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==Units== ===Lords=== *'''Warlord''': Your generic frontline melee Lord. Sufficiently armoured, but not very tanky, he struggles a lot against most enemy lords and even some heroes. What makes him a little worthwhile (but not much) is the Bonecrusher mount, effectively making him monstrous cavalry. *'''[[Grey Seer]]''': Your caster Lord, in almost any case preferable to Warlords. Can choose between Lore of Plague and Lore of Ruin. Most notably is that, regardless of your Lore choice, Grey Seers have exclusive access to The Dreaded Thirteenth Spell that summons Stormvermin for additional crowd control and staying power as well having exclusive access to the Screaming Bell mount, which is just awesome in general. CA even added loud bell sounds whenever you cast a spell or use the special ability that comes with it, a short melee buff for all units on the entire map. *'''Warlock Master (DLC)''': A pimped up Warlock Engineer, he provides less utility than the hero, but makes for it by being really good in combat and having much easier access to spellcasting (but let's face it, if you pick a Warlock Engineer for spellcasting, you're doing it wrong). Can be put on a Doomflayer or a DOOMWHEEL for extra Dakka. A very good hybrid lord, he can basically do anything. Don't expect him to last long against enemy Lords, though. *'''Master Assassin (DLC)''': A step up from the generic Assassin hero who found some extra time to command an army of his own. A much preferable frontline melee Lord that can actually maybe kill the opposing lord and put the hurt on their heroes. Befitting a rat ninja he gets no mounts but somehow can lead an army of Clanrats without blowing his cover. Keep him around some Death Runners or Gutter Runners, he'll be able to keep up with them and apply his stealth tools to them. ===Heroes=== *'''[[Plague Priest]]''': Arguably one of the best heroes in the entire game. He is your primary sorcerer that has access to the Lore of, you guessed it, Plague. Plague Priests make pure ranged doomstacks of Ratling Guns, Plagueclaw Catapults and Warplock Jezzails work. Formidable fighters when put on a Plague Furnace, their speciality is summoning a crapton of Clanrats (and Plague Monks) to your side and having access to the best AoE damage spell in the Skaven arsenal. *'''Warlock Engineer''': You're starting to see a trend here, in that your Lords are mostly mediocre but your heroes pretty damn good. You don't get a Warlock Engineer for their spellcasting (though a warp lighting here and there doesn't hurt) but for their other yellow skilltree that transforms your already great ranged weapons into unholy monstrosities of death. Ballistics Calibration makes your artillery laser-accurate and it buffs the range and missile strengths of your weapons teams (i.e. units you would use anyway at any time once they are available). His bonuses [[awesome|'''do fucking stack''']] (seriously, a Warlock Engineer +2 Ratling Gunner Doomstack is some of the most hilariously overpowered shit in this game), but one alone is goddamn powerful and in a pinch, you can even comfortably use him to stall enemy cavalry. He is that good. *'''Assassin''': Your go-to choice for getting rid of enemy agents on your turf or hanging around your armies doing things you'd rather like them not to be doing. On the battlefield they have an excellent array of stealth items and abilities that support getting in nice and close and wrecking generic lords as well as other heroes before vanishing without a trace. Excellent base melee attack means they will get their targets most of the time, try not to let him get surrounded because his defence is sucky. But just in case you need to get him out of there in a hurry, you've also got... *'''Eshin Sorcerer (DLC)''': Comes with the Shadow and the Blade DLC alongside his big daddy Deathmaster Snikch. Said DLC introduces the Lore of Stealth exclusively to the Skaven, which in turn is wielded exclusively by the Eshin Sorcerer. The Lore of Stealth is designed to supplement the weak initial siegecraft of Clan Eshin as well as enhancing their playstyle, but in many ways is almost functionally similar to the Lore of Ruin that Grey Seers have. The standout spell is Veil of Shadows which is a non-damaging stationary vortex that can unblob dense crowds and either let your Assassins or other heroes escape, or let your rat-fu infantry easy access through a defended gate. *'''[[Packmaster]] (DLC)''': Befitting the arrival of Clan Moulder to the game, Packmasters provide sorely-needed support to the various monstrous beasts of the Skaven. They provide ongoing buffs to monsters much like how Necrotects do to Tomb Kings constructs, but also have a couple of useful Wolf Rat summons that can easily give your army some cheap flanking on demand. They can also be taken on Brood Horror mounts, allowing them to zip around the battlefield at the fastest speed known to Skavenkind. *'''[[Ghoritch]] (DLC)''': Ghoritch is an absurd beefcake of a legendary hero. For one his big armour stats and good morale combined with his raw weapon strength make him an infantry lawmower; even Phoenix Guard don't stand a chance against him in the long run. Second is that he, being a Northman transplanted into a Rat-Ogre, also shares a lot of Norscan traits, most importantly the one that increases a fat bonus for his combat stats the longer he is tied up melee, making efficient counterplay against him difficult, because he also happens to move at Mutant Rat-Ogre speed. *'''Chieftain (FLC)''': Budget Warlord that does a surprisingly okay job at being the anchor for your frontline and fits rather well into melee heavy armies. If the lord is killed he'll take command of the army, giving a map-wide Leadership boost. It's not enough to counter the immediate penalty of losing the lord but after that wears off it'll be enough to counter the permanent morale loss. Has access to the Bonecrusher mount. ===Infantry=== *'''[[Skavenslave]]s''': Cowardly, flimsy, expendable, cheap. Skavensklaves form the healthy base of any early game Skaven army. You send those guys in to die, not to do damage and to keep the enemy away from your weapons teams. Skavenslaves are by far the most efficient option to do just that. Can come with Spears if you want to give them more staying power against cavalry, but they are Skaven, do you really care if they die? *'''[[Clanrat]]s''': Just a tier above Slaves, with the same attributes, albeit a bit more costly. Basic Clanrats without shields are not worth your time, you're better off just using Skavenslaves. Clanrats with shields will be your bread and butter for the early game, just don't get attached to any one unit of them. **'''Clan Vulkn Tailslashers (RoR)''': Flaming attacks with fire resistance doesn't add much to the chaff role Clanrats are supposed to play but that do make a good companion unit with Warpfire Throwers since they'll be able to shrug off some of that friendly fire(heh) while pinning down the poor sods who are getting magical napalm'd. *'''[[Stormvermin]]''': As "elite" as melee Skaven can be. In contrary to Clanrats and Slaves, they actually have staying power (due to being armoured) and good leadership for a rat. Take them with Halberds but as with the other frontline options, don't expect them to move mountains. Your strengths are elsewhere. Fairly big unit size for an elite unit which is a mixed bag. On the one hand big target, on the other hand you can use them to bog down enemy cavalry. **'''Council Guard (RoR)''': Unbreakable halberd-wielding rats of doom that also have Guardian for protecting your Lords and Heroes on foot. Common auto-include for many of the Skaven's Legendary Lord armies. *'''[[Eshin Triad]]s (DLC)''': Eshin ninja Stormvermin with Armor rending attacks. A very odd unit that comes with some downsides and all the same weaknesses Stormvermin has. If you don't play as Sniktch, forget about them. Their most mind-boggling weakness is their extremely low model count of just 75 models even on the highest settings. As if that wasn't enough, they are subpar at best even against most other factions early game infantry and lack the abilities and speed to make sneaky hit-and-run tactics you can do with Gutter Runners or Death Runners feasible. All of this wouldn't be as bad if they had 160 models, but alas, they don't. **Eshin Triads aren't nearly as bad as anon makes them out to be, although they remain very niche unless you're playing Clan Eshin. While Death Runners will blend through infantry, Triads will rip open cavalry and monsters with ease and can keep up with other Eshin troops. If you try to use them like Stormvermin, they'll die very quickly. Let Triads run with your Eshin troops, to give a nasty surprise to any cavalry that tries to trample over your rats. **'''Iksha's Triads (RoR)''': Improved Triads unit that gains the special ability ''Doppelgang'', which will spawn a fake copy unit of itself that deals no damage and can be moved around freely. Great for feinting and luring guarding units away from your intended target. Of dubious usefulness against the AI that sees through this deception. *'''[[Death Runner]]s''': Whoo boy, those guys are really interesting. Probably the highest damage output a Skaven melee unit has, at the cost of a relatively low unit count and being overall very flimsy. That said, they can easily outclass even some elite units and are outright devastating against chaff. Their quick movement speed tends to push them towards a cavalry role, where they are best used. **'''Visktrin's Death Squad (RoR)''': Faster, tougher Death Runners with their Duck & Weave passive ability, granting them some Missile Resist to boot too. *'''[[Plague Monk]]s''': They trade armour for raw damage, but unlike Death Runners, can actually take a beating due to a high model count. Still, they cave easily against missile and skirmisher troops, so be prepared to have an answer to that. Their high cost both in recruitment as well as upkeep won't justify their use as mainline infantry, even though their morale holds up pretty well and they come with Frenzy. *'''[[Plague Monk Censer Bearer]]s''': Same weaknesses as Plague Monks, but come with Great Weapons and magical attacks. Great for stalling enemy elite units, but need to be kept save from enemy missiles. Their attacks also inflict a leadership penalty on the enemy, which make them a good flanking unit to quickly cause routs. **'''Brightscab's Plaguepack (RoR)''': Wish your clanrats wouldn't piss themselves when some skeletons crash onto your lines? Well this RoR is for you - the Plaguepack grants Immune to Psychology to all nearby units, stopping them from terror-routing just long enough to actually get some fighting (and most probably dying) done. *'''[[Warp-Grinder]]s (DLC)''': More of an utility unit than something you would straight up use in a fight. Their bonuses against large and AP damage have some merit, but don't rely on them to do any meaningful damage in prolonged combat. They can bring down walls and gates with ease, something to keep in mind during sieges. ===Missile Troops=== *'''Skavenslave Slingers''': Best used as a suicide screen on your flanks where they can absorb charges, chase off ranged skirmishers, and huck rocks into the enemy line. Can do a surprising amount of damage if ignored for an extended period of time. And if your opponent orders a 500 gold unit to chase your 200 gold slingers for half the game, that's a win-win for you too, yes-yes. *'''Night Runners''': Your fast and maneuverable skirmisher unit that also comes with Vanguard Deployment. Good at harassing the enemy backline and best used in that way. Come in Hybrid and Slingshot varieties. *'''Warpfire Throwers''': Where the fun begins. Ridiculously high damage output, solidly armoured. Need positioning to work right, but will absolutely demolish anything that you point them at. They are surprisingly strong in melee against infantry if not deployed in a thin line because the back row can use their flamethrowers at point-blank, but not against cavalry as they'll pierce till the back row. **'''The Doombringers (Ikit's Workshop)''': Takes their interesting ability to murderkill infantry in melee with point-blank warpfire to its logical extreme; the Doombringers gain Stormvermin-levels of melee attack and defence on top of being Unbreakable. Put them in the middle of your line in sufficient ranks and watch that unit of Chaos Chosen get destroyed in short order. *'''Ratling Guns (DLC)''': You liked Fall of the Samurai? Then you are going to love these guys. They are machine guns in a late 16th century setting. Not terribly accurate, but with a high rate of fire, slowing enemies down, good range and a whopping 18 shots per volley. Did we mention that they have 36 models on large unit size settings? These should form your main gun line and are accessible pretty early on. Ikit Claw's Workshop gives them tremendous bonuses, the first one making it essentially impossible for them to run out of ammo. **'''Teeth-Breakers (RoR)''': Concealment Bombs on Ratling Guns; for the discerning commander who likes to flank and enfilade for juicy kills. **'''Death Dealers (Ikit's Workshop)''': Increased range and ammunition, matters less in Ikit's faction with their unlimited Ratling ammunition cheese but potentially good counterplay against Sisters of Avelorn when buffed with Warlock Engineers. *'''Poisoned Wind Globadiers''': Essentially grenadiers. They lob their toxic gas over your units heads and are pretty good at doing it. They have a lot of positives over Warpfire-throwers. They have a slightly larger range, can fire indirectly and deal armour-piercing single target damage, Ikit Claw also gives their projectiles bonus vs. large. The most important difference between them and their upgraded brethren, the Death Globe Bombardiers is that they hit single models, reducing friendly fire casualties (as if you care about that) and generally being more accurate. *'''Gutter Runners''': A straight upgrade from Night Runners, fulfill the same niche, but also come with poisoned shots. Set themselves apart by actually being decent melee combatants, sitting comfortably between Clanrats and Stormvermin in terms of strength while being not nearly as expensive as the latter. *'''Death Globe Bombardiers''': Straight upgrade from Poisoned Wind Globadiers, but even more deadly. Their purple balls of death deal enough damage to kill any infantry model in a single hit, deal armour piercing AND bonus vs. large damage and all of that as AREA. OF. EFFECT. DAMAGE. Used correctly, they easily rank amongst the most deadly units in the game by far and destroy big blobs of infantry with ease. One salvo is usually enough to send any unit (apart from Chaos Chosen, perhaps) into a rout. Just make sure that you set up at a good angle, as Skaven as it is to kill your own troops alongside the enemy, Death Globe Bombardiers can deal a frankly disgusting amount of friendly fire damage. A use of The Menace Below or a squad or two of Skavenslaves are decent sacrificial options if you need some meat to slow down a priority target. *'''Warplock Jezzails (DLC)''': SNIPER RATS. Long range, excellent accuracy, low rate of fire. Best used against single entity units or enemy lords and heroes, but easily have a place in most army builds. They also have Shieldbreaker attacks and unusually good armor, allowing them to tank missile fire considerably well. As of Immortal Empires, they gain piercing shots, making them better at shooting ranked infantry compared to WH2. **'''Natty Buboe's Sharpshooters (RoR)''': Gains Stalk and Snipe, allowing them to pick off anything they please while being completely hidden. Very strong in both campaign and multiplayer, since they actively make counterplay against them difficult. **'''Eye-Takers (Ikit's Workshop)''': Exchanges Shieldbreaker attacks for Blinding, reducing melee stats and accuracy. As if the Skaven needed more ways to cripple their enemies' ranged units... *'''Poisoned Wind Mortars (DLC)''': Poisoned Wind Globadiers, but with range. In spite of this deceptively simple premise, these guys rank among the deadliest units in the game. Sporting a range that makes High Elven archers blush with jealousy (and actually is more comparable to artillery pieces), they send a big red flag to anyone who might think it is a good idea to just turtle up and sit the bombardment out. Well that and a horrible barrage of mustard gas of course. Static frontlines will crumble in short order when confronted with Poisoned Wind Mortars and while their generally low accuracy might suggest a weakness, it actually helps you to lock an area down where enemies can't through without suffering horrendous losses in the process. In drawn out battles, it might be advisable to keep automatic firing off for them, since they don't have that much ammo and your tarpits won't last that long if they also get shelled by your own troops, even if the Horned Rat might smile over such depraved tactics. **'''Avalanche Mortars (RoR)''': [[Rape|POISON WIND CLUSTER MUNITIONS]]. '''The''' most overpowered ranged unit in the game, able to delete entire infantry regiments in a single salvo with ridiculous AoE damage that surpasses most regular artillery. ===Monsters & Chariots=== *'''Rat Ogres''': Strikingly similar to Greenskin and Chaos Trolls in a lot of respects; they move surprisingly quickly, pack a certain punch but can't take a beating and have awful leadership. They are useful for harassing archers and other units without armour and certainly have their place in the early game unit roster but become obsolete relatively quickly. Phase them out for Doomflayers as soon as you can. ...unless you're playing Clan Moulder, that is. With Throt as your boss, Rat Ogres become some of the most terrifying and cost efficient monstrous Infantry and armour smashers in the game and that's even before we count in mutations. You can hardly go wrong with Rat Ogres as your mainline as Throt. **'''Pit Fighters of Hell's Deep (RoR)''': Gains Norsca berserker, making them a greater threat in sustained combat with the bonus of physical resistance and melee attack. *'''Doom-Flayers (DLC)''': Your go-to choice for cavalry until the late game. Surprisingly durable and, unlike many other chariots, can withstand prolonged combat. They pack a whole bunch of that sweet AP goodness and are the bane of almost any Dwarfen unit, barring slayers. **'''Dwarf-Thing Menace (RoR)''': As if the Doom-Flayer couldn't get anymore disgusting, this RoR variant adds Armor-Sundering to their attacks on top of their already-high Armor Piercing so you can rip up those high armor mobs with reckless abandon. **'''Blackhole Flayers (Ikit's Workshop)''': Causes Fear and Brass Orb results in a Doom-Flayer squad that will in all probability rout everything it touches. *'''DOOMWHEEL''': The DOOMWHEEL is pure Skaven awesomeness. While being a little on the frail side, it moves quickly and can absolutely terrorize the enemy backline if it gets the chance. Warlock Masters and Ikit Claw can also use a DOOMWHEEL as mounts, keep that in mind. **'''Wheelz of Dooom (RoR)''': A DOOMWHEEL with extra shots per volley, allowing it to shred enemy infantry even more effectively. **'''Warpfire's Wheel (Ikit's Workshop)''': Regeneration on a DOOMWHEEL ironically makes this spinning piece of Skaven awesome a better DISTRACTION CARNIFEX than the meaty mutant you're supposed to use. *'''Hell Pit Abomination''': Your big fat DISTRACTION CARNIFEX. It takes a whopping buttload of damage despite having little to no armour and melee defence, but has decent regeneration and causes fear. One Abomination alone can easily tie up multiple enemy regiments in prolonged melee combat while your Ratling Guns and Globadiers do the actual work. And even if it dies, it explodes into more Skavenslaves that tie up the enemy. Have fun. What? You want more? Fine. Throt's inherent bonuses on everything that is a Clan Moulder creature make them surprisingly viable as an offensive unit, and if you start to throw mutations in, Abominations become walking engines of destruction. Vampiric regenration plus undeath and additional melee attack? Oh yes, please. **'''The Thing Thing (RoR)''': A big upgrade to the Abomination's monster-killing capacity, with the temporary boost of the Fluid Injection, can put serious damage on most big things. *'''Wolf Rats (DLC)''': The skaven get their very own Wolf Unit for giving archers hell. Much better in a lot of ways than their equivalents of the Chaotic and Vampiric variety and come in two Versions: Poison and Regular. Poison Wolf Rats are premium infantry munchers with a surprising amount of weapon strength and poison; they're usually your unit of choice when dealing with most backline units except armored ones - that's where the regular variant comes in. With magic ''and'' AP attacks at the expense of pure weapon damage, armour gives them little trouble, however you should keep in mind that their lower weapon strength might contribute to them being tied up in melee for way longer than they (and by extension, you) like. As hinted before, the Poisoned variant is much more desirable and actually much more effective at their jobs. *'''Mutant Rat Ogre (DLC)''': Think of him like a mini-Ghoritch. He's absurdly quick on his feet, and dishes out the pain HARD. His animations frequently break any units formation that have him surrounded, and to top it all off, his health pool isn't too shabby either. If you're playing as Clan Moulder, Mutant Rat Ogres work the offensive counterpart to more defensive Rat Ogres; they take the beating and the Mutant charges in to dish out damage. He's also surprisingly viable as a counter to single entity heroes and lords, something Skaven have struggled with before The Twisted and the Twilight dropped. **'''Morskittar's Hellion (RoR)''': Calls down Warp Lightning to bombard the enemy, letting it chew through enemy lines with greater ease, while also increasing the cooldowns of the abilities of the enemies it hits, making it effective against infantry and lords/heroes alike. *'''Brood Horror (DLC)''': Moulder's high speed heavy hitter. Brood horrors are quick, cause terror and have a ton of AP damage. They are rather squishy and don't have great morale, so they should have a Master Moulder on hand for support, but used effectively they can be a rather effective Lord-buster. Use them like they're a single-entity shock cavalry: charge in, stick around for about 15 seconds tearing people's heads off, then move on before they can muster any real response. ===Artillery=== *'''Plagueclaw Catapults''': The more inaccurate, but more potentially damaging artillery piece. It lobs packs of toxic sludge over great distances. The one great strength that both Skaven artillery pieces have over enemy artillery is that their crews are surprisingly large, giving them a bit more staying power against direct charges by cavalry and melee infantry. Plagueclaws are best used against the more infantry-centric factions, as their greater AoE capabilities help a lot with thinning out hordes and enemy archers. Their projectiles also cause an extra leadership penalty to units they hit on top of the normal penalty for being damaged by artillery, causing many enemies to flee before they even get close. *'''Warp Lightning Cannon''': Basically a great cannon with a lot more ZZZAP and much less of a hassle to micromanage. It fires directly, but isn't bound to a high position to do meaningful damage and believe me, it will do damage. Three regiments of these things will obliterate all but the biggest of monsters in short succession and still retain a lot of firepower against hordes, especially when the enemy is all clumped up in one space. **'''Ikit's Zzzzap-Zzzzap!''': Though ''Zzzzap!'' is not a particularly useful debuff unless you really hate all those mages on monstrous mounts, you'll almost certainly want this Warp Lightning Cannon variant for its absurdly high missile damage.
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