Post by oldmandan on Feb 11, 2022 10:47:38 GMT
Skaven shooting is probably the most varied but also the most specialised in the game. Skaven have a weapon that solves any problem. And a number of them mean that Chaos may as well show up to the battle mote naked than a spartan. However, their weapons are the most prone to killing themselves or others. But if the slaves die ah well, plenty more where that came from.
Doomflayer
The doomguy, sorry doomflayer is basically like a massive chainsaw or similar to that machine in Labyrinth. Dealing an artillery dice worth of S4 hits in close combat at I3 you can say goodbye to those zombies. Best employed against low initiative and light armoured troops. If I'm fighting VC this is one team that I like to take. It's well armoured is able to stick around and also inflicts impact hits so getting the charge is vital. Against better opponents flanking is key. However, it only takes one hit to deal with it I wouldn't use it against Chaos or Wood elves. Nice and cheap, what I like is that it provides a unit with the necessary damage support in close combat. Potentially turning a losing fight to a winning fight. Of course the odd two hits that it can deal are laughable.
Warfare Thrower
A classic using the flame template, causing panic and S5 you can deal massive damage, it might be horrifying for one turn, but that's a turn that will be remembered. Best employed when about 9 inches from the target. Tying the intended unit up with slaves can maximise the chance of this. I like to sit a big unit of slaves opposite the unit I want to hit with the warfire thrower if the slaves hold long enough you can get one or two good gouts. Expensive so chances are you may only take one. Again I like to use against hordes, flammable and regeneration.
Poisoned Wind Mortar
A new kid on the block but this rocks. Using the small template any touched take a wound on 5 and the centre hole it's 4 no armour save. Combining mobility with firepower. It's expensive like the warfare thrower but the mobility and ignoring armour saves makes it worth it. As mentioned the best use is against those with high armour saves but in fact anyone is a good target. Purchasing one along side an MSU of globadiers is best practice as it allows you to purchase something else alongside a unit of clanrats or stormvermin. The fact that you are causing wound on fives if you play the odds means one third if those hit will take a wound.
The Ratling gun
Ah I remember how much people feared the taste of hot warplead from this wonder. I was happy to hear the range got a boost in 7th and felt that roll to hit was a fair decision. Then I got to the rules for number of shots and it became apparent it was just a massive nerf as there were no other changes. The average hits on 3D6 varies from 11 to 15 on a good day then it needs to roll to wound. Unfortunately the rating gun is now competing with better options, a poisoned Wind Mortar can decimate even a small unit better than the rating gun. If I was to suggest real targets you would ideally be targeting skirmishers and MSU of fast cavalry. Even then you really need the dice gods in your corner and even then a smart general will keep his fast cavalry out of range so then the ratling gun has to move or end up a sitting duck.
Jezzails I have covered and the tunneling team I will look at in another post. To finish up go with what your opponents strength is. If it's high armour saves you need to be taking stuff that negates this advantage. If they are a horde based army
or are a low toughness stuff like a warpfire thrower is not a fun day out. All in all though a combination of weapon teams is best as you then have the flexibility to match a variety of potential situations. Finally ensure that your shooting supports your overall plan and seize on any opportunities that present themselves.
Doomflayer
The doomguy, sorry doomflayer is basically like a massive chainsaw or similar to that machine in Labyrinth. Dealing an artillery dice worth of S4 hits in close combat at I3 you can say goodbye to those zombies. Best employed against low initiative and light armoured troops. If I'm fighting VC this is one team that I like to take. It's well armoured is able to stick around and also inflicts impact hits so getting the charge is vital. Against better opponents flanking is key. However, it only takes one hit to deal with it I wouldn't use it against Chaos or Wood elves. Nice and cheap, what I like is that it provides a unit with the necessary damage support in close combat. Potentially turning a losing fight to a winning fight. Of course the odd two hits that it can deal are laughable.
Warfare Thrower
A classic using the flame template, causing panic and S5 you can deal massive damage, it might be horrifying for one turn, but that's a turn that will be remembered. Best employed when about 9 inches from the target. Tying the intended unit up with slaves can maximise the chance of this. I like to sit a big unit of slaves opposite the unit I want to hit with the warfire thrower if the slaves hold long enough you can get one or two good gouts. Expensive so chances are you may only take one. Again I like to use against hordes, flammable and regeneration.
Poisoned Wind Mortar
A new kid on the block but this rocks. Using the small template any touched take a wound on 5 and the centre hole it's 4 no armour save. Combining mobility with firepower. It's expensive like the warfare thrower but the mobility and ignoring armour saves makes it worth it. As mentioned the best use is against those with high armour saves but in fact anyone is a good target. Purchasing one along side an MSU of globadiers is best practice as it allows you to purchase something else alongside a unit of clanrats or stormvermin. The fact that you are causing wound on fives if you play the odds means one third if those hit will take a wound.
The Ratling gun
Ah I remember how much people feared the taste of hot warplead from this wonder. I was happy to hear the range got a boost in 7th and felt that roll to hit was a fair decision. Then I got to the rules for number of shots and it became apparent it was just a massive nerf as there were no other changes. The average hits on 3D6 varies from 11 to 15 on a good day then it needs to roll to wound. Unfortunately the rating gun is now competing with better options, a poisoned Wind Mortar can decimate even a small unit better than the rating gun. If I was to suggest real targets you would ideally be targeting skirmishers and MSU of fast cavalry. Even then you really need the dice gods in your corner and even then a smart general will keep his fast cavalry out of range so then the ratling gun has to move or end up a sitting duck.
Jezzails I have covered and the tunneling team I will look at in another post. To finish up go with what your opponents strength is. If it's high armour saves you need to be taking stuff that negates this advantage. If they are a horde based army
or are a low toughness stuff like a warpfire thrower is not a fun day out. All in all though a combination of weapon teams is best as you then have the flexibility to match a variety of potential situations. Finally ensure that your shooting supports your overall plan and seize on any opportunities that present themselves.