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Post by knoffles on Apr 9, 2018 7:34:42 GMT
So I have a quarter final game with my Beastmen vs Skaven on Friday. I’ll be rocking my continuing competition list (detailed in my herd of Khazbar battle rep’ thread) of a block of gor and Bestigor, flying Doombull, beast GBS, Beastlord, plenty-o-chaff and chariots. My opponent with be bringing the following:
Grey Seer on bell, skalm, earthing rod, warp stone Bsb chieftain, charmed shield 31 clanrats with rattling gun 31 clanrats with rattling gun 31 stormvermin with doomflayer Plague priest with dispel scroll in 20 plague monks (plague banner) Warplock engineer (doom rocket) 6 rat ogres 6 giant rats 6 giant rats 7 Gutter Runners Warp Lightning Cannon Doomwheel Hellpit Abom.
So no slaves and decidedly small (for Skaven) units.
I’ll admit to not having played Skaven much since 4th Edition (ok I’ve played them once since then and it was against this very list!). As such if anyone can offer any advice on greatest threats etc. It would be appreciated.
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Post by mottdon on Apr 9, 2018 13:22:08 GMT
I'll admit, that I'm no expert on Skaven either, but looks to me like it'll be the A-bomb, Doomwheel and WLC. The Grey Seer on the Bell, will certainly be a threat, but should be able to be handled by your hordes if you can manage to somewhat contain his magic. (Just don't let your huge hordes turn into RATS!)
I don't really know what the Rattling Guns, doomflayer and Doom Rocket will do to you. I'm sure it won't be pretty, but I don't know if they'll be game-changing.
I'd think that you'd need to use your chaff on the Doomwheel, drawing it's fire until you can counter-charge, or simply go straight for the WLC. That thing'll screw up your hordes.
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Post by Deleted on Apr 9, 2018 16:27:47 GMT
KEEP YOUR DOOMBULL AWAY FROM THE DOOMWHEEL. Unless you're confident in being able to finish it in one round of combat this thing will mulch you in the shooting phase. It essentially fires 3 cannonballs that autohit the closest target within 18". Variable Strength on the shot is it's only mitigating factor, but do you really want to risk that? Do remember though - the Doomwheel allows armor saves, the warplightning cannon does not. Ratling guns are handgun stats: he rolls a D6 and that's the number of shots that he gets with it. If he's feeling adventurous he can roll another D6 and add that to the number of shots that he gets. He can keep doing that until he's confident in the number of shots he's getting or he rolls a double. If he rolls a double then it's a misfire. And the double that is rolled determines the severity of the misfire (double 6's are MUCH worse than double 1's). They'll be in there most likely as chaff removal - they're BS3 and I can't see them doing enough damage to threaten much else. Doomflayers are close combat weapon teams...you roll an artillery dice and it causes that many automatic hits at S4 -2 AS. They're...not terrible? Against skaven you want to target the rare choices and the general/bsb. Skaven core/special are nothing special, they rely on their characters and their rare choices to do all the damage. And the rare choices especially are VERY good at what they do. Not sure if you've got any flaming attacks but it's worthwhile to have something with flaming in the army - it makes tackling the HPA much easier as now it's only T5 W6 no save. I also play Beastmen so I know how hard it is to get flaming in the list though If you get the opportunity to take out the general/bsb JUMP ON IT! Skaven are VERY dependent on their general/bsb to stick around so if you can get at those pieces of his army it will be the better for you. The hellpit and the doomwhell are both random movement so be prepared for that - I've had that catch opponents off guard before; that means you won't get any charge reactions against them, you can't march block them, you're not safe in their flanks, and you're potentially in charge distance of them 18" away. That's all I can think of for now.
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Post by mottdon on Apr 9, 2018 18:02:09 GMT
So, I have a question about the Doomwheel and HPA. I always see them deployed on the flanks of most Skaven armies. Why is this? Whenever I bring a Stank (or two), I try to deploy them in the center. I've found that they're much better there.
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Post by Deleted on Apr 9, 2018 18:23:21 GMT
Most of the time I would imagine it's because they need to fit as many RnF units as they can within the general/bsb bubble. That means that the HPA gets relegated to the flank. Also as a flanker it forces your opponent to deploy something substantial to deal with it as your typical flanking unit (light cav, small infantry units) cannot handle the HPA without serious support. Hell I'd expect this thing to win against dragons, it's THAT nasty. This also allows the HPA to come at the battleline from the side where fewer attacks back mean fewer regen saves to attempt.
As far as the doomwheel, most people just want to keep the thing as far away as possible from their own lines; the warp lightning doesn't discriminate between friend and foe, and Ld7 to restrain shooting isn't exactly reliable.
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Post by mottdon on Apr 9, 2018 20:50:48 GMT
So what if the army was deployed in two major forces with the HPA and Doomwheel in the middle? General and BSB on one side, Plague Monks, etc. on the other?
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Post by knoffles on Apr 9, 2018 21:03:35 GMT
Cheers gents. The doom rocket butchered a massive chunk of my Bestigor last time, it shocked me how effective it was (though it could have easily missed).
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Post by Deleted on Apr 9, 2018 21:36:01 GMT
Yes, the doomrocket is nasty. It's one of my favorite pieces of skaven "tech" and is one of those things considered mandatory if you want to be competitive. Aside from knowing it's in the list I don't know of a good way to tackle it before it gets a chance to fire - maybe charge a razorgor (or two) into the unit ahead of time before it's in optimal firing position and direct all of your attacks against the engineer carrying the thing. It's only a T3 W2 model so it's easy to single out and kill; the trick will be doing it before it has a chance to fire. Harpies in a 2x2x1 formation (2-wide, 3 deep) could also direct 4 attacks against the guy if they charged in; unless he's placed in the corner of the unit, as you'd have to maximize and then only two models could attack it.
My favorite solution for this is to run a unit of 2 razorgor 1-wide; it allows for 7 attacks against a single model in a unit when they charge in; but at 110 points it often costs more than their target. But if you absolutely MUST kill that target they usually can. I use this method to target mages and warrior priests out of units before the main lines engage in combat.
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Post by exalted on Apr 15, 2018 22:34:41 GMT
Your bell is you anchor and should go on the side u need to hold. For me, it is on the other side away of the doomwheel. Put the Hellpit in the middle somewhere and make sure that doom wheel doesnt blow it up with clanrants inbetween. Dont be afraid to flee, its the skaven thing to do.
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Post by knoffles on Apr 16, 2018 12:54:44 GMT
Cheers gents. You’ll be pleased to know I smashed the filthy Skaven with my noble and heroic Beastmen 😉 and in the process made it through to the Semi-finals of the club comp. I’ll post a battle rep up hopefully by the end of the week.
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Post by grandmasterwang on May 7, 2018 12:16:49 GMT
Cheers gents. You’ll be pleased to know I smashed the filthy Skaven with my noble and heroic Beastmen 😉 and in the process made it through to the Semi-finals of the club comp. I’ll post a battle rep up hopefully by the end of the week. Great job banishing the filthy rats with the noble and pure beastmen!
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