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  1. #1

    Default Offbeat Skorne List (Mordikaar)

    Heya guys as per the results of all the great feedback on rarely fielded Skorne units I was given in this thread:http://privateerpressforums.com/show...beasts-casters I've crafted a list. I just started and I'm not really concerned with winning. However I would like the list to not be a total road apple. I love painting the Skorne models and figured it would be fun to run something a little different then the usual. So here goes:

    Mordikaar(+5)
    Titan Cannoneer 9
    Basilisk Drake 4
    Basilisk Krea 4
    Razor Wurm 4

    10 Karax 6
    4 Paingiver Beasthandlers 2
    Saxon Orrik 2
    6 Venator Reivers 5
    2x Void Spirits 4

    I figured that I'll try to get the enemy coming to me with the reivers and Cannoneer. I tried to sneak the Catapult into here but thought Orrik and the beast handlers might be a little bit more fun and would give the list a dimension besides a strict gunline. The Basilisk and Wurm are in there strictly because I love the models. What are your thoughts guys? Is this somewhat competitive? What changes should I make?

    Also here's a link to the army's painting progress:
    http://privateerpressforums.com/show...tarting-Skorne

  2. #2
    Destroyer of Worlds Scalpel's Avatar
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    Quote Originally Posted by Tharsus View Post
    I just started and I'm not really concerned with winning.

    Mordikaar(+5)
    Titan Cannoneer 9
    Basilisk Drake 4
    Basilisk Krea 4
    Razor Wurm 4

    10 Karax 6
    4 Paingiver Beasthandlers 2
    Saxon Orrik 2
    6 Venator Reivers 5
    2x Void Spirits 4
    Ok first off I'd drop Saxon Orrik, as with Ghost Walk on Mordikaar you won't need the Pathfinding, and Hollow should be on the Karak which willl provide the him souls and therefore Fury to cast what he wants.

    In addition you don't really need the Krea either, for one turn you can't hardly hit him (especially as Mordikaar should find Cover/Concealments asap) at range with the feat up, and she does little else in the list unless you are using her to free up the Drake if he is in combat, but my experisnce is a drake in combat will die before you get the counter.

    So, we have saved 6 points so far, so this is where I'd buy a Min unit of Arcuarrii.

    With the Arcuariii in you not only have something that can hit in melee, something that can do large melee damage, and a little more ranged firepower (however not they are better in melee) ... you also now have a very good reason to cast Revive on something worth it.

    Personally I's also drop the 2nd Voidspirit, bump the unit of Paingivers to MAX, and add some Gobbers for Modikaar to always get that extra def bonus ... but these are more minor adjustments and playstyle ... and the fact I think the VS are poo

    Hope that helps.


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  3. #3
    Destroyer of Worlds
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    Quote Originally Posted by Scalpel View Post
    Ok first off I'd drop Saxon Orrik, as with Ghost Walk on Mordikaar you won't need the Pathfinding, and Hollow should be on the Karak which willl provide the him souls and therefore Fury to cast what he wants.

    In addition you don't really need the Krea either, for one turn you can't hardly hit him (especially as Mordikaar should find Cover/Concealments asap) at range with the feat up, and she does little else in the list unless you are using her to free up the Drake if he is in combat, but my experisnce is a drake in combat will die before you get the counter.

    So, we have saved 6 points so far, so this is where I'd buy a Min unit of Arcuarrii.

    With the Arcuariii in you not only have something that can hit in melee, something that can do large melee damage, and a little more ranged firepower (however not they are better in melee) ... you also now have a very good reason to cast Revive on something worth it.


    Hope that helps.
    ^^This ^^

    However, I have to disagree with Scalpel concerning the Void Spirits. Two may be a bit much but one is great. I have had much success with the Void Spirit killing Solos and even a caster on the charge. But it's only with Mordikaar that it works since the V.S. will get +1d6 to hit and damage. I run it on a flank and try to loop it into the opponents big solo or if the solo happens to deploy on the opposite side, I'll run in around the army if possible and try to come at them from the back arc.

  4. #4
    Annihilator Pink Foam!'s Avatar
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    I think the Krea would go more towards buffing the Karax. Def 14 Arm 20 models with tough being revived will be too annoying. I don't think you need Orikk however, and the second Void spirit may be a bit redundant. I would try them out and see how they go before dedicating to them.

  5. #5

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    Thanks for the Advice guys, I really dig the Void Spirit model but I understand what you're saying. I decided to come at this from a slightly different direction. How do you guys feel about dual Rhinodon?

    List A
    Mordikaar(+5)
    Rhinodon 7
    Rhinodon 7
    Basilisk Drake 4
    Basilisk Krea 4
    Razor Wurm 4

    10 Karax 6
    4 Paingiver Beasthandlers 2
    4 Paingiver Beasthandlers 2
    2x Void Spirits 4

    List B
    Mordikaar(+5)
    Rhinodon 7
    Rhinodon 7
    Basilisk Drake 4
    Basilisk Krea 4
    Razor Wurm 4

    10 Karax 6
    6 Praetorian Swordsmen 4
    4 Paingiver Beasthandlers 2
    Void Spirit 2

  6. #6
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    Tharsus. I think one of the things that you're missing is Mordi's got three big spells: Essence Blast, Hollow, and Revive. Now you got the Essence Blast and Hollow down but you don't really have anyone good to revive. I mean in the first list you can bring back the Beast Handler/Karax I guess and in the second you add swordsmen. Really though you need something heavy handed to bring back. I would say the general models to choose from would be: Ferox, Cetrati, or Arcuarii. Arcuarii may even be a better deal now with 6 RAT. You should definately max the units and keep one as far back since you can keep him out of harms way so you can revive. I think I would switch up the lists some. Maybe something like:

    Mordi <5>
    Rhino 7
    Karn 11
    Swordsmen (max) 6
    + UA 2
    Arcuarri (max) 9
    Void Spirit 2
    Swamp Gobbers 1

    Now you have a solid list that can hit high Defense with CRA or Future Sight or Amuck. You have a good hollow unit in the Swordsmen and a good Revive target in the Arcuarii. The gobbers can help Mordi with his Defense. Karn's animus is nice on Mordi for a repositioning after shooting. The Void Spirit is a good solo with Mordi at 3d6 on attack and damage. I know it's a little beast light but with hollow it shouldn't be too much of a problem. Plus Mordi is more upkeep, boost a shot, feat until engagement. Then he's thorwing some spells around and should have some soul tokens/fury from hollow by then.

  7. #7
    Annihilator Pink Foam!'s Avatar
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    Tharsus I'd also like to say that the Razorwurm has limited purpose aside from his Pow12 bite in this list. The Karax already offer a solid answer to blast damage. In your first list I personally would suggest dropping one Void Spirit, the Razorwurm, and one Rhinodon in exchange for a Titan Gladiator and a Cyclops Savage (if you really want a heavy hitting light he's better for it than the Wurm). If you fancy Molik Karn then the list Liam suggested is also solid. You just have to know that Rhinodons are most certainly an anti-infantry warbeast and having two of them means that you may falter in the face of high armor.

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