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| Tunnel teams | |
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| Tweet Topic Started: 29th April 2008 - 08:02 PM (1,036 Views) | |
| Warlord Ritchet | 29th April 2008 - 08:02 PM Post #1 |
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The Psychotic Bouncing Rat
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I've been wondering: what are the real advantages of these things? I kind of think they are just like normal scouting gutter runners only more expensive, and half the time they dont even show up. I understand that it can mess up your opponents plans but enlighten me to why they are worthy of my list. |
![]() Clan Mutter, In this clan All are equal, some are just more equal then others. Currently: Boycotting GW... | |
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| Rubberchrist | 30th April 2008 - 03:01 AM Post #2 |
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Shennanigans are out of the question!
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I would like to say first.. these guys have never scattered more than 4 inches for me, let alone misfired, so I love them for that first.... That aside... Your opponent likes war machines? Plop your maker down in back, and you stand a REALLY good chance of having at least one gone and a second engaged on turn three. No war machines? insta-flankers. They are small enough to be ignored a little bit, but deadly enough to tear apart just about anything they wind up in the rear of. Additionally, just plopping that token down lets your opponent know they will have to deal with it some time, which can alter the flow of things.. use the FEAR of the gutter runners to slow a side down, or to get characters to evacuate an area. The way I play, half the game is player psychology, and for this the tunnellers are pure gold. -R |
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"Nurgle has got to be my favorite chaos god, fluff wise... He's portrayed as this sort of jovial, jolly old guy who thinks that rotting apocolyptic plague is funny as hell... So basically he's a big ole fat bastard who thinks giving you a scorching case of the herp is a big laugh." ---Kadrium 7th Edition Fellblade Kills: 1 Steam Tank, 1 Warrior Priest, 4 Greatswords, 3 Treekin, 1 Chaos Sorcerer, 5 Chaos Warriors, 13th Spell Kills: 8 Chaos Chosen. | |
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| scrivener | 30th April 2008 - 07:56 AM Post #3 |
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*toot*
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Scouting is restricted by terrain, distance and all that sort of stuff. With scouting gutters, then, you won't always be able to get into the best position, or your opponent might flush them out or waylay them before they get to their target. Tunnellers, granted are more unreliable, but as long as they don't stuff up on appearing, they will be where you want to be. Particularly useful against castle formations packed with warmachines, which scouts might have more trouble infiltrating. |
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| Skaven Lord Vinshqueek | 30th April 2008 - 10:33 AM Post #4 |
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Bunny ear says flop
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In large armies (of 2000 points and bigger), I field at least two tunneling teams. This gives me the advantage of not 'suffering' too greatly when one goes AWOL, but also gives me a broader area to strike from. Warmachine crews, lone wizards, not a problem to deal with... Five tunnel runners with poisoned handweapons go through those with relative ease. (Not even to mention that there is most certainly a difference between WS3 and 4). Greetz |
In the Horned One we trust, all others we monitor. ![]() Skaven track record [W/D/L] @ 17th of August, 2014: BB 34/19/55; MH 9/2/6; WHF 17/8/30 | |
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| shadow harbinger | 30th April 2008 - 11:06 AM Post #5 |
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Clanrat
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Although they are more expensive then scouting gutter runners it does give you a tactical option. Depending on your opponent setup (castle formation) then a tunnel team erupting from the ground to deal with their "safe" warmachines or rear charges on ranged units is a sound plan and will disrupt your enemy's plans as he has to worry about them. Against an army that has little to no warmachines/ranged units you can still deploy the tunnellers as scouts to slow down or harass enemy units depending on the terrain. The tunnel team is an option that may be exercised - it is not mandatory. Ok that means you have wasted those points for the tunnel option but you have to adapt to the situation - they don't get buried underground looking for a warmachine that isn't there so they can still contest a table quarter. |
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| Sciencespark | 30th April 2008 - 07:11 PM Post #6 |
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Grey Seer
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They can also be used to capture or deny table corners for victory points, especially if you forget to roll for them to turn up until later in the battle. |
Currently joint first in PRS points, may as well blow my trumpet whilst I've got one.
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| kizzlesticks | 1st May 2008 - 01:41 AM Post #7 |
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Pick-up 'Sticks
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Quick question- are you sure that you can use tunneling teams to scout? I thought that they had to tunnel, but I haven't read the book for a while and I could be wrong. |
Woomba: The Hypherion Incident-OOC
I'm back, and here to stay! | |
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| Warlord Ritchet | 1st May 2008 - 02:20 AM Post #8 |
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The Psychotic Bouncing Rat
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Tunneling teams are just upgraded Gutter runners. |
![]() Clan Mutter, In this clan All are equal, some are just more equal then others. Currently: Boycotting GW... | |
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| Rubberchrist | 1st May 2008 - 06:45 AM Post #9 |
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Shennanigans are out of the question!
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The book specifically states that they CAN deploy according to the tunneling rules, not that they MUST. Totally worth an extra couple points for the option. -R |
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"Nurgle has got to be my favorite chaos god, fluff wise... He's portrayed as this sort of jovial, jolly old guy who thinks that rotting apocolyptic plague is funny as hell... So basically he's a big ole fat bastard who thinks giving you a scorching case of the herp is a big laugh." ---Kadrium 7th Edition Fellblade Kills: 1 Steam Tank, 1 Warrior Priest, 4 Greatswords, 3 Treekin, 1 Chaos Sorcerer, 5 Chaos Warriors, 13th Spell Kills: 8 Chaos Chosen. | |
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| Morgoth | 2nd May 2008 - 09:31 AM Post #10 |
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The Ancient Evil
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Well, I am crazy about my tunnel teams of 5-6 GR's. I tend to field them in as low as 500pts. games (sometimes, if there are no targets to backstab, I just use them as scouts) First after your opponent has skillfully placed his units, with a cunning plan in his mind, suddenly two markers are placed, showing him that "something" might emerge here. This has to disturbe him in some ways, except if he gambles that both teams will be lost, or figures "Meh, my warmachines/mages/whatever will have done their tasks before those rodents makes trouble." Most likely he will alter plans, either moving weak/expensive characters or leaving some hardhitter(s) to deal with the threat. Thus occupying them from doing other harm.* The tunnellers are our great option to get behind enemy lines and have fun. Even their highly possible scattering is an asset, as they can emerge away from a planted "obstacle" ** As Gutter Runners are pretty decent fighters, they should be able to get something done at least in the turn they charge. Maybe even be able to rear attack or position behind a unit, in order to autokill them in case of fleeing. Main targets still being weak mages and warmachinecrews. Finally I simply find tunnellers to be fun and maybe the most "in-character" of my view of sneaky Eshin. Strong and cunning when things go well, trying to escape when things go bad. *I once let one of the teams consist of only three unequipped GR's. A cheap decoy to have a Tomb Giant watching for 3-4 turns **My best memory: TK Hierophant uses Cloak of Dunes to move far away from tunnelmarker leaving a unit to stand in the way. TT emerges and scatters max. in the right direction landing within charging range of the Liche Priest, so they make shiskebab out of the hierophant, who believed to be safe.
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Greetings from Morgoth Mostly Clan Eshin, occasionally Clan Husk.Proud keeper of the Poking Stick of Doom, known to many a RPG-player ![]()
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| Wheezcellbert | 2nd May 2008 - 02:10 PM Post #11 |
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Clanrat
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Im going to be facing Empire and most likely Orcs and Goblins. I know the Empire will go artillery heavy but Im just wondering if they are worth taking against the Orcs and Goblins. The Orcs and Goblins player will most likely go Orc heavy and have some Goblin units. No idea if they are going to field stone throwers or not. |
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| Sciencespark | 3rd May 2008 - 07:58 AM Post #12 |
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Grey Seer
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Orc heavy probably means they will be charging foward leaving a few weak / artillery units in their set up area to claim their starting quarters of the field for VP and provide support, so a team in both quarters to deny them and deny or possibly steal these VP will probably be useful. Maybe just one so you have the opportunity to streach you skirmish line across the two quarters. There's no way he will leave nothing back to claim the quarters is there? You know him as a player so think what he hasdone before. |
Currently joint first in PRS points, may as well blow my trumpet whilst I've got one.
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| Wheezcellbert | 3rd May 2008 - 11:57 AM Post #13 |
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Clanrat
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Thats the thing. He's both new to the game and his tactics for wargamming arent very sound. So this really throws me off and I don't know how to play him. Every game Ive seen him play Ive been on his team coaching him along. This is our first heads on game and I don't know if he has taken my lessons and learned to take quarters for VP or if he is going to just mass his orcs for the charge and go for it. |
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| Queetik | 3rd May 2008 - 07:04 PM Post #14 |
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"Master" Assassin
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Well, no matter what tactic he chooses to use, tunnel rats will be effective. If he just charges forward with everything, then you have one or two units that will be available for claiming table quarters. If he leaves some troops back to deal with your tunnelers, then you don't have to worry about an all-out attack, and your other units don't have as much to contend with. Tunneling Gutter Runners are fluffy, fun, and risky--everything that a Clan Eshin troop should be. What is important is accepting the fact that this unit may not see the battlefield due to a cave-in or getting lost. The majority of the games I've played this year have resulted in me losing one of my two tunneling teams due to a misfire roll. I just expect it to happen and happily continue on my merry way knowing that it is 6 fewer troops for my opponent to kill! I mean, hey... if they are going to die I'd rather it be by my hand than my opponent's! |
| The Shadows of the Howling Heights are contemplating a return in 8th | |
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| Elwrath | 4th May 2008 - 12:57 PM Post #15 |
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As Rubberchrist said, a large advantage of tunnellers is just the effect they have on your enemy knowing that they could pop up behind his lines to cause havoc. For example i played a small 750 pt game against my brother who was using tomb kings and he spent his first turn moving away from the marker with his liche priest and also held back a unit of skellies to deal with them if they came up. This allowed me to outnumber and outflank the rest of his units in my second turn and due to some very lucky rolling the tunnellers not only emerged in the second turn but scattered into the liche priest and killed him in the ensuing close combat phase. Needless to say his army didn't hold up much longer. Sure there's the chance they won't pop up, but as far as i'm concerned a lot of the fun of playing a skaven army is in all the random chance involved. |
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Mostly Clan Eshin, occasionally Clan Husk.

