Post by ophyrs on Feb 25, 2024 23:29:54 GMT
Hey everyone, feel free to contribute. I’m just fiddling with how to make assassins work this Ed and want to put down everything I’ve tried and others have tried into one place.
Stats and cost breakdown:
90 points gets you a skaven chieftains stats with +1m +3ws +2I and poison along with warpstone weapons rule.
he also gets all the fun gutter runner abilities such as fire and flee,feigned flight ect.
He also costs you a wizard slot, taking up the same choice of a plague priest or warplock engi per 1000 points.
Equipment:
armed with dual hand weapons and throwing weapons:
first problem. By opting to use his second hand weapon your warpstone weapons cease to be thus you’ll want to be using a single hand weapon most of the time.
Hidden Deployment: They start hidden in a unit type infantry unit of 10us or more.
revealing themselves either in your own command phase or any combat phase at the start.
eshin infiltration:while revealed you can make an ambushing gutter runner unit arriving from reserves(still have to make its reserve roll) come in within “12” but outside “6” of an enemy, the unit can’t charge,counts as having moved for shooting but can otherwhise act normally.
breakdown:
Okay so you’d be paying + 1ppm on the gutter runners to use this, losing access to the scout deployment rules and being forced to be within 12 of the assassin. It ultimately seems redundant when the inbuilt scout ability drops a unit for turn 1 shooting with no rolls required. I do not believe this ability has any merit and I personally consider it a downgrade to the scouts ability.
Tactics:
Range assassin- death from afar
1. Naked range support : in a us10 gutter runners? You deploy the scouts, reveal the assassin and treat him as a jumped up unit champ with his throwing weps. Yes he can multishot 2. As a counterpoint you can buy 6 more gutter runners with poison for just 2 points more.
Hard pass
2.Range support death globe bombadier: for 140 points you get 2 one use items that when thrown “9” are centered on a character or unit champ in front rank and drop a small template to force an initiative test on all models affected. Failure outright causes the loss of a wound. This might be useful, using superior ballistic skill 7 to force a hit which will hit approx 8 25mm models(with approx 2 partials) seems pretty good. They then take their I test.
50% pass rate with an i3 =4 die
66% pass rate on i4 = 2 die
This becomes worse when you start targeting 30mm base sized models such as cav or bigger infantry due to needing to centre on the front rank characters.
could see a niche use for it here in truth.
But do remind yourself for the same price you could be slinging 8 more poison gutter runners worth of attacks every turn(so 16)
3. Hybrid Potion of strength monster eater: consider giving the assassin a potion of strength which when chugged at the start of the turn gives +d3 strength suddenly those multi attack throwing weapons can hurt unarmoured monsters without having to rely on poison.
Melee builds and tactics :
pop out your assassin and using superior i8 strike and kill whatever lies before them!
0. naked: yep your 3 ap-1 s4 poison attacks might kill a unit champ or even a single heavy infantry! Please don’t do this.
1. Weeping blade: Three magical ap -2poison attacks do d3 wounds. Of course you are s4 so having to wound on 5’s against any of the tougher characters or 4 on most mean less output .Not bad and likely to introduce a footslogging t4 hero to the next life.
I feel because of the lack of strength and low number of attacks you are paying 50 points to fish for poison against high toughness things. And yes you probably hit first, but said high toughness things generally look upon your naked saveless 140 point 2 wound model and eat it for breakfast.
2.
that’s a pretty good start for now, will add more as I play more.
Stats and cost breakdown:
90 points gets you a skaven chieftains stats with +1m +3ws +2I and poison along with warpstone weapons rule.
he also gets all the fun gutter runner abilities such as fire and flee,feigned flight ect.
He also costs you a wizard slot, taking up the same choice of a plague priest or warplock engi per 1000 points.
Equipment:
armed with dual hand weapons and throwing weapons:
first problem. By opting to use his second hand weapon your warpstone weapons cease to be thus you’ll want to be using a single hand weapon most of the time.
Hidden Deployment: They start hidden in a unit type infantry unit of 10us or more.
revealing themselves either in your own command phase or any combat phase at the start.
eshin infiltration:while revealed you can make an ambushing gutter runner unit arriving from reserves(still have to make its reserve roll) come in within “12” but outside “6” of an enemy, the unit can’t charge,counts as having moved for shooting but can otherwhise act normally.
breakdown:
Okay so you’d be paying + 1ppm on the gutter runners to use this, losing access to the scout deployment rules and being forced to be within 12 of the assassin. It ultimately seems redundant when the inbuilt scout ability drops a unit for turn 1 shooting with no rolls required. I do not believe this ability has any merit and I personally consider it a downgrade to the scouts ability.
Tactics:
Range assassin- death from afar
1. Naked range support : in a us10 gutter runners? You deploy the scouts, reveal the assassin and treat him as a jumped up unit champ with his throwing weps. Yes he can multishot 2. As a counterpoint you can buy 6 more gutter runners with poison for just 2 points more.
Hard pass
2.Range support death globe bombadier: for 140 points you get 2 one use items that when thrown “9” are centered on a character or unit champ in front rank and drop a small template to force an initiative test on all models affected. Failure outright causes the loss of a wound. This might be useful, using superior ballistic skill 7 to force a hit which will hit approx 8 25mm models(with approx 2 partials) seems pretty good. They then take their I test.
50% pass rate with an i3 =4 die
66% pass rate on i4 = 2 die
This becomes worse when you start targeting 30mm base sized models such as cav or bigger infantry due to needing to centre on the front rank characters.
could see a niche use for it here in truth.
But do remind yourself for the same price you could be slinging 8 more poison gutter runners worth of attacks every turn(so 16)
3. Hybrid Potion of strength monster eater: consider giving the assassin a potion of strength which when chugged at the start of the turn gives +d3 strength suddenly those multi attack throwing weapons can hurt unarmoured monsters without having to rely on poison.
Melee builds and tactics :
pop out your assassin and using superior i8 strike and kill whatever lies before them!
0. naked: yep your 3 ap-1 s4 poison attacks might kill a unit champ or even a single heavy infantry! Please don’t do this.
1. Weeping blade: Three magical ap -2poison attacks do d3 wounds. Of course you are s4 so having to wound on 5’s against any of the tougher characters or 4 on most mean less output .Not bad and likely to introduce a footslogging t4 hero to the next life.
I feel because of the lack of strength and low number of attacks you are paying 50 points to fish for poison against high toughness things. And yes you probably hit first, but said high toughness things generally look upon your naked saveless 140 point 2 wound model and eat it for breakfast.
2.
that’s a pretty good start for now, will add more as I play more.