SKAVEN 2,000 POINT GT '99 ARMY



CHARACTERS
Skaven Warlord General (90) with Armor of Fortune (15), Crown of Command (50), Black Amulet (50), shield (1), flail (1) and javelins (1)
208 Points
Clan Chieftain (59) with Skavenbrew (50), Armor of Endurance (5), flail (1) and javelins (1)
116 Points
Warlock Master (190) with Potion of Knowledge (50), Rod of Power (25), Warpstone Charm (10), javelins (1) and flail (1)
277 Points
Warlock Engineer (56) with Stormdaemon (25)
81 Points
Plague Priest (73) with Weeping Blade (50), Potion of Strength (10), flail (1) and javelins (1)
135 Points
Clan Pestilens Champion (27) with Jade Amulet (5) and add. hand weapon (1)
33 Points
Subtotal: 850 Points
REGIMENTS
38 Clanrats (228) with spears (19), unit standard (6.5) and musician (6.5)
260 Points
1 Poison Wind Globadier
20 Points
2 Assassins
60 Points
23 Plague Monks (138) with add. hand weapons (23), musician (7) and Banner of Might (57)
225 Points
9 Plague Censer Bearers
135 Points
25 Skavenslaves (62.5) with spears (12.5) and unit standard (3)
78 Points
5 Skavenslaves (12.5) with slings (2.5)
15 Points
5 Skavenslaves (12.5) with shields (2.5)
15 Points
3 Packmasters (30) with add. hand weapons (3) and 18 Giant Rats (45)
78 Points
6 Gutter Runners (72) with throwing stars (6) and add. hand weapons (6)
84 Points
Subtotal: 970 Points
WAR MACHINES
3 Jezzail Teams
90 Points
MONSTERS
6 Harpies
90 Points
TOTAL: 2,000 Points

Notes:
Movement: Typical Skaven speed. No surprises. Will run in a tight group, using the small slave unit and the PCBs to screen. The bigger slave unit is a flank guard, along with the rat pack. The warlock will go where I think he can do the most good. Mostly, the Skavenbrew will go on the main Clanrat block. Typical deployment is to one side of board center, with Clanrats center, PM/PCBs inside (towards the midline of the table), large slave unit outside and small slave unit screening the main block.

Shooting: This army actually has something to do in the shooting phase! Three Jezzail shots, and perhaps some darts from the Gutter Runners. The Jezzails will try to deploy in a building and will snipe at enemy war machines, or esp. enemy monster riders. They much prefer to fire at big things to get the +1 to hit. There are no pistols in the front ranks anywhere. The slaves with slings are mostly comic relief, but if they are left alone, they can get 10 S3 shots off at a close range target. Defensively, the army will use the small slave units as a missile screen, and rely on speed of advance and numbers to get through the missile fire. Most of the units are set up to follow the magic numbers (5, 9, 13, 17, 21, 25, etc.) to make them more resistant to panic tests from missile fire.

Close Combat: This army is (of course) built for close combat, preferring to charge in the last turn of the game, after a good magic phase or two. The PCBs are dangerous, as are the Plague Monks, even without their characters. With the characters, the PMs are awesome. They will generate 17 attacks across their 80mm frontage, 6 at S7, 5 at S4. The Banner of Might is there to keep the characters from missing. If I were going to field this unit without characters, I'd use the Banner of Defiance instead. The main block will be good, or not, depending on how the Brew works. If it does not work, the main block is not that tough. If they get frenzy, they will rock. The general, chieftain and master warlock will generate 18 S6 attacks in the first round. The big slave unit can take most small stuff units, and loves to go after archers. The general is designed to stay alive and command. 4+ armor save, followed by 4+ special save, followed by a 5+ special save should keep him safe in the thick of it. Note that the Clanrats and PMs and rat pack don't care if the slaves die or rout, and the slaves don't care if the rat pack routs. I want to limit the number of psych tests I have to make from panic. The unit of five slaves with shields will die to a rat on any charge.

Magic: This army is built in the hope that the Warlock Master will get either Plague or something good to cast. He has the Potion to help him cast it when the time comes. He also has a reroll to help him use the potion for longer. The rod of power is around to help with power cards, esp. in the enemy turn. If he gets nothing good, he'll go defensive and use the potion until it runs out, hoarding other cards to dispel enemy magic. The other warlock is in the army to hold magic cards and cause whatever problems he can with lightning. He's also a great guy to sacrifice, since he can hold up an enemy charge for a turn by dying, and since he's a single model, nobody will care.