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  1. #1
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    Default Skarre 35 PT - First time using Caster

    So im looking at trying out Skarre and wanted to try something along these lines. Let me know if you see any blatant errors or modifications i should really make.

    - Pirate Queen Skarre +6
    -Seether -9
    -Deathripper -4
    -Skarlock Thrall -2

    -Mechthralls Max unit -5
    - Necrosurgeon -2
    - Bloodwitches max c/w UA -8
    - Satyxis Raiders max c/w UA -10
    - 3 scrap thralls -1 point ( sac fodder before i start eating zombies)

    Debating changing up the mech thralls and possible rotation of smaller satyxis units either witches or raiders?

    First time using her and all ive played with so far is with PDenny and having crip grasp no longer at my disposal i need to think alot more about doing things a bit unassisted... ( but having dark guidance makes my inner Cryx jump for joy :P ).

  2. #2
    Conqueror The Horror's Avatar
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    pSkarre really doesn't need the arc node. I'd drop the ripper and spend the 4 points somewhere else, ether on a Raider Captain, Brute Thralls, or Slaughterborn.

  3. #3
    Destroyer of Worlds Sanctjud's Avatar
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    Ditto Horror's post.

    Captain and second Surgeon would be my vote.

    BUT, pSkarre 'can' make use of a node, it's just not something she always does (like rolling 6 focus on ritual sacrifice and going for spell assassination if it comes up).


    Reply to Legion vs my Terminus + 52 Banes List:
    Quote Originally Posted by Neutralyze View Post
    there is a limit on what we can really deal with and having that many is crazy!
    Well thats a whole different story. all i have for that is saeryn and even then it might be too much to chew through. pretty funny chat though

  4. #4

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    Hmmmm so an arc node, Sanctjud mentioned it but you dont really need one. The reason I take one is for a ranged backlash sometimes but honestly it rarely comes into play so I stopped running one.

    Something I will recommend is a raider captain, please please please take one. Why? wellll most your army has horns, keep them from being knocked down please. Also the +2 movement for raiders is amazing. Often I will catch people that will advance deploy a lot of their army or a key unit too far forward, make them pay for this. Also with a raider captain going second can be a blessing if your opponent runs forward at all.

    Gerlak also destroys in her lists when she pops ulti and uses guidance, he can quite literally walk through most anyones army even multi wound models. With the witch UA you dont even have to worry about tough rolls.

    Here's my recommendation, drop the Node add one more necro surgeon and a raider captain. I say 2 necros because you are running so many living models, with this you will be able to pull a lot of your models and add up to 6 mechthralls a turn.

    GLHF and enjoy

  5. #5
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    Excellent, now with dark guidance do you think i should put in a point or two of brute thralls or save that for higher point values? I like the idea of another necro cause you can never have enough mcthralls and with them rolling 3 dice to hit makes me excited in ways that shouldn't be legal... should i scrap the scrap thralls and add in a single brute ? I will have to track down a raider captain as i just got the UA for both the witches and the raiders tonight so that excites me.

    Anyway thanks for all the advice guy. This caster has boob knock down and that just brings a massive smile to my face... (and will probably annoy the crap out of my retribution playing fiance :P )

  6. #6

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    Lots of questions I like it, so here are my thought,

    -brutes, meh they are good but better when you can put atleast 2 in a squad 1 doesn't work as well. If you want to add in a brute throw out the scrap use a stitch thrall or two for the rituals.

    - Another thing I like brutes for are bombing them into solos. 1 point solo to kill their 3 point solo, yes I'm ok with this. If you have questions about how this works let me know.

    - Higher point values I would throw in a unit of ghost raiders. . .here comes the flack from everyone about how they are bad BUT it's a fast incorp unit with a form of reanimation. Also keep in mind you may want to put in another squad of mech thralls so it's completely up to you.

  7. #7
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    Quote Originally Posted by Swatcoolice View Post
    This caster has boob knock down and that just brings a massive smile to my face... (and will probably annoy the crap out of my retribution playing fiance :P )
    Even though I generally say it like that as well, you do know "rack" could also mean her horns, right? Like the rack of a stag. Admittedly, it's much more fun to think it's here breasts, but I think PP was talking about the horns (and being suggestive on the side)

  8. #8
    Conqueror The Horror's Avatar
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    Quote Originally Posted by Gamingdevil View Post
    Even though I generally say it like that as well, you do know "rack" could also mean her horns, right? Like the rack of a stag. Admittedly, it's much more fun to think it's here breasts, but I think PP was talking about the horns (and being suggestive on the side)
    A quick google image search of "Great Rack" clearly shows no horns.

  9. #9

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    Quote Originally Posted by The Horror View Post
    A quick google image search of "Great Rack" clearly shows no horns.
    Wait. . .YOU'RE RIGHT! +1

  10. #10
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    Quote Originally Posted by Swatcoolice View Post
    So im looking at trying out Skarre and wanted to try something along these lines. Let me know if you see any blatant errors or modifications i should really make.

    - Pirate Queen Skarre +6
    -Seether -9
    -Deathripper -4
    -Skarlock Thrall -2

    -Mechthralls Max unit -5
    - Necrosurgeon -2
    - Bloodwitches max c/w UA -8
    - Satyxis Raiders max c/w UA -10
    - 3 scrap thralls -1 point ( sac fodder before i start eating zombies)

    Debating changing up the mech thralls and possible rotation of smaller satyxis units either witches or raiders?

    First time using her and all ive played with so far is with PDenny and having crip grasp no longer at my disposal i need to think alot more about doing things a bit unassisted... ( but having dark guidance makes my inner Cryx jump for joy :P ).
    pSkarre doesn't like or need 'jacks other than Helldivers. Why Helldivers, you ask? Because the enemy can't kill them until you want them to, and with Skarre's feat and Dark Guidance they have boosted attack rolls and P+S 18. Other than that, I think you need more regenerating cannon fodder. Here are the changes I would make:

    -Seether
    -Deathripper

    +Helldiver
    +Helldiver
    +Mechthralls Max
    +Necrosurgeon

    If you want to include a Satyxis Raider Captain (and you probably should), drop the Blood Witches to a min unit which frees up two points.

  11. #11
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    I do like my hell divers and if im not going to be giving out focus other then for special things they would be ideal... I have one currently i was messing around with in my mangled metal formats so that i tend to agree with... the vectors that open up with them are just so badass i can't really turn that down. I guess the only down side is the lack of a second attack but for 3 pts the burrow pays for itself. Now what about a scavenger for an assasination vector on a feedbacked caster? Any decent results with them or they just too expensive for their role?

    So the Raiders for dealing with big nasty heavies. The blood witches as a follow up to the fast front strike and the mech thralls as a huge meat shield.

    I think the biggest adjustment would be having to screen Skarre. My biggest concern is heavies trampling to her... But if they do make it they can't do any other attacks cause it is a power attack correct? ( thus was thinking of 2 brutes to screen any big nasties coming for her).

    I think i just need to hit the table with her with the adjustments you guys have suggested.

    Im just so used to running with a ton of arc nodes and some heavies but i don't see Skarre wanting to give out any focus. I might debate a crab jack if the need for it presented but she seems like she wants a horde of things to really take advantage of dark guidance... and mechthralls can hit like a ton of bricks as long as they can hit...
    Last edited by Swatcoolice; 05-09-2012 at 06:24 AM.

  12. #12
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    Quote Originally Posted by Rionnay View Post

    - Another thing I like brutes for are bombing them into solos. 1 point solo to kill their 3 point solo, yes I'm ok with this. If you have questions about how this works let me know.
    Yes please...I also have this caster in blister and haven't tried her yet.

  13. #13
    Destroyer of Worlds Sanctjud's Avatar
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    Quote Originally Posted by The Horror View Post
    A quick google image search of "Great Rack" clearly shows no horns.
    QUICK! QUICK! Somebody Sig this...NOAW!!


    Reply to Legion vs my Terminus + 52 Banes List:
    Quote Originally Posted by Neutralyze View Post
    there is a limit on what we can really deal with and having that many is crazy!
    Well thats a whole different story. all i have for that is saeryn and even then it might be too much to chew through. pretty funny chat though

  14. #14
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    Quote Originally Posted by shaner View Post
    Yes please...I also have this caster in blister and haven't tried her yet.
    I think it's using the Skares Bomb on the Brute thrall to auto hit a really nasty solo. Usually something with a rediculously high defense or that is normally protected otherwise IE stealth? I could be wrong but that is my general understanding of how the Skarre bomb should be used.

  15. #15
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    That's cool... Another player suggested a unit of Drudges to do the same thing...

    Thanks for the tip.

  16. #16
    Destroyer of Worlds Sanctjud's Avatar
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    Bane Knights, boostable pow 16 with a 16" threat from her


    Reply to Legion vs my Terminus + 52 Banes List:
    Quote Originally Posted by Neutralyze View Post
    there is a limit on what we can really deal with and having that many is crazy!
    Well thats a whole different story. all i have for that is saeryn and even then it might be too much to chew through. pretty funny chat though

  17. #17
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    You and your knights, Sanctjud...you and your knights...lol

  18. #18
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    Quote Originally Posted by Swatcoolice View Post
    I think the biggest adjustment would be having to screen Skarre. My biggest concern is heavies trampling to her... But if they do make it they can't do any other attacks cause it is a power attack correct? ( thus was thinking of 2 brutes to screen any big nasties coming for her).

    I think i just need to hit the table with her with the adjustments you guys have suggested.

    Im just so used to running with a ton of arc nodes and some heavies but i don't see Skarre wanting to give out any focus. I might debate a crab jack if the need for it presented but she seems like she wants a horde of things to really take advantage of dark guidance... and mechthralls can hit like a ton of bricks as long as they can hit...
    If you're worried about tramples take Bloodgorgers (Medium bases block tramples). Also, don't bother with either Bane unit as Skarre's abilities make EVERYTHING hit like a freight train, so there's no need to spend extra points on weaponmasters.

  19. #19
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    Yeah the ability to add an extra hit dice allows me to look at things like my friends new khador "Deathstar" and kind of giggle with glee. Sure you have High def but my witches and raiders are gonna omnom you and hopefully my one necro surgeon will be there to pick up any bodies that don't make it... worse case scenario i get a few extra mech thralls and play for a later game anyway :P

    I have yet to see a trample in my games as i haven't played a ton of games about 25 yet so i look forward to learning the in's and out's of the Pirate Queen's new bag of Tryx!

  20. #20
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    I don't agree that it is wrong to take the banes with Skare, not every turn is feat turn and if you can smash things before and after or use your banes as a clean up crew if you use the feat for attrition and not assasination they are still a vaiable unit. Weapon master is not the only thing Banes bring to the table.
    Common Sense is a Myth.

  21. #21

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    Quote Originally Posted by Swatcoolice View Post
    I think it's using the Skares Bomb on the Brute thrall to auto hit a really nasty solo. Usually something with a rediculously high defense or that is normally protected otherwise IE stealth? I could be wrong but that is my general understanding of how the Skarre bomb should be used.
    You got it! Eiryss is my prime target a lot of times >_< hate her, or things like yuri with thresher. remember it's the BASE armor of the model you use not like MK1 where it was ARM period

    Here's the list I would use.

    - Pirate Queen Skarre +6
    2x Helldiver- 6
    -Skarlock Thrall -2
    -Mechthralls Max unit -5
    - 2 Necrosurgeon -4
    - Bloodwitches max c/w UA -8
    - Satyxis Raiders max c/w UA -10
    - Raider captain- 2
    - Gerlak- 3
    - 3 scrap thralls -1 point

    This is meant to stay close to your current list with a minimal amount of changing. Happy Body Harvesting!!!
    Thi

  22. #22
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    Quote Originally Posted by West996 View Post
    Weapon master is not the only thing Banes bring to the table.
    Exactly, taking the Knights gives you our highest ARM infantry, which could come in useful for the Skarre Bomb, like Sanctjud mentioned. They also have innate Ghostly and when you want as much infantry as you can fit on the table, models that ignore terrain can come in handy.

  23. #23
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    Quote Originally Posted by Admiral_Arzar View Post
    pSkarre doesn't like or need 'jacks other than Helldivers.
    While she does seem to prefer infantry hordes, I definitely disagree that she doesn't like to have a heavy around. Both options can work well, and pidgeon-holing her as a non-heavy caster is a mistake in my opinion. She often has plenty of focus to spare, so powering a big hitter every round (even easier if that hitter is the DJ...) isn't a problem for me in most games. As a non-ghostwalk caster, adding nightmare can put some real focused punch potential that can still maneuver into a list that is otherwise purely based on the swarm.

    On the bonejack side, I've also had lots of luch with stalkers since they really extend her reach. It can be really hard to get all that infantry within the 12" bubble of death, so having threats that can strike hard at 24" is a great way to diversify your threat range.

  24. #24
    Destroyer of Worlds Kuwanger23's Avatar
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    My infantry load with her is as follows:

    Bane knights, Satyxis raiders, Mech thralls

    All three can hit hard off feat turn. One regens, another grows in numbers potentially, and the other is faster than cav. Two have reach. One makes a good sac strike and can even survive going through covering fire and is pretty much immune to it on feat turn. Ghostly and pathfinder means only the mech thralls could bog you down and that shouldn't be a problem so no need for Saxon Orrick. I think it is the perfect Symphony of infantry with her. Let's do an individual break down shall we?

    Bane knights- Reach for more attacks, vengeance, ghostly for moving through terrain and ignoring free stikes. Arm 16 for sac strike. Arm 21 on feat turn for cruising through any pesky pow 10 and even pow 12 covering fire. can be essnetially mat 8 without dark guidance. Weapon masters hit hard every turn and destroy most anything on feat turn.

    Mech thralls- Multiple attacks or one really hard hitting attack. Feat makes them hit like freight trains for little to no cost. Great bodies to be sac'd for Skarre's Rit sac. Regenerating unit makes for good tar pit. Fast. Brutes.....that is all.

    Satyxis raiders (with captain of course)- No knock down. Reach. SPEED! Combined attacks. Power swell off feat turn for two turns of pow. Power swell on feat turn for insane cosmic hitting pow. Pathfinder. Immune to blast. High def. Two attacks. Potentially doing two points of damage to a caster per hit with the lacerator and back lash. This can end games or make it easier to get the kill.

    Hell Divers.....yeah....Hell Divers....that is all.
    Quote Originally Posted by Ruan View Post
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  25. #25
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    First off i want to say a giant thank you to everyone who has responded. This is the kind of conversation i was looking to have. I appreciate all the input everyone has given me.

    A quick note sadly i do not have any of the thrall units yet but i do have pretty much everything i have in the first post as well as a hell diver. So my purchases this week will most likely be another hell diver and possibly Gerlach. I don't think i have the spare money at the moment to pick up some thralls so they might have to wait.

    The main opponent i will most likely be playing will either be trolls or my friends newly made Khador death star so i was looking for something that would allow me to crack that nut with Dispell on the hag and the no tough rolls on her as well.

    I do appreciate everyones input though because this game has so many ways you can play it and it helps a ton to hear everyones experiences good or bad on certain aspects to allow me to evaluate what i need to change or expect from my opponents in my meta.

    So thanks for the input guys i will do my best to fill out a force and let you know how it goes!

    ~Stay Frosty :P

  26. #26
    Conqueror The Horror's Avatar
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    I've been enjoying my turbo speed Skarre list where almost the entire army is speed 7. I forfeit some of the heavy hitting options like gerlack and mcthralls in order to have a mobile strike force.

    pSkarre +6
    Stalker -4
    Scavenger -4
    Skarlock -2
    Max Bloodwitches & Hag -8
    Max Raiders & Sea Witch -10
    Raider Captain -2
    Max Blackbanes -9
    Machine Wraith -1
    Scrap Thralls -1

    Aside from the scraps and the skarlock which stay back to provide focus every turn, the rest of the army moves at turbo speed. The list is really fun to play in objective based games because it's possible to get your entire army to the middle of the board turn 1. This kind of mobility really throws some opponents off, and I've scored some funny assassinations when my opponents thought they were safe. My personal favorite was when I walked a blackbane that was in combat with a heavy jack up to pNemo and under feat rolled an 11 for damage dropping Nemo to 2 boxes. The fire killed him next turn.

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