List

Allegiance: Skaventide

Leaders
Arch-Warlock (160)


- Artefact: Vigordust Injector 
- Lore of Warpvolt Galvanism: More-more-more Warp Power!
Arch-Warlock (160)


- General
- Trait: Deranged Inventor 
- Lore of Warpvolt Galvanism: More-more-more Warp Power!

Battleline

9 x Stormfiends (780)

3 x Ratling cannons

3 x Windlaunchers

3 x your choice of Melee weapons

6 x Stormfiends (520)


20 x Skryre Acolytes (240)

Endless Spells
Warp Lightning Vortex (100)


Vermintide (40)

Total: 2000 / 2000
Extra Command Points: 0
Allies: 0 / 400
Wounds: 122

Introduction

This is one of the lists I got after someone pointed out that 7 units of stormfiends and an archwarlock fit in one list. I took the idea and ran with ti to make it viable. 

The list has an insane amount of shooting, that can get buffed. If you have issues with anything on an objective, I recommend liberal application  of warp stone.

Allegience Ability

The skyre Alegiance ability allows your heroes to stay alive a bit longer, not that it’s really needed, and you get Warp Sparks. Warpsparks allow you to do +1 damage on the shooting weapons, so, say hello to my little -1 2 damage friend. 

Artefacts, Command Traits & Abilities

Artifact: Vigordust Injector 

You get +1 charge and +1 to hit on a unit of stormvermin, that’s pretty good. Must be wholly within 12 of the archwarlock. Not a bad advice in general. 

Trait: Deranged Inventor 

You can reroll hit rolls for one Skyre unit within 13″ of that General.  

Heroes

The two heroes have one reason to exist. Buff up your stormvermin, with either Warp Sparks,  for +1 damage in shooting, or reroll hits and wounds from the spell. Yes, they also cast your endless spells, that are somewhat optional but offer some nice area denial. 

Other Units

Acolytes,

They are there for a cheap screen in case you can’t have the first turn, or don’t want the first turna nd you’re afraid of getting bogged down. They will also get buffed by your archwarlock, if need be, and Rend 2 D3+1 damage with some rerolls is not bad. But that’s not what they are there for.

Stormfiends:

The unit of 9 is your main workhorse, in the shooting phase. They come equipped with 3 Ratling Cannons 3 Windlunchers and take your pick on the melee weapon option on the last rat. I can’t decide witch is better. The buffs mostly affect shooting anyway.

9D6 shots with the ratling canons, Range 12″ 4+ (you can get +1 to this from the Vigordust injector) 3+ to wound rend 1 and probably 2 damage (+1 from the Warpspark). Averages up to a truckload of damage. If you get the spell of you will be rerolling hits and wounds. 

9 shots from the Wind mortars 24″ Range   4+ (you can get +1 to this from the Vigordust injector) 4+ to wound rend 3 and probably D3+1 damage (+1 from the Warpspark). Averages up to a a little less damage than the ratling guns, but they can shoot further. If you get the spell of you will be rerolling hits and wounds. 

Battalions

You don’t get any battalions. But you are a 5 drop army.

Magic, Endless & Realm Spells

More-more-more Warp Power!

It’s your spell to insure a lot of damage on your stormfiends, but you ahve a back up command trait, that you can throw on the other unit of stormfiends if this spell goes off. I recommend you keep one archwarlock out back  near the Gnawwhole, outside of 30″ from the enemy caster, so he doens’t get a chance to unbind this. 

Endless spells are used to control board space. Get them off and your opponent won’t want to be there.

In-Game Guide

Deploy one Gnawhole in your teritry and the other two on sides or in your opponents territory, but make sure you still have room to deploy your stormfiends outside of 8 of his troops. You will move one unit of vermin, to get them in position to shoot his army, and run up the archwarlock to be in range to buff them up with the Warp spark. So you do have a favored side to deploy, the one that can get you with a run in range to buff the unit up. Thats a 25″ bubble that has to overlap with the teleport of the Gnawhole. Keep that it mind, it’s important, you will want them in range for that. 

I recomend trying to shoot things further back, and getting the carge off to clear some more things, but you have huge damage output on you turn. On a good turn you can do over 100 wounds just in the shooting phase , assuming your opponent moved up, and then comes the combat phase . You can compete here as well, tho not the insane levels of your shooting. 

This list is broken, and never be used, until it gets nerfed. But it will have to be taken out for Nagash and Flesheater courts.  

Honest Goblin

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