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| New to Skaven, have a couple of questions | ||
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| Tweet Topic Started: 9th May 2012 - 01:47 AM (1,316 Views) | ||
| sunspear | 9th May 2012 - 01:47 AM Post #1 | |
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Hello all, I just joined the Underempire not long ago and I have been lurking around and gathering information. I just recently got back into WF and after a friend sold me all of his new Skaven stuff and reading through the army book, I have to say I am hooked. I love the little rats. I do have a couple of questions though. 1. I have read through a few topics concerning tactics and the like but I am curious about what you people think of Skaven magic in general? 2. And also slaves? I am not sure on them. To me (and my noob knowledge) it seems why not just field more clanrats? Aside from the points difference. I mean both units are pretty cheap anyway. Well that's it for now, I am currently painting up a test model and I hope to have some vermin pics posted soon. |
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| Square1991 | 9th May 2012 - 02:09 AM Post #2 | |
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1. Skaven magic is very powerful and devastating but also very fun. Wither will have a whole unit of low T models completely destroyed if your lucky or make a high T unit easier to wound. And there is the Dreaded 13th which is arguably one of the best spells in fantasy as your opponent gets no saves what so ever from it, and if your lucky youll have another unit of clanrats added to your side Each spell has its uses and tactics so you should test out the spells in some friendly games see what works.2. Skaven slaves are mainly/only used as a tarpit. People will argue best size to use but 5 wide and 8 deep should be enough to serve their purpose. As they will trap enemy units in combat this allows you to flank the side and hopefully win combat. The 'tarpit' also is used to slow down enemy advancement and used for other tactics. Also slaves are dirt cheap. Numbers are what matter in skaven armies, something that is easily done with slaves as you get 2 for every 1 clanrat. Also if your slaves do happen to fail a panic test, it doesnt cause a domino effect to your other units (except more slaves) Also something to remember about slaves. You can shoot into whatever combat they are in and the new FAQ means you don't randomise shots anymore, all hit the enemy unit. Also you may fire template weapons into slave combat. |
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| "Sometimes - you might think I'm as crazy as a doom prophet - but sometimes I think those rats are watching me. You know, spying like. Sigmar preserve me, but I don't like it much. I'd hate to see it if the rodents ever got their way. Still, I get paid for catching a pole-full. Give us another one, Bessie." | ||
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| Reasaur | 9th May 2012 - 08:20 AM Post #3 | |
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13th Creator of the UnderEmpire Achievements
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Hey Sunspear, Hope to see you more and more as time progresses. 1. Skaven magic, as square says, is very, very fun. Skitterleap is usful to get characters away from a badly going combat, or in range with your brass orb, warp lightning is, by far, the most awesome magic missile we have, D6 Str 5 is powerful, very powerful. howling warpgale is great against shooty units such as handgunners and elven Bows. death Frenzy is wonderful to use on slave or Clanrats, and even more devastaing on Plague monks (Who will get 4 attacks each!!), scortch is the best spell of ruin in my opinion, a non-scattering template that causes str5 flaming hits and panic? F*** Yeah! and cracks call is great against low Initiative units, such as Ogres and Orcs. Spells of Plague as Ok-ish. pestilent Breath is quite weak, but is great against low T units such as goblins and Elves. Blessed with filth is epic when cast on a horde of anything, and on units in combat with high T units and Monsters. Wither is great against Units with T6 or less (Who deosn't want to fight a T3 monster?). vermintide is ok, not the best, but usful against low T units. Cloud of Corruption is awesome against elite cavalry units such as empire knights, although be prepared to take casulties on your side. And Plague, oh plague. It is amazingly fun to use, kills so many enemies, but, if you keep rolling 1s, will destroy your army (Yeah, it happens). the dreaded 13th - is the best spell ever, it's only setback is that it only affects infantry ![]() 2. slaves are the greatest unit alive. many a time it was in fact my 5 wide 8 long (40 models, musician, shields = 102pts) (not everyone uses shields, but i like to have a parry save) Who held the line against a unit of knights long enough for a hell pit to get rid of them. As square said, they are awesome to shoot into combat with ![]() Hope that this is helpful and not too much ![]()
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| tr33b0r | 9th May 2012 - 11:22 AM Post #4 | |
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3rd Creator of the UnderEmpire Achievements
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Skaven magic is more than adequate. I always take a grey seer . that lev 4 mage is essential for magic defence and his ability to always have the dreaded 13th makes him well worth the points and a much better option than engineers and priests. I always run lore of plague (all 4 spells except the one i swap for 13). I don’t think ruin is bad per say but lore of plague is better. it’s a shame to not have access to cracks, d frenzy and scorch but the increased chance to get plague. Plague is awesome and in the right cases better than the 13th spell. Optimum spells for a seer to end up with in my opinion is bells with filth, wither, plague and curse of the horned rat. Move up first turn so that the seer is within 18” of one unit in that high elf army but ensure that none of your units are within 12” of theirs then let rip plague. If you manage to get it off and then roll 2 or more 5+s you will pretty much win the game. The shaven lore’s don’t match up to some of the new rule book ones such as shadow or light on their own but with the large amount of extra dice skaven have access to and the low casting value of most spells means they do all right in the long run As for slaves i don’t field them myself. However i know i am wrong and should they are very good. As long as they keep stead fast (which should not be hard) they can tie mid to mid high power units up for most of the game. If i did take them i would run them with shields. |
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| Skavendrool | 9th May 2012 - 12:51 PM Post #5 | |
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Chieftain
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Slaves rock - I have somewhere upwards of 300 of them. The point of slaves isn't to kill anything - occasionally they will, but that is just an unexpected bonus. They exist to tie up more valuable enemy units (and almost *anything* is more valuable than slaves). Is there a big, horrible enemy unit that will destroy anything you send at it? Feed it some slaves, and while the enemy unit is busy munching the slaves, you destroy the rest of the army. Or, put a unit of slaves in front of a moderately powerful enemy unit, with a more killy threat unit to its flank. If the enemy charges the slaves, he gets bogged down in their corpses, and your threat unit charges the enemy in the flank. If the enemy rotates to face the threat unit., the slaves charge it in the flank and your threat unit wanders elsewhere. In fact slaves are so good for their points cost that I am sure they'll get hit with the nerf stick when our army eventually gets revised. But until then, slaves are dying to be of service
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| Rambage | 9th May 2012 - 07:24 PM Post #6 | |
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Clanrat
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Well, skaven magic is extremely funny. The two list of spells are equally viable, it all depends on what you prefer. the 13 spell, well, it simply can turn the tide of the battle, I was able to kill a whole unit + army general more than one time |
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| Scarr, Reincarnated | 9th May 2012 - 08:20 PM Post #7 | |
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11th creator of the Skaven Achievements. Binder of IceAc.
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What Skaven spells lack (I don't even think so), the make up in utility. Many of our spells can be used in different situations. Warpgale can be really good against certain flying and/or shooting armies. Warp Lightning is good to kill small units and damage Chariots or similar big targets. Wither is always good and combines perfectly with Plague and other Skaven spells. Plague can take a chunk out off a unit easily, and even jump to different units after that. I think Plague is better than Ruin, but it doesn't have long range on it's spells, which always makes me take two off each, often having a Plague Priest to make it easier to get Wither and Plague. |
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The Pox on you, AND your kind! Player of games, watcher of games, gamer of plays.
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| sunspear | 10th May 2012 - 01:22 AM Post #8 | |
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Hey thanks everyone for the replies, very informative. I guess I will be buying that Skaven magic deck off of ebay. That;s great about the magic bring solid and fun, that is what appeals to me about the Skaven. There is always that unpredictable catastrophic possibility. But they are a solid army. You guys have changed my mind on the slaves. I will be including a big unit. Now to get to painting... |
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| Stickman | 10th May 2012 - 09:34 PM Post #9 | |
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When it comes to painting... daunting is an understatment in regards to Skaven. Paint a unit of slaves, treat yourself to a warmachine or weapon group. Tackle another group of slaves or clanrats and repeat. The cool thing about Skaven is that they are fun to paint and have a lot of neat toys to build when it comes to modeling. Welcome to the club you will have a blast playing. Just remember not to cry when you see large ammounts of slaves being wiped off the board after serving their purpose. Post some pics of finished units as they become complete it is always neat to see other peoples work. |
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| sunspear | 10th May 2012 - 11:02 PM Post #10 | |
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Stickman- I plan on posting some pics soon. I have been painting up a test model and tried to stick to a few colors and some quick techniques. Using washes and drybrushes. | |
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| Mathusala0 | 11th May 2012 - 03:37 PM Post #11 | |
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The Evil Underlord
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Bring several big units of slaves, not just the one. Slaves are dirt cheep, 50 slaves with shields and music are 127 points. Thats insanely cheep | |
![]() The Glossary of Common Underempire Lingo The Skaven Guide to competitive list building (8th Edition) The Skaven Castle Formation | ||
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| lockwood | 14th May 2012 - 03:27 AM Post #12 | |
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Chieftain
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i have a question about weapon teams dose moving the weapon team for aiming count as moving i know it dose not for hero's and lords by them self and that pcc and wlc get to | |
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toys go boom kill all man-thing, got to find more man-thing so toys can go boom again ' post post post | ||
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| Nurglitch IX | 14th May 2012 - 04:48 AM Post #13 | |
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Avatar by count zero
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-img-http://i14.photobucket.com/albums/a329/underempire/PRS%20Banners/2hfhshwet.jpg[/img] This Space for Rent | ||
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| tr33b0r | 14th May 2012 - 11:27 PM Post #14 | |
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3rd Creator of the UnderEmpire Achievements
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“The warp fire thrower is a move or fire weapon, but can pivot on the spot to face the target it intends to shoot “ “The ratling gun is a move or fire weapon, but can pivot on the spot to face the target it intends to shoot “ “the poisoned wind mortar may move and fire” Pivoting dose count as moving however it is not an issue for any of the weapon teams as their own rules for shooting exempt this movement form preventing firing |
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| Silas | 15th May 2012 - 12:20 AM Post #15 | |
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The Great Bunny. Now with a mop.
:)
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Yeah the FAQ ruling is specifically about units with missile weapons (like bows) and not about war machines like weapon teams. | |
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Each spell has its uses and tactics so you should test out the spells in some friendly games see what works.








