So I'm batteling my skaven freind and i'm a little bit concerned if what I have conjured upp so far is any good. I know that my opponet is goin to bring a doomwheel, alot of jezzeils and a bunch of other skaven weaponry, pluage mortars and possibly a doomwheel. My list so far is this: Lord: 375p slann 3 disiplines, focus of mystery, focused rumination, higher state of consiouness. (life) Consiousness is so he wont be hit by a pluage mortar or some other silly thingy and just die... Heros: 109p skink cheif, bsb-skavenpelt banner, lm-sheild. Will be jumping between my saurus blocks and my temple gurds. scar-vet 143p flying carpet, lm sheild. Meant to fly into close combat with the jezzeils, other warmachines and be a pain behind his battle lines. Core: 250p 20 saurus hw/sheild full command 250p 20 saurus hw/sheild full command 70p 10 skink skirmishers 70p 10 skink skirmishers 70p 10 skink skirmishers Special: 350p 20 temple guards full command 70p 5 chameleon skinks 82p 6 chameleon skinks Rare: 80p sallie, extra snack 80p sallie, extra snack All and all: 1999p So this is what I have so far, all crtitcism is welcome!
Interesting use of a scar-vet. I have yet to use the flying carpet. I may have to try that. Generally, at 2k, I like to have 2 units of 2 sallies (no need for extra handler because they share the handlers). I would also like to see at least 7 chameleons per unit. I would opt for javelins on the skirmishers though, the chance that he will bring the storm banner is fairly high. If he does, you will lose your poison shots for at least one turn (possibly more). One potential problem though. A lot of the skaven weapons may cause magical damage, so the Higher State would not be as good as an extra 2 MR. Other than that, I think you have a pretty solid list.
As skaven are my second army I think Arli has it. Drop ethereal, take MR. All skaven weaponry uses warpstone ammunition or is a warpstone attack, which all count as magical. If you are trying to keep him safe from shooting its your best bet. Also, plaque of protection give a 2+ ward against all ranged attacks, freeing you up to take Becalming cognition. You will want becalming cognition. If he gets the 13th spell off on your saurus unit, thats 4D6 of them dead, and in units of 20 he could take them all. If you can bin his 6's on casting, he wont be able to hit you with it. Its your best bet against it. As for the doomwheels, dont be afraid of them, keep your scar vet away. Artillery dice strength and D6 wounds per bolt and fires 3 of those, you'd be toast. A good way to defeat them is massed infantry, a Doomwheel will do next to nothing against a block of Saurus. My only gripe with the list is that I would have 2 units of 25 saurus, they rip clan rats apart. So the more the merrier
Higher State is indeed not really needed if you're going to be playing him in a TG block, neither is the 2+ ward save to be honest Leokill as he already gets the 2+ Look out Sir! roll and the 4+ ward save, and your opponent still has to wound and roll a 5 on his D6. Seeing that you're using Life, any wounds he does manage to sneak past will be regenerated next round (Lore attribute).
I know about the lore attribute, it's just that I was under the impresion that when you were hit by a plauge mortar and he rolls 5 to wound you die if you fail your ward save. Plus I was not sure if "look out, sir" rolls were premitted on this. The plauge mortars are my greatest concern, all other skaven shooting I could live down
2 things have come up. First, what does the storm banner actually do? is it -2 for all shooting and it ends after you roll 4+ at the start of each players turn? Second, what the hell do I do against a hell pit abomination?? He have got one and as I recently found out it's only 235p so he will undoubtfully be using it. The only thing I have maneged to think of able counter it (somewhat) so far is banner of ethernal flame on the temple guards and just facing it head on, regrowth (hopefully veins aswell) for protection and shooting at it as much as possible in hopes to cause a wound or to. Anyone have any other ideas?
Ive taken it out in my first turn before. He ran up out of range and sat there. My salamander wounded him, as its a flaming attack, he loses his regen for that phase, then hit it with 20 skinks with blowpipes. Poison and fire are you ally here. Try and keep your saurus away from him too. Thats really all I can say Also, a Slann with light has Shems burning gaze, a magic missile that counts as flaming, same deal here, Use that then banishment and pop!
For the hellpit you could give a unit the flaming banner, it is very cheap and means the hellpit wont get any type of save.
Storm banner: Activate at the begining of any players turn. No flying allowed. All missle fire is at -2 to hit. Any shooting attack that does not use BS must roll a 4+ to even shoot. At the begining of each players following turn, the effects end on a 4+. That banner has absolutely crushed my shooting in a few games. I hate that banner.
Using a Salamander can be pretty risky as you only wound it on 6s... not very reliable I'm afraid. I just tend to poison the hell out of it. Just make sure you can take it out in one turn 'cos otherwise you're screwed; he'll charge and you don't get a charge reaction.