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| Eshin in 7th.; Rumour-free zone | |
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| Tweet Topic Started: 6th November 2009 - 11:40 AM (879 Views) | |
| Morgoth | 6th November 2009 - 11:40 AM Post #1 |
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The Ancient Evil
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How do we use our sneaky shadows in the new edition? Post suggestions, general questions and answers based on facts. As in "We have the book and read it too" Remember GW copyrights and abstain from quoting statlists, rules etc. Let the creativity flow so the lesser races learn to fear Clan Eshin again
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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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| Morgoth | 7th November 2009 - 04:31 PM Post #2 |
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The Ancient Evil
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Challenge #1: The General GW has practically eliminated the Pure Eshin army. <_< We simply have no generals. Previously Sorcerors and Master Assassins were borrowed from Mordheim in order to make the SoC army and the "Ask for permission" list from the 6th armybook. But now they are gone. Options: Grey Seer as a very powerful Sorceror, the only choise guaranteeing Skitterleap. IMO too powerful. Warlock Engineer can only guarantee WarpLightning, and is a weak bugger. Stats as a clanrat + a wound. IMO not fit. Warlord as a strong (Master) Assassin, slower due to his focus on commanding the troops. Fluffwise his ArmourSave could be called AvoidingSave (as Dodging is a ward save now). IMO a possible solution. Cheiftain Same as warlord but weaker. Even lower Ld than that of GR's so he would probably be a scapegoat. Needed for officially leading the troops, and for getting the blame in case of failure. IMO possible but ... well... lame? Still, he's cheap. Opinions? |
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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| UnderTheEarth | 7th November 2009 - 04:42 PM Post #3 |
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Grey Seer Scabrac
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FLuffwise Id say take a warlord, with a second hand weapon or weaping blades....that would be the most eshiny to me (NO SHIELDS :P) |
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| Blood Vixen | 7th November 2009 - 04:56 PM Post #4 |
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All hail the Age of Skaven
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The most likely set-up for a eshin general I can see is a warlord/chieftain that has the poisoned weapons(or magic) and the tail weapon upgrades from scavenging pile, giving it a much more assasin based feel to them. It also fits in with the theme well, the other alternative, is the Shadow Seer, this time focusing a more eshin sorcerer role focusing on getting the assasins where they need to be. |
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| UnderTheEarth | 7th November 2009 - 05:40 PM Post #5 |
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Grey Seer Scabrac
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And If you really want him to be eshiny, give the seer a magical weapon
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| krosanreaper | 7th November 2009 - 06:12 PM Post #6 |
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Death Master Casey
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One thought, warlords and chieftains are M5 not 6. A warlord can get a mount to go up to 6 but that might not be the most Eshin thing, maybe justify it other wise. |
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<span style='color:green'>Mmmmm warpstone <span style='color:black'>Warp lightning to the face | |
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| Blood Vixen | 7th November 2009 - 09:08 PM Post #7 |
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All hail the Age of Skaven
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Any respectable skaven leader would not get him into a position of combat unless he had to, The warlord is there to co-oridanate the others, after all if Eshin is out in force then there will be a "Kingpin" organizing the assault, since assasins work by themselves they do not make leaders, there will be a "leadership caste" that does that, it would also give you a excuse to field a sort of bodyguard for your force. Remember it can be a case of another clan has hired the Eshin, its not too far fetched that a Grey seer would have employed many eshin for a covert mission. The greater clans sell their wares, the people controling it do not nessersarily have to be from eshin. |
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| mrtn | 8th November 2009 - 12:14 AM Post #8 |
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Swashbuckler
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One idea is to take the sniper general. 50 points for an engineer with musket and sight. Spend your points on three assassins. :ph43r: |
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Eight Chicky Bits, is that a Chicky Byte? Warhammer Fantasy Mod 2.5 for Civilization III Conquests My Southland Beastmen and Mortals Fingers are like onions, if you cut them, you cry Living by Stockholm Rude Time (GMT +1) Make your own Chaos Warrior My Skaven Army My Nurgling Army | |
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| Pineapple Skitter | 8th November 2009 - 12:47 AM Post #9 |
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Totally rad
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This. Also, you could say the spell is just as effective as warplightning... Blizzard of blades Calling on the Horned one in the aspect of relentless death, the sorcerer slices himself and draws the blood into shadow-weapons coated in toxins that would melt blades made of metal before throwing them at the enemy. |
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...after Stinky's stray arrow knocks me into a pit of boiling magma... | |
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| Blood Vixen | 8th November 2009 - 01:23 AM Post #10 |
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All hail the Age of Skaven
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Maybe the sniperish one, but I don't really like the idea of it since it requires a heavy set of skryre weaponry, although not uncommon, a Eshin trained leader would not rely on the schematics of another clan, especially one as noisy and competative as skryre |
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| Pineapple Skitter | 8th November 2009 - 01:33 AM Post #11 |
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Totally rad
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Perhaps it's some sort of poisoned crossobow, or blowpipe, or throwing star? The optics could just be put down to skill... |
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...after Stinky's stray arrow knocks me into a pit of boiling magma... | |
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| Blood Vixen | 8th November 2009 - 01:40 AM Post #12 |
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All hail the Age of Skaven
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Possibly, but if possible we would want to try and keep as accurate to the books equipment as possible otherwise where will it end? Having a bunch of musclebound clanrat covered in poop to state that the toughness test is because of their really bad smell? |
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| Darkmaw | 8th November 2009 - 07:58 AM Post #13 |
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Clanrat
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I am wondering about the viability of an "Ambushing" army where The core units consists of 1) 10 tunneling Night runners to dispose of enemy warmachines 2) 20+ tunnelling Night runners with assassins in each unit. I am thinking of 2 to 3 units. The special units will consist of 1) 8+ Gutter runners with full poisoned weapons and tunneling team. This allows a "tunnelling support" charger with the rest of the tunnelling blocks Rare units.. Not much choice here. The Heroes will consist of 2-3 assassins. The other heros can either be 3 assassins and a sniping warlock engineer. Alternatively a Warlord with appropriate "count as" items as mentioned in the posts before. It might not be too competitive as i am sure its lacking sorely in the ranged and magic department. But i think its fluffy enough. Maybe i will try this list out with proxies sometime.. |
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| Morgoth | 8th November 2009 - 09:57 AM Post #14 |
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The Ancient Evil
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Sadly only 1 unit of Nightrunners may be equipped with the Warp-Grinder. That tossed some of my lists down the drain too. <_< Regarding the shooting engineer: If you go with jezzails anyway (not pure Eshin then), he could fit with musket and optics. Still only BS4, but in order to get a cheap general. His leadership still sucks though. |
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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| Blood Vixen | 8th November 2009 - 11:50 AM Post #15 |
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All hail the Age of Skaven
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Its a good thing that you cannot make a entire army tunnel to be honest, even if it does cost the same ammount as another 9 night runners, the tunneling groups should be a nasty supprise not a entire army, otherwise it can go the wh40k route where entire armys will start off of the board, difference being we will need to choose where they come on at the start. Outflanking gutter runners will be our greatest asset because it will allow us to stop flanking forces in their tracks (Since they often consist of fast/light cav and alike they can probably kill alot of them as well) as well as giving us a unit that can sneak in and take out warmachines. Tunneling may be helpful to get around but it should only be used in the centre of the field, otherwise your just better off saving the points and going for outflank. Tunneling now should be more used as speedbumping or covercleaners/negaters having a tunneling marker in the middle of a block of trees will make any wizard or scouting unit think twice. As the warmachine hunters are now taken up by the flanking force instead (I don't know about you guys but the people here allmost allways have their warmachines on the flank to cover their advances) Night runners, although alot of people may disagree with me should be taken in units of 10 only, sure they lose rank bonus, but night runners are unarmored expensive and may stand a chance of killing something with two attacks basic. But since they almost cost double the points of clanrats, example, a unit of 25 night runners being 175 with CR4 no armour, while a unit of 25 clanrats with shields being 120.5 with standard will have a 4+ armour save in combat and cr5. Night runners should not be treated in the same way as clanrats just because there now RnF. If anything Night runners are skavens new flanking unit for 70 points (Something they could not do when they were skirmishers.) But they just don't have the staying power of clanrats for slug fighting, in a sense they should be throw away archer units that you use to whittle down your opponent rather than a bulk force, then (ideal scenario) they will kill a significant ammount of your runners so they become us5- and not cause panic to nearby units. In a sense I'm saying we should treat eshin like a wood elves army, working on ambushing and harrasment while trying to avoid the bulk of the fighting. |
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Mostly Clan Eshin, occasionally Clan Husk.






