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Oh Eshin...
Topic Started: 29th December 2009 - 02:52 AM (1,198 Views)
throtstillsux:(
Stormvermin
Alright, can anyone make a decent case for an assassin? weeping blades and warpstone stars got nerfed, our assassin is having an even harder time assassinating! I just can't reconcile one of the minimum 120pt non-wizarding bastards, but I have a cool model of one I made and so I refuse to give up all hope....Has anyone had any luck perhaps putting it with gutters or nightrunners in a behind enemy lines scenario? I'm thinking that an assassin with a somewhat small nightrunner unit with a tunneller could really cause some havoc with a rear or even a flank charge...but have yet to try such things. Eshin supporters convince me plz.
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chieftainskritchskritch
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The Freshmaker

Oh, i dunno. An assassin with warpstone stars and Infiltrating could be useful for moping up monsters skulking around the flanks. Alternatively he could turn up behind a gunline with the shadow magnet trinket and take care of the role of artillery silencing.

But i agree, he got kicked in the pants. Too expense (again) for what he's supposed to do.
You kids these days have it so easy, what with your Plague Furnaces and your Hellpit Abominations and your Bonebreaker Warlords. Back in MY day, all we had was Slaves and Clanrats!...and auto-hit Ratling Guns...and skirmishing Jezzails...and 2D6 Warp Lightning...and Lead From The Back...wait, what was my arguement again?
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Hoof&Mouth
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Clanrat

I put one in most lists, and have had mixed success. He is a versatile march blocker who is supprisingly hard to kill with missile fire ( esp w/ stormbanner ), and can beat most fast cav, warmachine crews, and some missile units without help. Not a great " Assassin " but a pretty good all rounder. My typical kit is

Assassin 138 pts.
Tail Weapon
Smoke Bomb.
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Ratarsed
Grey Seer
How did warpstone stars get nerfed? They are the same as last edition aren't they?

Ratarsed
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Ratastrophe
Clanrat
pretty sure because they are now a multiple shot weapon they take a -1 to hit penalty. last addition they didnt have the 'multiple shot' rule, just let you shoot for as many attacks as you had.

I may be wrong.
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Bibamus
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Grey Seer
the multiple shot part is the nerf indeed, instead of hitting on 2's he hits on 3's (agains normal RnF out in the open, not talking about skirmishers, etc)
as for a viable assassin? if 6 tail weapons are allowed i'd go wih that, otherwise they are kinda crap, and i too am sad that i have no use for the model :(
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Clanseer Skabrius
Lord of the Undermountain
The multiple shot modifier gets negated if you choose a large target, which you should be doing with warpstone stars. You're still hitting on 2s. Warpstone stars are, imo, the best thing to give an assassin.
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Decker_cky
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Master of the Deamonic Leash of Numbers and the Armor of Updates
Warpstone stars gained poison in exchange for the multi-shot though.
Posted Image
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iron rat
Chieftain
so all in all it became a monster hunting tool :P
I demand food.
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Ratarsed
Grey Seer
I hadn't noticed the 3x multiple shot rule. Something to remember with my assassins in future.

Ratarsed
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Eshk
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Chieftain
I've actually had some success with a combat oriented assassin. I gave him a blade of corruption and rival hide talisman and put him in a scouting unit of gutter runners. I had a champion with weeping blades and smoke bombs. Makes a pretty hard hitting scouting unit that can go in, kill a caster, then run away and almost assure not getting caught. I haven't tested this fully yet, but last game that unit took on a hydra on its own, won combat three rounds in a row and only lost when a unit of cold one knights charged in and the assassin missed all of his attacks (the hydra only had one wound left too). That blade of corruption is nice with 4 ASF attacks. S5 and doing double wounds can put out a fair amount of damage.
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Black Death
Dead-Eye Squeekish
He can definately be used in a scouted unit of NR to first-turn charge an enemy wizard. This tactic should be reserved for highly competitive matches only (or DoC) though as I'm sure any friendly match would promptly request a do-over.
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mrtn
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Swashbuckler
Black Death
Dec 30 2009, 05:26 AM
He can definately be used in a scouted unit of NR to first-turn charge an enemy wizard. This tactic should be reserved for highly competitive matches only (or DoC) though as I'm sure any friendly match would promptly request a do-over.

Do you mean Gutter Runners? Night Runners don't scout.
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Stormvermin
i though you couldn't poison magic weapons, only mundane, arnt the stars a magic weapon?
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chieftainskritchskritch
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The Freshmaker

Eshk
Dec 29 2009, 08:32 PM
I've actually had some success with a combat oriented assassin. I gave him a blade of corruption and rival hide talisman and put him in a scouting unit of gutter runners. I had a champion with weeping blades and smoke bombs. Makes a pretty hard hitting scouting unit that can go in, kill a caster, then run away and almost assure not getting caught. I haven't tested this fully yet, but last game that unit took on a hydra on its own, won combat three rounds in a row and only lost when a unit of cold one knights charged in and the assassin missed all of his attacks (the hydra only had one wound left too). That blade of corruption is nice with 4 ASF attacks. S5 and doing double wounds can put out a fair amount of damage.

Why the weeping blades on the GR champ though? He's only S3, so its a bit of overkill if you already have an S5 double-wound causing assassin, isnt it?
You kids these days have it so easy, what with your Plague Furnaces and your Hellpit Abominations and your Bonebreaker Warlords. Back in MY day, all we had was Slaves and Clanrats!...and auto-hit Ratling Guns...and skirmishing Jezzails...and 2D6 Warp Lightning...and Lead From The Back...wait, what was my arguement again?
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