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Post by rustynumber on Apr 6, 2023 23:48:45 GMT
(Not sure how lively this section is but anyway...)
Can I get some generalised tips for playing Skaven? Is the only way to play their infantry blocks really just bigger numbers to offset leadership, or is including more Lords helpful? Having to buy more miniatures to pad out numbers at GW prices would suck...
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Post by wundapantz on Apr 7, 2023 7:22:49 GMT
Miniatures wise you can get the Mantic starter set rats v goblins and help pad out those numbers.
"The Rat Castle" is probably your best
The screaming bell mount for your grey seer is a great way to spread better leadership.
I think you'd want a body count upwards of 200, the bulk of those being slaves to keep units from reaching your main leadership bunker
Multiple rat darts (5 giant rats and a packmaster) to redirect
Magic, Warp lightning cannons, doom wheels and abominations to win you points, and various skyre tools (doom rocket, warp fire thrower, ratling guns) to assist in removing threats
Edits:
2 units of gutter runners to go for war machines
Your Battle Standard Bearer is more important to your leadership tests than your general is with the rerolls
Don't accept challenges
Read your FAQ, as it's massive
Scorch is an amazing spell against infantry
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Post by rustynumber on Apr 7, 2023 8:29:14 GMT
Hahaha wow, that certainly seems a bit more in depth/competitive than I'm looking for. "Gaming" with a tiny unit to redirect certainly seems play-to-win instead of theme. And a casual, affordable army won't be getting 200 models I'm afraid! But still it's all interesting info!
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Post by vulcan on Apr 7, 2023 9:31:26 GMT
Skaven are first and foremost a horde army. You're going to take casualties by the handful in every combat; there's no getting around it. You need the bodies to absorb the casualties or you're going to get tabled in short order.
If you're looking for a small model count army, you want to look to the more elite armies. Any flavor of elves, Warriors of Chaos, maybe Dwarves.
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Post by rustynumber on Apr 7, 2023 9:54:47 GMT
Oh yes I'm aware of that, though I'm not really planning on going past maybe a 1.5k game ever. I already have at least 800 points as per 8th edition, and of course they can also be used to play other systems ie One Page Rules. Even the idea of fielding more than 60 clanrats in WFB 8th is unappealing to be honest, from both a financial and painting point of view! I just pulled the trigger on a bunch of minis suitable as night/gutter runners so I'll see what they can do in 3 months when they've been painted and assembled I'm curious as to the role of warlock engineers, why are they so cheap? I'm surprised they don't have an aura ability with re-rolling warmachine misfires or something.
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Post by sonofkurnos on Apr 7, 2023 11:19:16 GMT
If you want slightly smaller armies, have you tried looking at older editions such as 6th?
They run on a much smaller number count
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Post by vulcan on Apr 8, 2023 3:20:48 GMT
Warlock engineers are a bit like skink shamans; cheap casters to supplement the very expensive Grey Seers. That they can also take toys like the Doomrocket or Brass Sphere and skitterleap to a good position to use it is just icing on the cake.
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Post by wundapantz on Apr 8, 2023 5:43:53 GMT
They also boost the leadership for units outside the general's leadership bubble, but if in slave units you can no longer shoot them while in combat.
As to why they are so cheap - 7th edition! As far as I know they are the only caster's that you can choose to field without a wizard level
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Post by rustynumber on Apr 8, 2023 6:02:22 GMT
Ah right, I was wondering if there was a reason to take them not-as-a-wizard. So you either kit them up as a wizard, use them as a tiny bit of firepower/unit leadership in a block, or skitterleap them behind the enemy and unload wunderwaffen into the enemy on a suicide mission. It's a shame the Skaven magics didn't get the 8th edition style arrangement.
What about Doomwheels? In his first game my brother charged a block of skinks and obliterated them! On the other hand the lightning bolts it fires out seems geared towards hurting things with multiple wounds.
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Post by vulcan on Apr 8, 2023 16:06:39 GMT
Yeah, Doomwheels are fun. Good at grinding infantry, and death itself against multi-wound models. Just be prepared for the times when it goes nowhere fast the whole game, and make sure your expensive stuff is NEVER going to be the closest thing to it
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Post by TyrrenAzureblade on Apr 12, 2023 3:21:19 GMT
I've got a 2k army that's not super competitive, and fairly low on the model count. I built this around the Island of Blood box and the Skaven Pestilens Start Collecting box.
- Grey Seer on Screaming Bell: Your general, with an 18" leadership bubble, your main spellcaster, with a 4+ ward from the bell, and probably your biggest block since it'll be hauled around by the Clanrats in the list. It also makes the Clanrats unbreakable, so that unit isn't going anywhere until it's wiped out. My favorite Skaven spells are Scorch and Plague. Also, casting Wither 3 times on a Toughness 3 unit to have it just entirely die after the third cast is great fun. For you, not your opponent. Also, don't forget to ring the bell every turn and see what chaos you can cause.
- Chieftain Battle Standard Bearer: As stated above, this guy is going to be very important for leadership rerolls. I usually stick him into my Stormvermin, or with the big Screaming Bell block if I'm playing more aggressive and moving the bell into the fray.
- Warlock Engineer: I basically use him as a Warp Lightning turret, with a lv.2 upgrade, and Warp-energy Condenser. Can also go into your big block, stick him into another infantry unit, or really play risky and deploy him alone, keeping him within 3" of another infantry unit to have a 4+ Look Out Sir save. Can also move him out of the unit he's in to redirect a potential charge. He'll maybe-probably-definitely-absolutely die, but in a dire situation, you may surprise your opponent by sacrificing a pretty expensive Skaven wizard to try and get a flank counter charge.
- Clanrats (40): Shields. Full Command. You put your Screaming Bell here. Usually folks will run these without any kind of upgrades. The name of the game in an efficient rat list is absolute numbers. But this is for the lazy painter. Shields bump their armor up to a 5+ and gives them a 6+ ward in close combat to the front. Not great, but if you get those good rolls, it'll keep your big block alive longer. The standard bearer is just there to generate Combat Resolution, and the Musician is there in case you need to Swift Reform and point your unit at something quickly.
- Warpfire Thrower: Weapons team, deployed with the Clanrats. Gives you something to shoot in the shooting phase with a pretty big template. Keep it within 3" of its parent unit to give it a 4+ Ward save against ranged attacks, such as missile fire and spells. Decent chance it will misfire and explode before the game is through, but can otherwise do some decent damage against infantry blocks.
- Stormvermin (20): The Skaven elite. These guys will do decent damage in close combat with their Halberds. They have a 5+ armor save, and 4+ against shooting if you put shields on them. I usually don't give 'em shields. They're good for Skaven units, but they won't do as well as other armies' elite units. But if you tie things up with your big block and flank with these, you're in for a good time.
- Poisoned Wind Mortar: Weapons Team, deployed with the Stormvermin. Another useful artillery piece that could very well just explode in your first turn. But we're playing for fun and trying different things. Same ward save for being within 3" of its parent unit as other Weapons Teams.
- Plague Monks (20): Your blenders. They're very much glass cannons, but with their Frenzy, and additional hand weapons, they get three attacks. Point them at lightly armored Toughness 3 infantry and they will more than likely delete it. Put the Plague Banner on them and activate it when you want rerolls to hit and to wound to ensure they output as much damage as they can for that turn.
Alternately, you can remove the Plague Monks and pump up your Stormvermin to 40 models so they'll stick around longer. Or, vice versa, take a bigger block of Monks instead.
- Rat Ogres: I've got two of these with a Packmaster/Master Moulder because they came with the Island of Blood set. Deploy them so they can attack the flanks of units you've engaged in your center, and they can add a nice chunk of Combat Resolution and cause Fear. Use them as support, or if you're in a bind, a redirector.
- Hell Pit Abomination: Boy is this thing a hoot. All kinds of crazy rules, just make sure you're not pointing it at something with Flaming Attacks as they negate its very important Regeneration save. And even if it dies, there's a chance it'll come back to life, or turn into rat swarms.
- Warp Lightning Cannon: Skaven lack a lot of shooting, especially if you're playing smaller points values, and trying to keep overall model count down. You're better of spending points on bulking up your infantry units. But you could buy Ratling Cannons, Jezzail Teams, or putting slings in the hands of whichever models can equip them (Gutter/Night Runners, Skavenslaves). I, a lazy painter, prefer Warp Lightning Cannons. 1 or 2 should do ya, depending on points. They'll also help in dealing with monsters.
This all comes out to about 2000 points depending on some options. It doesn't follow any conventional advice for Skaven, but it's got a lot of stuff to try out and have fun with. It will probably blow up, but it might not.
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Post by rustynumber on Apr 12, 2023 9:58:54 GMT
A "like" isn't enough, cheers for that great writeup! (I'd originally have skulked over to the tactics page on that infamous abomination 1d4ch*n but it seems to have gone away for now) I've got a few nice printed non-GW weapon teams coming in the mail so they'll be fun little addons to units to have exploding at random! I suppose if I manage 2 blocks of clanrats and one of stormvermin then that's 3 slots for weapons, plus a warp grinder on my night or gutter runners to "deep strike" them.
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Post by TyrrenAzureblade on Apr 12, 2023 23:48:58 GMT
A "like" isn't enough, cheers for that great writeup! (I'd originally have skulked over to the tactics page on that infamous abomination 1d4ch*n but it seems to have gone away for now) I've got a few nice printed non-GW weapon teams coming in the mail so they'll be fun little addons to units to have exploding at random! I suppose if I manage 2 blocks of clanrats and one of stormvermin then that's 3 slots for weapons, plus a warp grinder on my night or gutter runners to "deep strike" them. Oh yeah, love me some Weapons Teams, and I wish I had the other ones. I REALLY want to try a Warp Grinder to get that surprise "deep strike". I forget, but if you want something a little more reliable without the chance of losing them to a "Cave In" result from the grinder, I think Gutter Runners have "Sneaky Infiltrators" that let you bring them on in turn 2 as reinforcements from any table edge with I think a 2+ dice roll? I don't have my rulebook at work with me, but I think my regular Skaven opponent has done that to me to destroy my warmachines and harass my backline with great aggravating success. I haven't run them yet because I don't have models for them.
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Post by ryryak2 on May 3, 2023 16:02:20 GMT
My go-to rule for the Skaven is around 100 bodies for every 1000 points of the game. Also you want 1 "hammer" unit per 1000 (at least).
I LOVE slaves. Against WS4 opponents (the majority of what I face) their offence is just as good as a clanrat, for MUCH cheaper. I never buy them upgrades except for a musician. Making a Hydra need to cause 4 wounds to win can cause a lot of pressure on your opponent (3 ranks & winning ties). And against everything else they're excellent for slowing them down.
My favorite hammer is a unit of stormvermin, min 35. It's been pointed out that Skaven are a horde army, and that applies to their elite units as well; you're going to be taking casualties, so you'll need numbers to compensate. Other favorite hammers are the Warp Lightning Cannon, the Hellpit, and the Doomwheel. I use cannons in conjunction with Slaves to try and thin enemy units, Hellpits do their Hellpit thing, and Doomwheels straight up delete any kind of monster/solo hero.
The army relies HEAVILY on the bsb and the general to keep them fighting, while LD8 with Strength in Numbers is pretty good, the second you flee/panic with them they're LD6 (musician bonus - ALWAYS bring the musician) to try and rally unless they're within range of the general.
Skaven are a great fun army - sometimes everything misfires and you kill yourself more than the enemy (that can easily be explained as treachery/sabotage from a rival/underling) but when everything works as it should they're pretty terrifying to face. By far they're my favorite army in the game for fluff and playstyle. There are other armies I like the miniatures better, but for good old fashioned fun you just can't beat Skaven.
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