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
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