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| An Assassin sniper..is it feasible? | ||
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| Tweet Topic Started: 15th November 2009 - 07:31 PM (1,076 Views) | ||
| C57Black | 15th November 2009 - 07:31 PM Post #1 | |
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Warlord
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Okey so I've been messing around trying to invent creative ways to use the assassin character in games, and I came up with an interesting technique to fielding an assassin. I wanted to share it and see what others thought (in other words find out if it was too stupid or hairbrained.) An assassin scouted out in cover on the battlefield, carrying an infernal bomb and a warp musket. His entire job would be to runout of cover, place the bomb in the field, and run to either new cover or back to his old. From there he would use his BS of 5 and the warpmusket to sniper lone characters or try to pick off valuable targets (i.e. large monsters). He hits on 3's at 5 strength with that gun around 24 inches out, and thats not something to sneeze at. The bomb could be used to deny the enemy ground or if I managed to get it into the middle of his army serisouly break up his battle line. He has a 4 up ward save to protect himself (not tooo shabby) and I'd try to take a smoke bomb to keep units from breaking him and running him down alone. This set up would also be hilarious for taking on wood elves (sniper vs sniper) and would end the problem I have of lone characters running around hiding and casting spells in my flanks. Annnnnnnnddddd...it lets me use more template weapons! YAY LAND MINES! |
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| Kariko83 | 15th November 2009 - 09:44 PM Post #2 | |
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The lurker in the shadows
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check out the assassin entry in my article in my sig. | |
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Local Challenge board Record W-L-D 6th ed Skaven 8-3-0 7th ed skaven 6-1-0 13th Spell Times Cast: 8 Kill Counter: 14 Maraders, 38 Saurus warriors, 8 high elf bowmen, 20 Empire Handgunners and 14 Dwarf Handgunners WIP Abomination Thread Skaven in 7th ed: a WIP tactics article By Kariko83 ![]()
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| SkavenDan | 15th November 2009 - 11:27 PM Post #3 | |
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Doomwheel Fanatic
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A warlock can probably do it better and cheaper with the optics and the rifle. OR get him skiter leaped behind someone and throw a brass orb at them. |
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| Kevlar | 16th November 2009 - 01:57 AM Post #4 | |
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Doomwheel Driver
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Well the assassin can also tear up smaller units or skirmishers with his ASF and poisoned attacks. Granted the warlock can also buy magic levels and be a threat in two phases as well. The dodge save and ASF make the assassins a tempting choice now though, much better than the old assassins. |
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| C57Black | 16th November 2009 - 05:16 AM Post #5 | |
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Warlord
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Well the reason I liked the assassin sniper more than a warlock sniper is because: 1. The warlock even with the optics is still only BS 4, and the negating cover thing aint that useful. (if he could pick a target out of a unit that would be a different story) 2. The assassin has a 4+ ward save to defend him against the inevitable magic missles and warmachines trying to counter snipe him. 3. If the assassin does need to get caught into combat he can hold his own pretty darn well. 4. I already have one engineer taking the rocket and condensor so adding another 5 inch template weapon like the infernal bomb seems fun to me. I likes the big 'splosions
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| Clanlord Trask | 16th November 2009 - 05:21 AM Post #6 | |
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Quiet, I'm plotting.
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Assassin is a scout too. So you could have him taking potshots at the target of your choice from turn 1. | |
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| Pestilent Lord | 16th November 2009 - 05:40 AM Post #7 | |
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Doomwheel Driver
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Except, probably not, because he'll probably need to move to see a target, at which point the musket can't shoot. Turn 2 close range potshots on the other hand.
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“A player is never late, Dave. Nor is he early. He arrives precisely when the plot dictates he should.” Skaven 7th: W/L/D 6/5/2 High Elves: 2/3/1 | ||
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| Ratarsed | 16th November 2009 - 07:32 AM Post #8 | |
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Grey Seer
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Would the Warpmusket count as poisoned? I think it would Ratarsed |
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| Decker_cky | 16th November 2009 - 07:48 AM Post #9 | |
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Master of the Deamonic Leash of Numbers and the Armor of Updates
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How about an assassin with a pair of pistols? Scout closes the range early and they're cheap enough to leave lots of space for other equipment. | |
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| C57Black | 16th November 2009 - 08:16 AM Post #10 | |
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Warlord
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hmmmm, 10 inch range, no move and shoot penalty, and its multi shot x2... that actually does sound better than a musket. The only thing is the strength 5 would have helped somewhat against high toughness targets, and the 24 inch range makes keeping your distance from really nasty stuff easier. If you believe you are gonna be doing some close in fighting or know you will be hunting easy targets like wizards, then I suppose your right Decker, two pistols is better. Man, imagine a double pistoled assassin with the weeping blades. Charging him would be a nightmare. He gets two shots off hitting on 4's and gets to engage first with armour peircing hits doing d3 wounds. :ph43r: Though if you will be hunting high armour or high tougness targets, or are worried about getting caught out in the open, the rifle is still better in my opinion. besides its the true snipers weapon. Have we determined that we can actually take two pistols from the pile? Well anyway I pretty much see no point in trying to hide these guys in units anymore, seems more useful to let them scout or sneaky infiltrate from a table edge and go hunting solo with range weapons. Skaven safari! :lol: |
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| Kariko83 | 16th November 2009 - 08:42 AM Post #11 | |
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The lurker in the shadows
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Not as of yet but if we can I am sooo adding it to the tactica I am writing. | |
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Local Challenge board Record W-L-D 6th ed Skaven 8-3-0 7th ed skaven 6-1-0 13th Spell Times Cast: 8 Kill Counter: 14 Maraders, 38 Saurus warriors, 8 high elf bowmen, 20 Empire Handgunners and 14 Dwarf Handgunners WIP Abomination Thread Skaven in 7th ed: a WIP tactics article By Kariko83 ![]()
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| deathmaster riddick | 16th November 2009 - 01:51 PM Post #12 | |
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I Am The Monster
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dude, sniper assassins that can carry bombs, or awesome close combat weapons. i might have to break out the assassin model again. i also might have to get the 7th edition book just for that, especially if he can use the musket and the pistols at the same time. |
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The best way to configure an army is to go play demons.-Nevamore Posted on Nov 6 2009, 04:02 PM
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| Surbrus | 17th November 2009 - 12:47 AM Post #13 | |
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Clanrat
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I was thinking about the same build a few days ago. Mentioned it in this thread in the Eshin sub forum. Pistol(s) would make it more maneuverable, which would be nice if you want to dance around their troops rather than making long range shots. | |
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| reddogfish77 | 17th November 2009 - 10:10 PM Post #14 | |
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Grey Seer
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i know skirmishers in the 7th ed rules cant march within 8" of an enemy... but can a lone character make a march move when close to enemy troops?? | |
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| C57Black | 17th November 2009 - 11:48 PM Post #15 | |
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Warlord
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I don't think he can reddog, based off of just a cursory reading of the rules, I see nothing that alters the movement of a character on foot as different from that of a skirmisher on foot. But it seems to me a lone guy should be able to run twice his walking distance even if enemies are nearby. The movement restrictions should still allow yuo to get clear of the 5 inch template. | |
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