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How many?; Skaven slaves
Topic Started: 24th October 2010 - 08:17 PM (1,244 Views)
Scurrilous
Warlord
OldSkaven
Oct 26 2010, 03:56 PM
So what you are saying is: throw my 60 Clan rats in the trash...

Well, if I were going to convert from using clanrats to slaves (possible in the future) I would just repaint the clanrats to look like slaves :)
Tournemant results to date:
vs Vampire Counts: 1 victory
vs Dwarves: 1 victory
vs Daemons: 1 Draw
vs Brettonians: 1 draw, 1 loss
vs Skaven: 1 victory
vs Lizardmen: 1 victory
vs Dark Elves: 1 loss
vs High Elves: 1 loss
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Waaargh
Chieftain
50 slaves should be enough. Mine have absorbed all kinds of above average damage. Only insane hammer units, such as re-rolling elves/beastmen with a set of melee characters with lots of attacks have chewed through them fast.

My clanrats have mixed success. Last game I had three of 25, two of them were bunkers and one were flanker. Three units of them gave me a lot of flexibilty which was also hard for the opponent to see through. Typical flankers such as a big giant rat unit wouldn't be as useful as emergency bunker, nor had any saves. Perhaps stormvermin would have been better, but also more costly (and I own a lot of clanrats but less than 20 stormvermin).
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Warlord McQueek
Clanrat
One of the most important reasons to take Clanrats (in combination with slaves) is because you can have a nice attached warmachine with it. Can't have those with slaves, and stormvermin are too expensive to have multiple big blocks of.
Besides, I think they can be pretty good against other weak units. Clanrats vs Night Goblins will give you the edge with higher WS, Initative and better Leadership with SiN.
And when they break, your characters don't disappear...
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polybus
Stormvermin
OldSkaven
Oct 26 2010, 10:56 AM
So what you are saying is: throw my 60 Clan rats in the trash...

Clanrats can push a bell, take weapons teams, increase fortitude with banners so they do still have uses if those things float your boat. As for other things.. pass. At least you can simply rename your clanrats as slaves.
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Dwarf-eater Luke
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The Untamable Rat of HUnger
Honestly i always run at least 40 slaves w/ slings just because i wanted to unlock its full potential. So far they did not. :( Anyway always have one hoard unit of slaves (40+ is a good start). Oh :blink: 100 slaves is good but put them in 2 units of 50. Well thats how i float my boat. :KA-BOOM:
"I'm STARVING!!!!!!!!!!!!!!"

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Jesper


For me its not 'just slaves' or 'just clanrats'. I find that a good mix of units works really well and I usually bring 1 unit plague monks, 1 units stormvermin, 1 unit clanrats and 1 unit slaves. The monks and stormvermin kills stuff, the slaves and the clanrats tie thing up (or the clanrats pushes the bell). This combo also gives me to option of two weapon teams, often two warpfire throwers used to shoot at whatever the slaves have locked in combat.

I like to run my slaves as blocks of 100, with two naked warlock engineers, one in each corner of the front rank. The engineers are a cheap update and only other horde units can engage the slaves and attack both engineers at the time. This way I can make sure that my slaves always have at least ld8 even when away from the general. If I am not using the engineers, I am running units of 50, but then they have to stay close to the general, usually as a flank protect unit.
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Bobofreak
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The Big Cheese!!
Dwarf-eater Luke
Nov 1 2010, 09:57 AM
Honestly i always run at least 40 slaves w/ slings just because i wanted to unlock its full potential.  So far they did not.  :( Anyway always have one hoard unit of slaves (40+ is a good start).  Oh  :blink: 100 slaves is good but put them in 2 units of 50.  Well thats how i float my boat. :KA-BOOM:

I don't think taking slaves with slings is a good choice for the most part just due to the Mathhammer

If you run 40 slaves in 2 ranks

WS 2 will mean you are hitting on 5's in the best situation so 40 shots turns into 13.33 hits.

STR 3 on T 3 turns into 6.66 wounds with a 5+ armor save turns into 4.44 wounds

More often it will propably be 6's to hit (Long distance or slaves moved)

So 40 shots 6's to hit turns into 6.66 hits on T3 thats 3.33 wounds and after a saves 2 wounds or so.

Thats if you run 40 slaves in that silly formation in a frontage of 5, slings get way worse. I think your better off ditching the slings and getting more slaves or something else.
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razaan
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Chieftain
The only way I could see slings being worthwhile would be with Bless with Filth and possibly as a stand and shoot reaction.
My Warhammer Photo Blog
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Atropos
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Warpstone Addict
I wouldn't bother either taking slings.

I prefer Slaves as cheap as possible.
So I usually run 2 or 3 blocks of 50 Slaves with Musicians.
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Bobofreak
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The Big Cheese!!
razaan
Nov 1 2010, 07:12 PM
The only way I could see slings being worthwhile would be with Bless with Filth and possibly as a stand and shoot reaction.

Bless with Filth only makes your close combat attacks poisoned so it wouldnt do anything for slings. Standing and shooting is at -1 so your at 6's to hit unless you have a crazy wide frontage I dont even see that as a good option.
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Furball Quieknicht


Jesper
Nov 1 2010, 06:12 PM
I like to run my slaves as blocks of 100, with two naked warlock engineers, one in each corner of the front rank. The engineers are a cheap update and only other horde units can engage the slaves and attack both engineers at the time. This way I can make sure that my slaves always have at least ld8 even when away from the general. If I am not using the engineers, I am running units of 50, but then they have to stay close to the general, usually as a flank protect unit.

Great idea! I will try that tactic next time I play. Two locks in a horde of slaves... brilliant.
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Atropos
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Warpstone Addict
Will try that one out too to see how it works.

100 Slaves... love at first sight.
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