warlock. I think 2 LV4s and a LV1 is too much. He kept his rocket though.

Chieftan
Shield
BSB
72

He picked up a shield.

Core
10 Stormvermin
Standard
Standard of Discipline
Warpfire Thrower
165

Standard of Discipline, the general goes here. I have no idea why I didn't take it sooner. LD8 for all!

10 Stormvermin
Standard
Warpfire Thrower
150

10 Stormvermin
Standard
Warpfire Thrower
150

Standard MSU Stormvermin, WFTs are awesome. Although with 3 I expect some explosions.

5 Giant Rats
Packmaster
23

5 Giant Rats
Packmaster
23

More rats. I love these things. I find the tiny footprint and M6 makes a big difference.

20 Slaves
Slings
Musician
52

20 Slaves
Slings
Musician
52

20 Slaves
Slings
Musician
52

Staple line fillers, that shoot, redirect and don't cause panic. Woo!

Special
5 Gutter Runners
Slings
Poison
90

5 Gutter Runners
Slings
Poison
90

5 Gutter Runners
Slings
Poison
90

These guys are AWESOME. I don't think I'll ever run without the full 15. They just irritate people so much. I love them. :3

3 Jezzails
60

3 Jezzails
60

Staying because they've done me proud over the course of a few games. Sniping out important targets or just taking down heavy infantry and cavalry.

5 Poisoned Wind Globadiers
Poisoned Wind Mortar
115

While over the course of my games these haven't done much, they only cost 50pts so it's to be expected. I wish you could take units of 2 still though.

Rare
Warp Lightning Cannon
90

Warp Lightning Cannon
90

Do I need a reason? I Think these two are up there with the Seer for "made most points this edition". I'm going to start counting from now. Hehehe.

So, what? Why don't I have any doomwheels or a hellpit? Well, the hellpit would be nice, I'm not going to lie. But I think just one of them will get shot up and die all too easily. Doomwheels I'm not a fan of because they don't really synergise with this army. They're good yes, but the fact I can't hold them back voluntarily bothers me. Whereas I wouldn't have any need to hold back a Hellpit.


Well, there's the list. What do we think?

1999

3 comments:

  1. I still think you should combine 2 of the slave units into a larger 40 man unit, but other than that, looks good.

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  2. Interesting stuff. What's the deal with the gutter runners? How are you using them that makes them so awesome?

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  3. Pretty much as they were in my batrep. They usually don't even take casualties till turn 4-5. But 5 kills every turn adds up over the course of a game. In addition they rock socks vs war machines and high toughness beasties with bad saves, like most greater daemons, giants, ghorgons and that kind of thing.

    A big slave unit is a not bad idea, but I 'm afraid of panicking everything nearby with the Cornered Rats! >_>

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