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8th Ed. 1750 vs Skaven

Ripperdactyl

Karnus

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So my initial thought is:

Slann
- High magic, focus of mystery, harmonic convergence, channeling staff, BSB, Skaven pelt banner.

Scar Vet
- Cold one (no idea what else to give him?)

Skink priest
- lore of beasts, dispel scroll

Skink priest
- lore of heavens, cube of darkness

Saurus warriors x20
- Spears, full command

Skink skirmishes x12
- Lustrian Javelin

Skink skirmishes x12
- Lustrian Javelin

Skink skirmishes x12
- Lustrian Javelin

Temple Guard x20
- Full command

Salamander
-Extra handler

Salamander
- Extra handler

I have a few points to play with, I wanted to fit a bastilidon in there somewhere but I need to try and kit out the scar vet yet.

Any ideas?
 
So my initial thought is:

Slann
- High magic, focus of mystery, harmonic convergence, channeling staff, BSB, Skaven pelt banner.

Scar Vet
- Cold one (no idea what else to give him?)

Skink priest
- lore of beasts, dispel scroll

Skink priest
- lore of heavens, cube of darkness

Saurus warriors x20
- Spears, full command

Skink skirmishes x12
- Lustrian Javelin

Skink skirmishes x12
- Lustrian Javelin

Skink skirmishes x12
- Lustrian Javelin

Temple Guard x20
- Full command

Salamander
-Extra handler

Salamander
- Extra handler

I have a few points to play with, I wanted to fit a bastilidon in there somewhere but I need to try and kit out the scar vet yet.

Any ideas?

I’d recommend Blade of Realities myself because it ignores all armour and Ward saves, and if you put a unit of Saurus cav in the army and have the Scar vet in there it’ll keep him alive with look out sir. In fact Saurus cav with a Scar Vet or Oldblood is one of the most popular choices because the character vastly boosts the combat ability of the Saurus cav and the cavalry keep the character alive longer against things like cannons. I personally would use less Skinks and more Saurus as Skaven can outrange Skinks with Jezzails and War machines but Saurus can stomp any form of Skaven in combat. I’d recommend another unit of 20 Saurus in place of some of your Skirmisher units as it gives you more flexibility than a clunky horde and a Bastiladon with a Solar Engine to give much better ranged support.
 
Only problem with that is the scar veteran is limited to 50pts of items and I won’t be able to fit a Slann and a tooled up Oldblood in a 1750 list which is a shame otherwise I would agree.
 
Only problem with that is the scar veteran is limited to 50pts of items and I won’t be able to fit a Slann and a tooled up Oldblood in a 1750 list which is a shame otherwise I would agree.

Ah sorry forgot about that so you won’t be able to take the Blade of Realities. In that case I would either give him the Ogre Blade which will allow him to wound most things on 2s and inflict a -4 armour save penalty for being Strength 7 or some sort of armour that gives him a Ward save.
 
Ah sorry forgot about that so you won’t be able to take the Blade of Realities. In that case I would either give him the Ogre Blade which will allow him to wound most things on 2s and inflict a -4 armour save penalty for being Strength 7 or some sort of armour that gives him a Ward save.

I suppose it depends what I want him to do. Normal rats are hitting him on a 4, wounding on 6 and then he has a 1+ so normal rats won’t scratch him. I’m thinking crown of command to tie up a block of rats maybe but in a block of 60 some wounds are bound to get through without some sort of re-rollable and he doesn’t have the points left for anything like that.

I could go down the hero hunter route and hide him in some cold one cav, I would forgo the ogre blade for a great weapon under those circumstances as he will get the +2 strength for a lot less points, freeing up his allowance for some other juicy bits like other tricksters shard maybe?
 
I suppose it depends what I want him to do. Normal rats are hitting him on a 4, wounding on 6 and then he has a 1+ so normal rats won’t scratch him. I’m thinking crown of command to tie up a block of rats maybe but in a block of 60 some wounds are bound to get through without some sort of re-rollable and he doesn’t have the points left for anything like that.

I could go down the hero hunter route and hide him in some cold one cav, I would forgo the ogre blade for a great weapon under those circumstances as he will get the +2 strength for a lot less points, freeing up his allowance for some other juicy bits like other tricksters shard maybe?

He would Strike last though with a Great Weapon, whereas if you use the Ogre Blade it will mean he will be able to carve up big brawler units like Rat Ogres before they strike, which is great if your opponent decides to use a big unit of them because such a large unit would crump your Saurus Cavalry otherwise.
 
For the Scar Vet, have a look at the Tactica (sorry can't do a link). On the basis you don't have any cav in your list, I'd recommend the Armour of Destiny to give him a 2+/4++. Give him a great weapon too. This will keep him alive and give him the strength to hit hard. Yes it hits last, but the AoD should keep him alive. The idea is to take their best shot, shrug it off and then hit back harder!
I get the advice for the Ogre Blade, but worry about the surviveability with only an armour save.
I'd also probably reduce the numbers of skinks but to 3 x 10, putting the extra points in Saurus.
Have you heard of rail roading? It's used against one of the big nasties the skaven have (Doomwheel or the Hell pit?). If its one of those I'm thinking of, it pivots and then moves straight forward. If you can get a unit of skinks next to it at 1", it can't pivot (because it would be closer than allowed) so has to go in the direction its facing. The skinks can keep up with it to force it to keep moving forward, while the rest of your army clears a path for it, all the while the skinks are shooting it. Eventually, if not destroyed by skink shooting, it runs off the table. Cheesey and difficult to manage, but it can be done.
 
For the Scar Vet, have a look at the Tactica (sorry can't do a link). On the basis you don't have any cav in your list, I'd recommend the Armour of Destiny to give him a 2+/4++. Give him a great weapon too. This will keep him alive and give him the strength to hit hard. Yes it hits last, but the AoD should keep him alive. The idea is to take their best shot, shrug it off and then hit back harder!
I get the advice for the Ogre Blade, but worry about the surviveability with only an armour save.
I'd also probably reduce the numbers of skinks but to 3 x 10, putting the extra points in Saurus.
Have you heard of rail roading? It's used against one of the big nasties the skaven have (Doomwheel or the Hell pit?). If its one of those I'm thinking of, it pivots and then moves straight forward. If you can get a unit of skinks next to it at 1", it can't pivot (because it would be closer than allowed) so has to go in the direction its facing. The skinks can keep up with it to force it to keep moving forward, while the rest of your army clears a path for it, all the while the skinks are shooting it. Eventually, if not destroyed by skink shooting, it runs off the table. Cheesey and difficult to manage, but it can be done.
That is the Doomwheel yes. I didn't know you could do that...
 
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