Suggestions Requested on 2500 Skavens

I am in the middle of making my first army, and was looking for advice.  If you have any suggestions about optimizing army goals, units, or if some units are just bad, please let me know.  Ahead of time, I'll let you know that:

1) the 36 Clanrat Unit goes with the Screaming Bell

2) I am looking at making the clanrats unit and the two slave units hordes, giving the slaves more frontage (and atks, but mostly frontage) to catch someone to tarpit and the clanrats a 4th row of supporting atks (though maybe the spears still aren't worth it?) and allowing them to actually do some damage if they end up in melee.  Making them all hordes would make the slaves 7 rows deep and the clanrats 6 rows deep (the Screaming Bell displaces 15 of them).

3) I know shields may not be worth the points on my slaves and clanrats (if you think they are, please elaborate), but I broke into Fantasy with Island of Blood Skaven and, as they come with unremovable shields and the deal I got on mass quantities of them was much cheaper than normal means, I'm probably stuck for monetary reasons.

4) I am taking a page out of Dave's book (list?) and trying the Rat Ogre single-file strategy.

I look forward to playing with you all on a regular basis.

                                                                                                   -CW

LORDS

GREY SEER                          240

-Screaming Bell                       200

-Shadow Magnet Trinket        30

            (shooting atks against this character and its unit are made at -1 to hit, in addition to other                modifiers)

-Book of Ashur                       70

(+1 to casting and dispel attempts)

-D3 Warpstone Tokens           Free

            (Grey Seers start out with D3 Tokens, the number of which is decided at the beginning of  the game.  This does not count towards the models maximum Arcane Items.  Before                casting a spell, controlling player may declare the token’s owner is eating any number of            Warpstone Tokens.  For each Token eaten, that player adds a single dice to his casting     efforts.  For each 1 rolled on a dice created in this manner, the caster suffers a wound       with no armor save.  A spell may be cast entirely on dice created in this manner.)

                                                540

HEROES

CHIEFTAIN                          45

-Battle Standard                     25

-Enchanted Shield                  5

            (+2 armor save)

-Talisman of Preservation       45

            (4+ ward save)

                                                120

 WARLOCK ENGINEER      15

- Level 2 Wizard                     85

-Warp-Energy Condesor         20

(During each friendly Magic phase, controlling player may, on a 5+ roll, add a dice to the power pool. Also, the bearer does D6+2 hits with Warp Lightning (as opposed to the normal D6), though rolls of 1 do no gain the +2 bonus.)

-Warpstone Armor                  30

            (Can be worn by Engineers.  4+ armor save.  For each successful armor save by the           bearer in close      combat, the armor immediately makes a Str 4 hit against the model that struck the blow.  Wounds made this                way count towards combat resolution.)

                                                150

WARLOCK ENGINEER      15

- Level 2 Wizard                     85

-Foul Pendant                         30

            (5+ Ward Save)

-Channeling Staff                   15

            (+1 on channel attempt)

                                                145

CORE UNITS

CLANRATS                           4

-46 models                              184

-Spears            (1/2 per model)           23

-Shields (1/2 per model)          23

-Musician                                4

-Standard Bearer                     8

-Clawleader                             9

-Poisoned Mortar Thrower      65

                                                310

SKAVEN SLAVES               2

-70 models                              140

-Shields (1/2 per model)          35

-Musician                                2

-Pawleader                              4

                                                181

 

 

SKAVEN SLAVES               2

-70 models                              140

-Shields (1/2 per model)          35

-Musician                                2

-Pawleader                              4

                                                181

 

SPECIAL

RAT OGRE UNIT                 40 per Ogre, 15 per Packmaster

-2 Ogres                                  80

-Packmaster                             8

-Master-Bred Rat Ogre           15

                                                103

SPECIAL

RAT OGRE UNIT                 40 per Ogre, 15 per Packmaster

-2 Ogres                                  80

-packmaster                             8

-Paster-Bred Rat Ogre            15

                                                103

GUTTER RUNNERS                        15

-15 models                              180

-slings (1 per model)               15

-poison attacks (5 per model)  75                                     

                                                270

 SPECIAL

Doomwheel                             150

- 2 Doomwheels                      300

Warp-Lightning Cannon         90

                                    ______________

                                                2500

 

Howdy, My 2

Howdy,
 
My 2 cents:
 
Characters: I think Skalm is pretty much unanimously approved for a Grey Seer, especially on a Bell. Its 30 points, and well worth it. The Book of Ashur is overpriced for what it does, IMO. I’d drop it in favor of a Dispel Scroll. The BSB looks good except he can’t pack the 5 point Enchanted Shield (he has to pay the price in the Skaven army book, which I believe is 10 or 15 points, so he can’t combine it with the Talisman of Preservation). I suggest switching to Charmed Shield. I’m also not a huge fan of the Warpstone Armor on a Wizard. When combined with other armor/mounts etc, it’s a decent toy, but when yer only packing the basic 4+ armor save with it, you won’t be making many saves in the first place. Wanting to protect your spellcasters is good form, however, so I suggest the Talisman of Endurance (5+ Ward Save from the BRB), so both your level 2’s get a respectable Ward.
 
Units: I’m not a fan of spears on Clanrats or Slaves. The extra 6+ Ward Save when you go Hand Weapon/Shield is too good for large units like this, and the spears don’t pay off that much with low strength/weapon skill units. I’d go for staying power and the (slightly slower) grind of HW/Shields. I’d also break up that huge unit of Gutter Runners into 2-3 separate units. One failed LD7 panic/terror etc check, and that’s the better part of 300 points down the tube. Multiple units also makes them capable of dealing with multiple light units/artillery pieces at a time (instead of directing all of their 30 shots/attacks at one unit each turn).
 
Derek

Seconded

For the most part I would agree with what's been said already. Skalm on a grey seer is pretty necessary and warpstone armour on an engineer isn't too hot. I would also say to drop the engineer with condenser down to a lvl 1 just because having more levels of magic stops being helpful at a certain point and actually hurts you. With a lvl 4, and two lvl 2s, you are going to have 8 spells to throw out every phase and the chances that you will get enough power dice to do that are slim so you have spells and points going to waste at that point. I would also probably drop all the protection from the engineers. Personally, I've never found it worth it to pay the points to save those guys because it just makes them cost too much and keeping them alive isn't all that necessary. But that's more of a personal preference. Lastly, I would drop all the equipment from the slaves except the musician. Champions, shields, spears, none of it is worth it when it comes to slaves. With the 35 pts you spend on shields, you could get 17 more slaves. Now I highly doubt that the 6+ armour/6+ ward save you get from shields is ever going to save 17 slaves. So for equal points, I think you get more out of the bodies. I mean, you could drop the big blocks of slaves down to 60, lose the shields from both, and have a third unit of 50+, which would really make the enemy have to work to avoid those tarpits. Anyways, those are just my thoughts