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Coppermind
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PostSubject: Clan Skryre   Sat 5 Feb 2011 - 10:40

Hey there,

recently I discovered Specialist Games' "new" website and the online issues of Fanatic Magazine. Especially the Clan Skryre warband in #97 got my attention, but there are a couple of open questions:

- How "official" are those Fanatic rules? Semiofficial like Pirates and Clan Pestilens or completely experimental?

- Can anyone imagine, why Clan Skryre itself has no access to warplock pistols?

- Are insulation robes available during warband creation?

Greetings, Coppermind


Last edited by Coppermind on Sat 5 Feb 2011 - 12:31; edited 1 time in total
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Von Kurst
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PostSubject: Re: Clan Skryre   Sat 5 Feb 2011 - 11:59

Those lists are completely unofficial.

Edit: Welcome aboard!
PM sent about previous Skyre topic.
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PostSubject: Re: Clan Skryre   Sat 5 Feb 2011 - 20:48

No warplock: the warband was built for the "Relics of the Crusade" campaign, which is set in a pre-gunpowder time period. I believe that's why they are warplock-less.
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PostSubject: Re: Clan Skryre   Tue 8 Feb 2011 - 8:34

Thanks a lot guys. Now I got the updated version of Firuz' list. Didn't find that with the search engine due to a misspelled keyword^^
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PostSubject: Re: Clan Skryre   Sun 13 Feb 2011 - 8:38

Hey Coppermind, i'm going to be using that warband soon as well, let me know how your games go!

On the same topic...
I am having trouble making a starting warband, too many options! Trying to get a specialist weapon starting out is really expensive! I might only afford the rattling gun, which is terrible without constantly feeding it warpstone!

What are everyone's thoughts of effective starting lists? I'm not really sure where to start...
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PostSubject: Re: Clan Skryre   Sun 13 Feb 2011 - 12:33

Coppermind posted a warband in the starting warbands thread if you would like to comment on it. I'd hazard a guess that not too many people have played the warband outside of the creator's group.
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PostSubject: Re: Clan Skryre   Mon 14 Feb 2011 - 18:18

Oh, thanks for the tip off, i never check that thread... Very Happy
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PostSubject: Re: Clan Skryre   Mon 6 Feb 2012 - 3:19

Pathfinder Dubstyles wrote:

I was going to suggest the same if starting with the ratling gun, keep it out of the fight until you have accumulated enough warpstone and advances to make it worth fielding. Sadly you cannot start with tokens, they are refined from wyrdstone at a rate of d3 as a post game action for an apprentice. I'm not an expert on warband creation so i cant say whether it is better to take the ratling gun or wait and search for it later. Upside of buying at the start is you don't have to search with it, downside is a smaller starting warband.

Since i too am planning of using this rare warband, i'll see if i can find the preliminary list i made a few months ago when i started the project for comparisons...

Looking at your lists, i would drop the gas masks on any models not throwing globes (unless your playing strict wysiwyg, I'd argue their just broken until you can afford to fix them!)

I tend to arm my heroes all differently based on what models i have available and what looks good, so i cringe when i see "youngblood" types all armed identically, but when gold is as tight as it is in this warband, i can tolerate it! Razz

Although it looks like we think alike when it comes to henchmen, cheap slaves and as many specialists as you can afford to maximize that BS advance potential!. Remember, specialists should be organized into groups of two (i asked the creator, he said the same group can be equipped differently to facilitate the loader and the firer). I'm not sure if it's beardy to take six groups of one as opposed to three groups of two... I do know it takes up a lot of space on the warband list. I'm undecided how I'll handle these groups

Once you get the ratling gun into the action do you plan on saving up for another weapon? I was going to dedicate the remaining specialists to poison wind globe duty until i can afford a warp fore thrower or jezzial.

Sorry, I totally overlooked that post due to the extinction of my former mordheim group.

With some new players reviving the old group, I'm going to field the following warband in our current campaign:

Warlock engineer (70): Dagger (0), Spear (10), Warp blades (40) = 120 WT
Overseer (45): Dagger (0), Shield (6), Steel Whip (10) = 61 WT
Apprentice warlock (20): 2 Daggers (2), Poison wind globes (15) = 37 WT
Apprentice warlock (20): 2 Daggers (2), Poison wind globes (15) = 37 WT
Apprentice warlock (20): 2 Daggers (2), Poison wind globes (15) = 37 WT
Weapon specialist(20): Dagger(0), Warpflame thrower(65) = 85 WT
Weapon specialist(20): Dagger(0), Wapstone pump = 60 WT
6 Skaven Slaves (60): Dagger (0) = 60 WT
=497 WT

I tested some starting warbands with ratling and flamer. The flamer proved to be better - even without tokens.
Of course I use slaves as living shields with the flamer right behind them. As soon as the slaves are in cc, I usually toast them along with their opponents. The list contains enough slaves, so it's more important to keep the overseer alive. The shield costs 20% more in our campaign and gives +2 on the armour save in cc, whereas attacks from a second cc weapon suffer -1 to hit.

I want to buy a ratling later in the campaign, so it starts with tokens and BS4.


In our campaign, we are allowed to choose a wizard's first spell on warband creation instead of rolling that D6 - which one would you choose? No shooting attack I assume, so there are curse, giant rats and fury left?
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PostSubject: Re: Clan Skryre   Mon 6 Feb 2012 - 13:48

Hi Coppermind,

I'm not sure what thread VK sent you but PD started a great thread about the warband that clarifies a lot of questions that he had (includes input from the creator of the warband list, Firuz). You may find it useful if you haven't found it already. Here is the link.

http://boringmordheimforum.forumieren.com/t4054-questions-about-skryre

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PostSubject: Re: Clan Skryre   Today at 18:49

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