Having had far too much spare time at work than I care to mention lately I have had the chance to read the skaven codex and get a better idea of the background etc. So I have come up with a list that I think will be fun, maybe competitive, but allows for some interesting creations! Let me know what you think...
Grey seer (rival hide, world's edge armour, pipes of piebald, warpstone token)
-screaming bell
(pushing it) - 30 storm vermin (no flying magic standard, sheilds)
Warlock Engineer (level 2 wizard, warpstone armour, augmented weapons)
10 Globbadiers (bombadier, death globe, wind globe mortar!)
5 gutter runners (poisoned attackes, snare nets, warp grinder!)
Doomwheel
Warplightning Cannon
25 clan rats (standard sheilds, Doomflyer!)
20 clan rats (standard rattling gun)
25 skaven slaves
25 skaven slaves
option for one less unit of skaven slaves and leaders for each clan/stormvermin unit, and a deathrunner with smoke bombs for the gutter runners???
what do you think?
Looking forward to converting a wind globe mortar and a doomflyer!! :)
p.s. I've nearly finished my doom wheel, just needs basing and the flag doing, bases are all done for the stormvermin just got to build afew more and then paint them
Thanks
Hey, nice mix of units, lots of fun to be had with weapon teams! You got some plans for the models?
ReplyDeleteFrom a gaming point of view, hear is my input.
Totaling your points up, you have 200 odd points left to spend to reach 2000pts.
You also need to re-think your magic items on the grey seer as he cant have magic armour and the rival hide is pretty useless with his 1 strengh 3 attack!
I also think the gutter runners are far to expensive for a 5 man unit. I would drop the warp grinder as with movement 6 and scout they will be faster without tunneling.
I would also put your 20 man clanrat unit up to 25.
I like the globadiers and the mortar, get your slaves into combat and throw until your rat arms are tired!
I would keep the 2 units of slave, they are so useful, you should consider it a failure if they are still alive at the end of a game!
Its shaping up to be a good list.
Really looking forward to seeing your doomwheel, it one of my fav models of resent months!
Thanks Jamie I wasn't aware of that is it a specfic rule or did I just not read that bit. I'll have a look over it again. I wanted the warp grinder in as it looks fun. I did want to try and get a character in though like snikch he would be fun. Maybe hut an assassin and more gutter runners. Have some great plans for the doom flayer
ReplyDeleteSnitch is great! Adds character to any army!
ReplyDeleteWizards can't take magic armour as they cant take normal armour, unless it states in the armour decsription (like the warpstone armour).
My image of a doom flayer is the crushing machine from the film labyrinth!
Your army is shaping up to be full of cool conversions, cant wait to see it!
I can't find where it says a grey seer can't take armour... he can take magic items etc... i'm always confused as to what is cover by that term 'magic items' and then the list at the back of the book which doesn't really say which are which
ReplyDeleteIn the main rulebook (page 121 of the big book), under magic armour it states a character cannot wear magic armour if they are not allowed to wear ordinary armour unless specified in your army book.
ReplyDeleteIt's a bit of a strage one rules wise and i've made the same argument as to wizards and armour.
ReplyDeleteThe rule is that if a character can take a mundane piece of equipment then he can take a magical equivelent, so all charicters can take magic weapons as all of them at the very least have a hand weapon, but unlike most fighting heros wizards can't take mundane armour. This is with the exception of talismans and enchanted items which can be taken by eveyone and arcane items which only wizards can take.
This is true of all races except vampires, as they have rules to overide it, the same as some items themselves.
Though I'm assured by others that this rule exists I've never been arced to find it myself as wizards in armour just feels a bit dirty to me!
The only quote in the book i can find relating to this wizard armour issue is that on page 121 "A character that is not allowed to wear ordinary armour cannot be given magic armour/helms (unless differently specified in the Army book).... This includes many kinds of Wizards whose natural magic harmony would be seriously affected by armour"
ReplyDeleteSo is this basically saying that if they don't have an armour in their profile (eg light armour) they can't have any magical armour etc? Is that correct?
Yep, unless the specific item says so. Tis fairly lame in my opinion.
ReplyDelete