Age of Sigmar/Tactics/Chaos/Skaven: Difference between revisions
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*'''''Clan Eshin''''' | *'''''Clan Eshin''''' | ||
**'''Masters of Murder''': Pick an enemy hero, all Eshin units can | **'''Masters of Murder''': Pick an enemy hero, all Eshin units can add 1 to hit and to wound rolls against them. If you pick up 3+ Eshin heroes, this benefit extends to anyone attacking any heroes, not just the designated target, but only for melee attacks. | ||
*'''''Clan Verminus''''' | *'''''Clan Verminus''''' |
Revision as of 05:47, 15 August 2022
Skaven |
The vermin horde is back with a bang! And a confusing battleline selection system!
Why Play Skaven
Pros
- Hordes of vicious rats and rat monsters too.
- All the Skaven clans reunited under one faction.
- Gnawholes
- Basically it's own mini Grand-Alliance with 40+ Warscrolls to choose from.
- Your access to the various clans give you extreme versatility. Need highly mobile infantry to harass the backline or nab objectives? Eshin. Want monsters or inexpensive monstrous infantry? Moulder. Do you need hordes and hordes of chaff? Verminus. Maybe you want to claim ranged superiority at all costs. In that case, better grab some Skryre. Are you looking to play a highly offensive army that can dish out tons of mortal wounds? Pestilens are your guys. And if you ever need any magic, Masterclan are always there to help you out.
- Most units are viable in casual games
- SKAVEN SCIENCE IS THE BEST-BEST OF THE MORTAL REALMS!!!
- Do you want unrestricted industrial total war with absolutely no redeeming qualities capable to put to shame even the other Chaos aligned forces? Then look no further! Thematically speaking the Skaven use every single piece of grotesque nastiness developed by a WW
12 tech level society including radioactive, chemical and biological warfare, flamethrowers, snipers, gatling guns, human, eh, I mean (slave)rat-wave tactics as well as mechanized cavalry, all further powered by scifi-level technological stuff like tesla weaponry, dimensional portals and genetically engineered and cybernetically enhaced monstrosities as well as daemon-powered black magic and honest-to-Great-Horned-Rat ninjas! You can enjoy playing the villain seeing all the inferior silly fantasy/renaissance tech level "things" with their swords and bows die against the superior master race while you twirl your evil whiskers, yes-yes!
Cons
- Infantry as durable as wet paper.
- Nothing with better than a 4+ save (besides the Arch-Warlock) and good luck getting those 30 stormvermin in cover.
- A huge chunk of the army is stuck with 20+ year old sculpts that aren't readily available (have to order directly off the GW store).
- Characters are key to most Skaven armies and will need constant protection - They die, the army crumbles.
- Most Skaven units rely on other units for something, making the contesting of multiple objectives difficult.
- Spell lores are exclusive to Grey Seers or Clan Skryre; other mages limited to general and personal spells. (Which is okay since the Grey Seer spell lore is terrible outside of Death Frenzy)
- Skyre Overcharges have become more dangerous with a Higher chance of Death.
- In terms of allies, you only have one, Nurgle. And your general has to be Pestilens in order to use them. Which also means if you wanted Pestilens battleline and Nurgle allies, you have to forfeit your one Masterclan Hero allowance.
- Your life will revolve around battleshock with no units save Verminlords going above Bravery 6.
- This also means that any army who can debuff your bravery (like undeath in general) will probably be your worst enemies.
- If you play Eshin, Pestilens or Verminus as core army's units, accept an endless move phase and the hate of your adversary. (That's what movement trays are for)
Rulebooks
Faction rules and abilities: Battletome Skaven
Forgeworld warscrolls: Monstrous Arcanum
Latest Matched play points: Skaven Errata
Core rules: here
Matched play rules, battleplans and expansions: General's Handbook 2022-23 Season 2, plus the battleplans from the Core Book.
Supplement all the above with any Errata and Designers' Commentary from the FAQs.
Additional: Broken Realms: Kragnos
Allegiance Abilities
Allegiance Traits
- Lead From the Back: Enemies take -1 to hit non-monster Skaven Heroes when they're within 3" of any units with 3+ models. After all, those hordes of clanrats are made to die in place of your clawlord.
- Scurry Away: During combat phase, an unmounted hero may always retreat instead of fighting. Again, your hero is more valuable than your hordes.
- Strength in Numbers: For every ten models in a Skaven unit, you improve the range of their melee weapons by 1". This can turn your packs of monks and clanrats into very big roadblocks.
Battle Traits
- Masterclan
- Skilled Manipulators: Whenever a non-monster Masterclan hero takes a wound or rolls a Ward save, roll a d6 for one Skaven unit of 3+ models within 3". On a 3+, you instead allocate that wound to the nearby unit, preserving your Grey Seer's life at the expense of the rats he commands. Everything becomes a Grey Seer's bodyguard now.
- Always Three Clawsteps Ahead: Only usable if you field 3+ Masterclan heroes. After you have one unit charge/run on that turn, you can use that same roll for the run/charge actions of other units in that phase while letting one unit pile in during the fight phase lets other units within 3" of their enemies pile in as well.
NOTE: This works extremely well with Clan Moulder's "Crack The Whip" ability which adds 3" to a Pack unit's charge roll - Which you can in turn apply to all your other units. Can make for some really aggressive moves.No longer works as per the latest FAQ.
- Clan Moulder
- Prized Creations: At the start of the game, you can assign a Hellpit Abomination (or several if you field 3+ Master Moulders) with a special mutation, barring any duplicates. Note, that you don't need a Master Moulder for the first buff.
- Toughened Sinews: The Abomination now gets 16 wounds and a 4+ save, buffering their peak effectiveness a little. Probably the best all-comers pick.
- Lumbering Behemoth: The Abomination gets a 7" movement and all run rolls are automatically 7.
- Quivering Bulk: +1 to rolls for Avalanche of Flesh
- Accelerated Regeneration: The Abomination's regeneration rolls are now activated on any hero phase, including your enemy's. What a way to piss off any limited-use kamikazes.
- Best-Best Warpstone Spikes: Re-roll when using the Warpstone Spikes ability.
- Backup Organs: The Abomination has so many redundant organs that you can re-roll for the Too Horrible to Die ability.
- Prized Creations: At the start of the game, you can assign a Hellpit Abomination (or several if you field 3+ Master Moulders) with a special mutation, barring any duplicates. Note, that you don't need a Master Moulder for the first buff.
- Clan Eshin
- Masters of Murder: Pick an enemy hero, all Eshin units can add 1 to hit and to wound rolls against them. If you pick up 3+ Eshin heroes, this benefit extends to anyone attacking any heroes, not just the designated target, but only for melee attacks.
- Clan Verminus
- Mighty Warlords: A new Heroic Action that lets a Clawlord pick out a second faction Command Trait to use on top of their existing one until the end of the turn, providing momentary perks for key situations. If you pick up 3+ Clawlords then you can use this action on all Clawlords, letting each one pick up a unique Command Trait.
- Clans Skryre
- Warpstone Sparks: At the start of the game, you gain 3+d3 Warpstone Sparks so long as you take a Skyre hero (upped to d6+3 if you take 3+ Skyre heroes). A Spark can be spent once per phase on your Skryre units to:
- Reroll a wizards' casting, dispelling and unbinding rolls for that phase.
- Reroll a Hero's to Hit rolls for that phase.
- Pick a hero and choose up to 3 SKRYRE units wholly within 13" of them. Add +1 to the Damage characteristic of missile weapons used by these units for that shooting phase.
- Along with the theme of instability, at the end of the appropriate phase, roll a die, on a 1 the wizard or hero chosen suffers D3 Mortal Wounds. Magical Uranium, everyone!
- Warpstone Sparks: At the start of the game, you gain 3+d3 Warpstone Sparks so long as you take a Skyre hero (upped to d6+3 if you take 3+ Skyre heroes). A Spark can be spent once per phase on your Skryre units to:
- Clan Pestilens
- Echoes of the Great Plagues: Pestilens priests add +1 to their prayer rolls for each fellow Pestilens priest wholly within 13". Once per turn, when a Pestilens Priest makes a successful prayer roll of a 6+, you can manifest one of six Great plagues, each of which can only be used once per battle. 4/5 of the plague's effects the nearest eligible unit so have placement in mind and bring a lot of Priests to more reliably get a six once per turn.
- Bubonic Blightplague: The nearest enemy unit within 13" suffers 2d6 mortal wounds. If the unit is then destroyed, pick another enemy unit 6" of the last model removed and inflict D6 mortal wounds. If this too destroys an enemy unit, pick another enemy unit within 6" of the last model removed and deal d3 mortal wounds. Repeat this process until no unit gets wiped out or there are no other units in range.
- Crimsonweal Curse: The nearest enemy unit within 13" suffers 1 mortal wound, and it and other enemy units within 1" of that infected unit suffer a 1 mortal wound during your future hero phases. Forever.
- Redmaw Plague: The nearest enemy Hero within 13" becomes infected. If within 3" of friends but no enemies at the start of the combat phase, gain ownership of that hero for the rest of the phase.
- The Neverplague: Pestilens Priests may reroll prayer rolls for the rest of battle. Should always be the first you set off unless something horrible went wrong.
- Undulant Scourge: The nearest enemy unit within 13" rolls 1D6 for each member of the unit; the unit takes a mortal wound for every 4+ rolled.
- Echoes of the Great Plagues: Pestilens priests add +1 to their prayer rolls for each fellow Pestilens priest wholly within 13". Once per turn, when a Pestilens Priest makes a successful prayer roll of a 6+, you can manifest one of six Great plagues, each of which can only be used once per battle. 4/5 of the plague's effects the nearest eligible unit so have placement in mind and bring a lot of Priests to more reliably get a six once per turn.
Command Traits
Your General, depending on its type, gets to choose one trait from the appropriate list.
<tabs> <tab name="Shared">
- Devious Adversary: if your general fights in melee against a unit that hasn't fought yet add 2 to its melee attacks
</tab> <tab name="Masterclan">
- Supreme Manipulator: When you take a heroic action you can Re-roll the heroic leadership roll
- Master of Magic: Re-roll all casting, dispelling, and unbinding. Insane pickup for ensuring you get to cast key Endless spells and especially for shutting down key enemy spells.
- Diabolical Schemer: Roll a D6 each time your opponent issues a Command within 13" on a 5 the command isn't recieved, they lose that command point and you receive it instead. This can be nerve-wracking for armies that rely on key command abilities for buffs/bravery mitigation. You're likely to steal a CP each game, which, depending on when it happens, can really throw a wrench in certain game plans. Probably not worth it over the trait above though.
</tab> <tab name="Skryre">
- Masterful Scavenger: Receive 2 extra warpstone sparks. Not the best trait, but still generally preferable to the shared ones if you're taking a large Skryre army.
- Deranged Inventor: 1 friendly Skryre unit wholly within 13" can add 1 to hit rolls for missile attacks this phase. Take along a Bombardier with this, pop some warp-crack, and watch those Jezzails start pulling off 360 no-scopes with the precision of a mountain-dew infused CoD enthusiast. 2+ to hit against protected characters is nothing scoff at. It seems this is specifically aimed towards buffing Stormfiends and Acolytes.
- Overseer of Destuction: If a unit within 13" is hiding a weapon team and they're destroyed, you can save the weapon team and set it back up wholly within 3" of your general and 3" away from enemies.
- Might be useful but at initial glance seems like a trait only useful for when you make a mistake.
</tab> <tab name="Pestilens">
- Master of Rot and Ruin: +1 to chanting rolls for this general. Prayers being re-rollable is pretty solid and will help you get those Great Plagues faster than ever. Kind of redundant with The Neverplague, but also makes it to where you don't need to activate it immediately and can chuck some mortal wounds at a nearby enemy instead.
- Architect of Death: +1 to plagueclaw missile attacks damage characteristic wholly within 18”. Only affects Plagueclaws. If you're spamming catapults, may as well throw this in. Not that you should spam catapults though.
- Ridden with Poxes: At end of combat phase, roll a dice if within 3” of an enemy, on a 4+ inflict D3 mortal wounds on one of those units. Meh.
</tab> <tab name="Verminus">
- Verminous Valour: The Masterclan Skilled Manipulators ability, but it gets passed to any Skaven unit regardless of size.
- Savage overlord: If a Skaven unit within 3" fails Battleshock you can make them take d3 mortals instead. One of the 4 Battleshock prevention methods at our disposal.
- Powerful Alpha: First 2 wounds, regular or mortal, EACH PHASE are negated.
</tab> <tab name="Moulder">
- Cunning Mutator: the Masterclan skilled manipulators ability, but it gets passed to any Moulder unit regardless of size.
- Hordemaster: Once per battle when a pack unit is destroyed you roll a die and on a 3+ an identical unit replaces it and it's set up wholly withing 13" of the general and 9" away from enemies. Only once, you can't replace a unit you already replaced, but you CAN roll to replace a unit twice. Roll using the Master Moulder first and if that doesn't work, roll again with Hordemaster.
- Moulder Supreme: +1 to hit and wound rolls for friendly fighting beasts wholly within 13". Essential if you're running a bunch of Moulder. Can be replaced with the Rabid Crown and Crack the Whip to give +1/+1 when not going full monstrosity.
</tab> <tab name="Eshin">
- Unrivalled Killer: Counts as 2 eshin heroes for Eshin battle traits.
- Incredible Agillity: Can fly and can finest hour twice instead of once. Lets you charge over units and reach key targets after you set up your Deathmaster.
- Shadowmaster: Whilst within 1” of terrain unit is invisible and can't be shot with missile weapons. Great way to keep your Deceiver from being sniped early in the game.
</tab> </tabs>
Artefacts Of Power
One Hero (plus an additional hero for each battalion), gets to choose an artefact from the appropriate list.
<tabs> <tab name="Masterclan">
- The Gnawshard: Pick a melee weapon, if this weapon inflicts a wound it continues to inflict 1 mortal wound at the end of each battle round. (What's that sticking out of your neck?)
- Skavenbrew: A favorite returning from WHFB. Once per
battleturn, in your hero phase, 1 friendly unit within 3" suffers D3 mortal wounds but adds 1 to its attacks characteristic until your next hero phase. - Staff of Rightful Supremacy: -1 from enemy wizards casting rolls within 13". Once per battle it can automatically dispel an endless spell. With all the other good artifacts around, this is a skip.
</tab> <tab name="Skryre">
- The Brass Orb: Once per battle, at the start of your hero phase, the pick an enemy unit within 6" and roll a die on a 3+ they get teleported away. Remove them from the battlefield, then at the end of the turn they have to be set up wholly within their territory more than 9" away from enemies. Kinda neat if you're rocking a full-on ranged army. Really clunky though, as it is during your hero phase and has a range of 8.
- Esoteric Warp Resonator: At the start of each battle round, gain a Warpstone Spark if the bearer is on the battlefield, only to be used for the bearer and only for this battle round. Neat for larger Skryre armies.
- Vial of the Fulminator: At the start of the Movement phase, a Skryre Warmachine within 3" can move twice as fast. At the end of the phase, roll a dice, on a 1 the unit takes D3 mortal wounds. Literally +3" movement to specifically a Warp-lightning Cannon. And it takes damage. Hard Pass flesh-thing.
</tab> <tab name="Pestilens">
- Blade of Corruption: Pick a melee weapon. If it's unmodified wound roll is 6 it's rend is -3 and its damage is a flat 6. Only useful on a Verminlord Corruptor, but in that case can be thought of as +0.83 damage to its Plaguereapers in addition to a rend-buff for that damage. Which is overall quite solid.
- The Fumigatous: Start of each combat phase, pick 1 enemy unit within 3”, roll a D6, on a 1-2 nothing happens, on a 3-4 that unit suffers d3 mortal wounds, on a 5+ it suffers D6 mortal wounds. Looks unimpressive on paper, but we're talking a lot of mortal wounds over time. Also notably at the start of the combat phase as opposed to the end.
- Blistrevous the Living Cyst: Strikes first if the bearer charged. Starting at the second battle round you must transfer to another Pestilens hero each of your hero phases. You want this on a Corruptor and Plague Furnace. If you have 2+ of either of them, this is a solid option - especially when combined with the Blade of Corruption for a really disgusting Corruptor.
</tab> <tab name="Verminus">
- Shield of Distraction: Can't be fought by more than 1 unit per phase. Funky item on a Warbringer. Looks mighty silly when it charges an enemy army alone. Even sillier when it starts tearing said army apart.
- Rustcursed Armour: +1 to saves. At start of combat, pick an enemy hero with an artefact of power within 3" and roll 2D6. if it's higher than their bravery destroy the artefact (a 9.72% chance each turn(EDIT: Where does this number come from??? Depends on the enemy bravery)).
- Warpstone Charm: -1 to enemy saves within 3" At the beginning of your hero phase roll a dice. On a 1 take d3 mortal wound. Personally, I'd skip this one.
- Alternate Take: Take on a Clawlord with Verminous Valor in conjunction with a Bell w/ Skavenbrew and a big unit of Clanrats. When the Clanrats don't need the extra attack, pop the brew on the Clawlord who can then redirect those mortal wounds right back to the bell - bringing you ever closer to that sweet sweet Verminlord. Same thing if you roll a 1 on the charm. Any mortal wounds not redirected only serves to power up the Clawlord himself through "Cornered Fury". The Charm comes in handy in this comp since none of the involved units have good Rend values - but very respectable damage outputs.
</tab> <tab name="Moulder">
- Lash of Fangs: Pick 1 melee weapon, if unmodified hit roll is a 6 inflict d3 mortal wounds in addition to normal damage. Hard skip.
- Foulhide: Heal up to 1 wound each of your hero phases, and sets their base wounds characteristic to 10. This one's probably tied with the Crown for the best of the lot, as keeping your Master Moulder alive is top priority if Moulder units make up an important chunk of your army. Can be replaced with Cunning Mutator if you want the Rabid Crown. NOTE: Having a base wounds characteristic of 10 disallows the use of the "Look Out, Sir" rule, meaning you'll be much better protected against melee units, but pretty much the same against ranged.
- Rabid Crown: +1 to hit for Fighting Beast & Pack units within 13”. This is very VERY useful for turning Giant Rats into piranhas on legs. If running more fighting beasts, consider the Foulhide combined with Moulder Supreme.
</tab> <tab name="Eshin">
- Shadow Magnet Trinket: Once per battle the bearer can fight first in combat phase. When deep striking your Deathmasters, they should never need to fight first since they should be getting hit that turn. And after that it'll probably situational. Skip.
- Farskitter Cloak: Once per battle remove the bearer and set them up anywhere on the battlefield more than 9” from the enemy. It takes a relic for Eshin to deep strike decently. And that ability sure isn't worth an artifact slot.
- Gnawbomb: Once per battle 1 terrain feature within 6” becomes a Gnawhole until your next hero phase. Maybe useful? If you're mad enough to take it with a plan, let the rest of us rat-friends know how it goes.
</tab> </tabs>
Spell Lore
Any Some Wizard Heroes, depending on their type, get to choose one spell from the appropriate list.
<tabs> <tab name="Lore of Ruin"> Grey Seers Only
- Scorch: casting 5, roll number of dice equal to casting roll, for each 6 an enemy unit within 13" suffers 1 mortal wound. If you're a big boy on a Bell or your name is Thanquol this on average deals a glorious 1.5/2 mortal wounds. Insert Owen Wilson Wauw.
- Skitterleap: casting 6, 1 friendly hero with wounds characteristic of 13 or less (i.e. any hero except the bell, the furnace, and Thanquol) can be placed anywhere on the battlefield more than 9" from enemy units. Teleporting: no longer for the Deceivers alone. Use this to nab objectives, send a Warbringer to crush the enemy backline, or even as a panic button to get your Warpseer/Seer out of whatever bullshit you've gotten them into. Combos well with the gnawholes allowing you to skitterleap a Verminlord/Seer next to a Gnawhole deep in enemy territory, let off a couple of spells and then jump back in your movement phase.
- Alternate Take: Most targets can't reliably charge the turn they leap and can't take the incoming charge when they fuck up their own. Also, remember how Skaven units rely on each other? Your rats will be very sad when you send your Bravery 10 bubble into the enemy backline.
- Death Frenzy: casting 7, pick 1 Skaventide unit that is not a hero and wholly within 13", any model slain until the next hero phase can pile-in and attack.
- It's worth noting that this applies to death from any source, so if your models are in combat then you may use this in reaction to shooting, spell damage, etc.
- Anyone know if this pairs well with the Various suicide juices that skaven get (Skavenbrew, Vigourdust Injector, etc.)? Yes, rules state "When slain" with no indication on which source slayed the model. So, models slain from your Verminous Valor warlord trait will "death frenzy". It won't work with the Vigourdust Injector though, since those MWs are taken at the beginning of your NEXT Hero Phase in the window between the spell ending and being able to cast it again.
</tab> <tab name="Lore of Warpvolt Galvanism"> Clan Skryre Only
- More-more-more Warp Power!: casting 7, 1 SKRYRE unit within 13" +1 to hit and wound rolls until next hero phase. Then suffers D3 mortal wounds. Good with Stormfiends and Ratling Guns who (on average) can take the hit and survive.
- Chain Warp Lightning: casting 7, each
enemyunit within 13" suffers 1 mortal wound. Yes, it affects your own units and is therefore absolutely not worth it. - Warp Lightning Shield: casting 6, first 3 wounds allocated to the caster are negated (in each phase!). On a 4th wound the caster suffers 3 mortal wounds and the spell is unbound. Brilliant. Chow down on those Sparks without fear!
</tab> <tab name="Endless Spells">
- Vermintide: (60pts) useful as a Predatory damage dealer, when a unit is ends a move near it, roll 13 dice and they take mortal wounds for each 6. Can also do this to one nearby unit when it moves, chosen by the moving player. In the latest FAQ this now also affects any Skaven units.
- Warp Lightning Vortex: (90pts) An Area Denial Spell, that creates a 7" equilateral Triangle( hard to set up on uneven Terrain) with any unit that is within 6" of it takes D3 mortal wounds on 4+ (D6 on an unmodified 6) with bonuses to the roll based on how many of the pylons they are in range of. If they happen to start their turn within 6" of it they can't run or fly. Combo with shackles and the warp gale spell from the grey seer. If all that gets cast the effect is brutal.
- Bell of Doom: (85pts) Its a flying screaming bell! It has a janky "auto dispel itself and do damage" effect when moved with a low probability of happening. Otherwise it is a 13" no battleshock bubble which also reduces enemy bravery by 1. However, it must roll 3d6 whenever it finishes a move, and on a 13 it explodes and does d3 mortal wounds to everything (this includes your poor rats) within 13". Decent, but likely to be outshone by the vortex due to its risk factor and the ready availability of other, less temporary (and volatile) methods of negating battleshock.
</tab> </tabs>
Warscrolls
- The following True Skaven, Verminlord Daemons, and Moulder pack animals and Fighting beasts are all united by the Skaventide Keyword.
Named Leaders
- Lord Skreech Verminking: (Masterclan, Behemoth, 425pts) combining weapons from several of the vermin lord options and the same 5+ ward versus all damage, the king of the rats also brings a "choose each turn" multi-option buff that has six different effects. He can choose from +1 to spell casting, d3 wounds self-heal, exploding sixes mortal wounds off his plague reaper, - 1 to be hit by enemies or increased rend of the glaive from -1 to -3. In addition, he has the warpseer two spell cast and a really good spell that rolls 13d6 and does mortal wounds on a 4+ per dice. It then summons a unit of clan rats equal to wounds caused, making it go from good to amazing due to the potential swing on an objective being 14 on average (seven mortal wounds, seven new rats). He rounds off with a command ability that's a bubble of reroll 1s to hit within 13". A great character, although possibly outshone by the next guy...
- Thanquol on Boneripper: (Masterclan, Behemoth, 415pts) oh lordy it's 415 points but you get a lot of bang for your buck here! The great grey seer and his custom ride are better than ever, combining solid spell casting and impressive ranged and melee damage with good resilience and a strong command ability in an all-round excellent package. Firstly, he's a 14 wound slab of health with the same 5+ ward after save on top of a 4+ normal save. This is supported by a d3 self heal every turn. The behemoth drop off isn't too bad either and bone ripper will be useful as long as it is alive. The good stuff is with Thanquol and his magic, boasting Arkhan the Black levels of casting buff, double cast and dispel, and a fantastic spell which forces enemy heroes to fight either their allies or even themselves. Hit the five times waagh buffed Warboss with this and he will literally beat himself to death! Thanquol also access the excellent lore of ruin as a grey seer. Bone ripper is no slouch either and can be equipped with any combination of up to four weapons chosen from warpfire projectors or braziers. The damage output can get crazy high and he has clubbing blows to back up whichever option suits you best. Four warpfire throwers are possibly one of the most rage-inducing answers to horde lists ever created...(Actually, that seems like huge overkill, two will on average hit every model in the unit that is in range for a mortal wound). Finally, Thanquol has a command ability which, whilst situational, will be amazing when needed. He spends one cp and grants, three other heroes, the ability to use the rules book standard command abilities for no cost. Combine this with the masterclan CP regain and you could harvest 3cp back for spending one...can anyone else say "faq"?
- Skritch Spiteclaw: (Verminus, 165pts) Quite similar to the Clawlord, with a few key differences. He returns models to his Swarm. But, he lacks the +1 attack per suffered wound ability of the standard Clawlord. Else, the stats are all the same. Overall, a pretty good pick, take alongside his Swarm for obvious reasons.
- Alternate Take: A Clawlord ticks in at 110pts. Swarm's 55 points. If you're gonna take a swarm with your Clawlord, take a Rat Swarm and keep Cornered Fury.
- Slynk Skittershank: (Eshin, 225pts) A Deathmaster who, instead of hiding in units, hides in terrain with his mandatory goons. When he strikes while within 3" of 'em he strikes first and can retreat afterwards. Not too impressive over a standard Deathmaster but his goons are cheap and nothing to scoff at. Also one of the few units that can Alpha strike since he comes in within 6".
Leaders
- Verminlord Warbringer: (Verminus, Behemoth, 395pts) Clan Verminus wizard daemon. like all Verminlords, he has 13 wounds, two spells per turn, degrading stats, a 5+ ward against wounds and mortal wound. Warbringers also re-roll wounds when near friendly swarms, and their punch-knife can deal extra damage. His best stuff is his command ability that lets Verminus to add 1 to hit and wound and a buffed Death Frenzy spell that affects D3 Skaventide units instead of the 1 (models get to attack as they are slain, but before you remove them) which can stack with death frenzy.
- Verminlord Deceiver: (Eshin, Behemoth, 405pts) Clan Eshin wizard daemon. A sneaker Verminlord, with an anti-horde shuriken, an increased ability to dodge missiles, and the ability to teleport almost any distant Skaven hero to anywhere on the board more than 6" from an enemy. Teleport your Arch-Warlock smack in the middle of your opponent's forces, add a little bath-salts, and watch as your tesla bomb deals an absurd number of mortal wounds to everything around it (or explode in a blaze of drug-laced glory). A lot of dice need to be rolled for this to work out, but hey, why not?
- Verminlord Corruptor: (Nurgle Pestilens, Behemoth, 360pts) a Daemon of Clan Pestilens. Cast two spells and abilities to deal mortal wounds. His COMMAND ABILITY gives a Pestilens unit within range add 1 to hit and wound. Can hit hard in the first battle but brackets hard from 2d6 attacks to d3.
- Verminlord Warpseer: (Masterclan, Behemoth, 370pts) More Wizard of the Greater daemons and has an orb that gives a +1 to saves until you feel like chucking it a hero for D6 mortal wounds at 13". Gives friendly skaven wholly within 13" 10 bravery. Also counts as 2 Masterclans heroes for always three clawsteps ahead. Its spell can also cancel a units flying and halve run and charge rolls. Weirdly, due to the keyword restriction on spell lore, it can chuck out two spells per turn but can't know any of the lore spells. Good for the endless spells I guess?
- Warpgnaw Verminlord (Forgeworld): (Masterclan, Behemoth, 275pts) Note: This model is now in the Monstrous Arcanum which is still legal for matched play.The former Exalted Verminlord. He's generally inferior to the GW ones with only a glaive that's not as good as a doomglaive but has consistent damage (though it is subject to damage). He lacks a Command Ability, his only ability is being able to make a sudden arrival through a vanguard Gnawhole. It also can cast two spells, with a unique spell that can kill a single model if you roll a d6 and roll higher than its wounds, making it only useful on foot heroes and really weak things otherwise. The Warpgnaw Verminlord no longer brings a unit with him. Instead only the Verminlord deepstrikes in next to a Gnawhole (although this doesn't stop another unit from appearing at the same Gnawhole at the same time due to the wording of this ability). It has gained 2 wounds and Terrifying.
- Clawlord: (Verminus, 105pts)Your standard hero with 5 wounds, a 4+ save. he has 3 3+/3+/-1/d3 attacks and gains +1 attack for each missing wound he has. Not that you actually want this guy in close combat as his true worth is his command ability which lets you pick a VERMINUS unit wholly within 13" and give it an extra attack with each of its melee weapons. This is an amazing command ability for your rat horde as it gives your clanrats 100% increased damage output and your Stormvermin 50% increased damage output. It should be noted that Clawlords can pick up the same command traits as other non-Clawlord generals. This can be particularly useful with Verminous Valor as it essentially doubles his durability at the cost of a few Clanrats. He can also pick up an Arcane Tome for counter-spelling, casting Flaming Weapon, and completing Prized Sorcery.
- Warlock Engineer: (Skryre, 125pts) your Mad Science wizards. armed with a Wizard staff and Pistol. The staff can be overcharged for more damage. The only spells Warlocks know are Warp Lightning and one from the Lore of Warpvolt Galvanism. Warp Lightning is a 13" upgraded Arcane Bolt that has no limit to the number of times it can be cast and can be overcharged following the usual method. Now 10 points more expensive than before, meaning he's less of a no brainer choice.
- Warlock Bombardier: (Skryre, 125pts) A Warlock with a Bazooka, which can overcharge its single shot's damage from d6 to 2d6. Otherwise, all the same stuff and engineer can do. Considering how little you'd want an engineer in combat, the ranged weapon on the bombardier seems like a straight upgrade over the melee variant.
- Arch-Warlock: (Skryre, 175pts) A Wizard in Power Armor. Has a Warlock staff, Powerclaw and can cast two spells. His Unique spell is a Warp Lightning that effects d3 units instead of one, but on a bad overcharge, you can kiss his furry arse goodbye.
- Deathmaster: (Eshin, 100pts) The Skaven Ninja, able to hide in every skaven unit at once like Schrodinger's Fanatic. They throw a bunch of stars then charge in with either a dagger with rend and d3 damage or claws with 7 attacks. Always best to give this guy artifacts that improve his hero killing powers. He’s also got a nice new model courtesy of the Echoes of Doom boxset.
- Master Moulder: (Moulder, 95pts) A heroic Packmaster with two very respectable weapon options. It can Heal a Pack model d3 wounds and also gives Pack units +1 to hit in melee. A steal for 100 points if you plan on making Moulder a pillar of your army. His Command ability can replace a destroyed Moulder Pack unit on a roll of 5+, on the border edge of your deployment zone. This might not sound like much initially, but it has a global range (so even if the unit dies on the other end of the table, you can attempt to bring it back) and can be used multiple times on the same unit. Having that blob of 40 Giant Rats you just spend three turns hacking away at coming right back is some of the most demoralizing shit imaginable. However, it both costing a command point AND needing a 5+ makes it incredibly situational and unreliable. The model is still a solid hero despite this.
- Plague Priest: (Pestilens, 85pts) Your standard Pestilens hero. Surprisingly killy since he gets an extra attack for each weapon on the charge. He now only has two damage Prayers and deals more mortal wounds after combat to all non PESTILENS units (so keep him away from your not PESTILENS rats). Fairly inexpensive for the damage they can do and an easy way to get extra chances at a GREAT PLAGUE.
- Plague Priest on Plague Furnace: (Pestilens, Behemoth 235pts) It's 3 Plague Monks with a Plague Priest on a huge censer-thing. It can't move its 6" unless within 6" of 10 or more friendly Skaventide models and it makes 2D6 attacks with Rusty Wheels and Spikes instead of D6 when it charges. At full health, the Great Plague Censer now does an impressive 1d3+4 mortal wounds on a 2+. On top of this, it stops battleshock for Skaventide and damages all the non-Clans Pestilens units that approach it. The Plague Priest on it gets different prayers, boosting Pestilens units either by giving them +1 weapon attacks or by allowing them to reroll wounds. You probably want 2 to make sure one or both of these buffs goes off on your Plague Monks. It's clearly a centerpiece. It will pack a punch thanks to the Censer, but it needs Plague Monks to push it around and
pushing stuff around and not charging is something Plague Monks with their awful survivability really don't like to do.with blocks of 40 monks you'll usually be able to chain 10 of them back to push the furnace. Or just charge with the furnace first and have your monks charge up along side it. With look out sir in melee, 5+ fnp and the big death ball the furnace is right at home charging into combat with it's pushing crew of 40 monks. - Grey Seer: (Grey Seer, 140pts) A generic spellcaster, but to be honest he's quite good at that. Can now cast and unbind 2 spells and has a unique spell, Wither, which can cause D3 damage to most units and hero's alike, and it also debuffs them for the next combat round. However, his best ability is probably the Warpstone Token; when you cast a spell you can use a token ( you have infinite, by the way ) and if you do so you roll 3D6, if the result is 13 then the spell is cast and cannot be unbound... BUT your Grey Seer is slain after the effects of the spell. On anything other than a 13 you can remove one dice and use the remaining result as your casting. Pretty good, but has a 10% chance of killing him. For what it costs the Grey Seer is pretty good, and it's not a bad idea to use him in almost every Skaven list.
- Grey Seer on Screaming Bell: (Grey Seer, Behemoth 265pts) Take a Grey Seer and put him on a GIANT BELL OF DOOM and you have the Screaming Bell, a war machine that can alternate between Priest and Wizard depending on your whims and gets hefty buffs to both. The first thing to know about the Bell is that it can't move on its own and needs to be pushed by a pack of friendly Skaven within 6". This movement reduces as the bell takes damage, which feels like a bit of a dick-kick since it makes your towing squad more vulnerable to any bombardment. This obviously means that it should stay close to the Skaven Infantry (which is where it should be in the first place). The most important ability of the Bell, however, is, of course, the bell! It peals in your Hero Phase, and to do so you have to roll 1d6 and see what effect the peal has. You only hurt yourself on a roll of 1, and that's D3 mortal wounds. The other effects are mixed, you can buff your army, damage the opponent's army. Oh, and did I mention that even if your bell takes damage the effect of the peals doesn't change? Yeah. The only thing that decreases is the boosts given to your casting and preaching, which is a bigger issue than any melee penalties. The Seer on top of the Bell knows a different spell from the dismounted one, this time it damages units with low Move. Unfortunately, the Seer loses the Warpstone Tokens. The Bell also has a 5+ ward save and has a pretty good ability that negates battleshock tests within 13". It costs 125 points more than a vanilla Seer, but I'm sure it will repay its price.
- Echoes of Doom has changed the Verminlord summoning to its own action. If the bell takes 7+ wounds, you can roll a d6 - it simply blows up on a 1 but on any other roll, it can summon that Verminlord if the total of wounds+roll amounts to a 13+.
Battleline
Skaventide
If you run a mixed SKAVENTIDE army these are your minimum required battlelines
- Clanrats: (Clan Verminus Min:20 100pts) The bread and butter of many Skaven armies. They are cheap fodder and can take a huge amount of punishment so long as their battleshock is taken care of. They can dish out some damage too with Skavenbrew and Gnaw-Gnaw on their bones! But nothing which should be relied on with 4+/4+/-0.
Clanrats main functions are to take charges, push the furnace or bell and freight weapon teams closer to their intended targets. For Masterclan and Verminus heroes they are also the preferred choice for bodyguards since they’re only half the price of a Stormvermin.
- Always grab the sword. With the Strength in Numbers rule you'll usually have a reach of at least 2". Usually 3" with a blob of 40, making the spear redundant. The sword also scales better with buffs like Skavenbrew and Gnaw-Gnaw on Their Bones.
- Stormvermin: (Clan Verminus Min:10 135pts) Your in-a-pinch bodyguards. Currently priced as if no better options are available (which they usually are). They have a decent damage output and can be targeted by Gnaw-Gnaw on their bones! Which increases said damage output by 50%. They’re Skryre and Eshin heroes only opportunity for bosyguard and can help guard verminlords when necessary. Probably still not worth it compared to Clanrats as bodyguards nor Plague Censer Bearers as damage dealers.
Eshin
Battleline if the army has Skaventide Allegiance and a Masterclan or Eshin general and all other non-Allies units are Eshin
- Night Runners: (Min:10 75pts) the mass vanguard slingers of Skaven. They can move 2d6” after setup and run and shoot. They have better aim than Grot Shootas and generate a mortal wound on a natural 6. Generally outclassed by the significantly cheaper clan rat, or the excessively killier plague censer bearer in mixed lists.
- On a turn they get to shoot and charge, 20 Night Runners will do almost twice the damage an equivalent number of Clan Rats would do, but for only
33%90% more points. This makes themidealterriblefor taking down other lightly armored targetseverything as long as you can get the jump on them.
- On a turn they get to shoot and charge, 20 Night Runners will do almost twice the damage an equivalent number of Clan Rats would do, but for only
- Gutter Runners: (Min:5 65pts) Elite version of Night Runners. Suffer the same fate as Night Runners too. Deep Striking just isn‘t that good, especially when it HAS to happen during your first turn and conditionally within 6” of a terrain feature. These boys are about 50% better offensively, but have half the wounds of Night Runners. Skip them unless you have a very character heavy meta.
Moulder
Battleline if the army has Skaventide Allegiance and a Masterclan or Moulder general and all other non-Allies units are Moulder
- Giant Rats: (PACK, Min:6 60pts) The sharpest teeth on the wettest of noodle bodies. They get 2 attacks per for 10 points a pop with a movement of 8 and -2 rend. They can also be revived by the master moulder to suicide, die and then take revenge. They do not come with any saves however and have a bravery of 3, making them evaporate the second someone breathes on them. This squishiness makes them terrible at anything but one-sided engagements and makes sending them to the flanks through Gnawholes a risky endeavor indeed. They combo well with a plague furnace which can negate their morale problem. A unit of Giant rats are also an acceptable charge buffer with less durability than rat swarms but a higher damage output - useful for when they are replaced through a master moulder and themselves get to charge.
- Rat Ogors: ( FIGHTING BEAST, PACK, Min:2 140pts) Rat ogres are a below average unit, made viable through supporting units. Unsurprisingly, when you can get a second chance 66% of the time you need to be quite inefficient to be fair. Take a unit of 4, crack the whip, all-out attack and watch them do mediocre damage twice. Really solid for charging through Gnawholes since their bravery of 5 is okay when your unit only consists of 4 models, removing the need for Inspiring Presence.
Pestilens
Battleline if the army has Skaventide Allegiance and a Masterclan or Pestilens general and all other non-Allies units are Pestilens
- Plague Monks: (Min:10 90pts) ** Supposed to be the pestilent front-line unit. Instead it is a weird support caster unit with a solid combat statline. They have abysmal saves and bravery and their bringer of the word deals approximately 1 mortal wound each shooting phase. Oh and they have a bunch of attacks on the charge with no rend. If you are running a crap-ton of censer bearers, consider picking up 10 of these to buff them with +1 to wound. Otherwise, hard skip. Notably synergizes with the Curse prayer. Still a hard skip though.
- Plague Censer Bearers: (Min:5 90pts) Yeeeeehaw! The best infantry on the roster and maybe the best infantry point for point in the entire game. Now with 2 wounds a piece, a -1 to wound defensive ability and 4 attacks on the charge with 3+/3+/-1/D2. That's 20 attacks on the charge. As opposed to last edition these boys are the new core for Pestilens as it's more cost-effective to take more of these bad-boys than the buff-giving Plague Monks.
Skryre
Battleline if the army has Skaventide Allegiance and a Masterclan or Skryre general and all other non-Allies units are Skryre
- Stormfiends: (Clan Moulder, Clan Skryre, Min:3 315pts) The Unholy Collaboration Between Skryre and Moulder. Has Taken-taken a similar nerf Grundstok Thunderers suffers, the weapons are divided up between a Trio. the anti-infantry Rat can take either Warpthrowers or mortars, another can take Gatling guns or the ability for the unit to deep strike, and finally, another can take a pair of reliable or random fists. Skaven players who used them pre battletome will lament the loss of the triple warpfire projector unit. In their current incarnation, this may be the least attractive ranged choice. The projectors do not benefit from the engineer buffs available to the unit, nor can the be used after using gnawholes or grinder fists. The other weapon options do due to their longer range and standard hit mechanics.
- they are also are part Moulder, lending their array of Weaponry to but they lack the Keywords to properly interact with them.
- This also means that they can be included in pure Moulder armies, and are those armies' only dedicated range.
- they are also are part Moulder, lending their array of Weaponry to but they lack the Keywords to properly interact with them.
- Skryre Acolytes: (Clan Skryre, Min:5 65pts) Mass bomb-throwers, able to run and throw their globes with -2 rend and d3 damage. They look pretty bad on paper, but if you add in the buffs available to Skryre and you don't mind taking damage (hey its skaven) then this missile attack can become pretty impressive, with hit bonus and hit and wound rerolls and a damage buff all available.
- A large unit is still quite cheap and makes a good hiding place for warpfire throwers too. Shame that you have to build them, one model, at a time for $15 USD per model. Better get ready to do some conversion (the now-defunct poison wind mortars make decent acolytes).
- A quicker out of the box method for Acolytes would be the Skaven Bloodbowl team. Their Warpstone Footballs can be “passed off” as cluster mines that serve the same purpose as the poisoned wind globes.
- Even better, plague monks with Arkanaut Company packs.****
- A quicker out of the box method for Acolytes would be the Skaven Bloodbowl team. Their Warpstone Footballs can be “passed off” as cluster mines that serve the same purpose as the poisoned wind globes.
- A large unit is still quite cheap and makes a good hiding place for warpfire throwers too. Shame that you have to build them, one model, at a time for $15 USD per model. Better get ready to do some conversion (the now-defunct poison wind mortars make decent acolytes).
Other Units
- Ratling Gun: (Clan Skryre weapons team 65pts). Weapon teams are always a cheap way to increase your damage output, though lacks protection against retaliation. With 2d6 attacks with a 12" range and a 25% chance to hit, it does shockingly low damage, even when overcharged, and is liable to get shot off the board before getting into range. However, 3 of them buffed up with a skryre spark and overseer of destruction do massive amounts of damage, assuming you can get them into position.
- Warpfire Thrower: (Clan Skryre weapons team 70pts). Close range anti-blobs that rolls for each model and deals mortal wounds on a 4+. When you overcharge, you roll 2 dice for each model but the Thrower dies on a roll of 1 or 2 made after dealing damage. Statistically, when used against single-wound infantry this will kill every model in the unit.
- Warp-Grinder: (Clan Skryre weapons team 75pts). Allow you to deepstrike them and another unit. Similar to the Stormfiend Warp Grinder. Don't expect anything of it in combat, it's basically a points tax to get a more reliable deep strike for stormfiends.
- Doom-Flayer: (Clan Skryre weapons team 60pts). A melee sports unit. Really not worth it, they have 3 wounds, a 5+ save, and d6 attacks, so they will do no damage in melee, and then immediately die. They can boost their attacks from a d6 to 2d6s but will die after attacking on a roll of doubles or a 7.
- Rat Swarms: (Clan Moulder, PACK, Min:2 60pts). A unit which many will overlook. They are pathetic in all aspects. 5 attacks on 5+/5+ won’t hurt a fly. They’re squishy, with no saves and 8 wounds for 55 points but it’s all good because they’re Pack units. Stick 2 of them in front of your blobs to absorb charges. Put them on side-objectives. Heck, send them in for fun and res them because you can. Compared to the chaff of other armies, Skaven are blessed with these little critters. Also the best unit to take wounds as bodyguard.
- Packmasters: (Clan Moulder Min:3 60pts). No longer heroes. 1 in 3 may take a Things-Catcher. +1 to Melee Hit Rolls and double Bravery of friendly Clans Moulder Pack units wholly within 12". At 60 points, they should be considered. Just remember their buffs don't stack with each other, or a Master Moulder. Can't buff Stormfiends any more.
- Skaven Wolf Rats (Forgeworld): (Clan Moulder, PACK, Min:5 100pts).Note: This model has been removed from the Forgeworld site and is now in the Legends: Monstrous Arcanum which is no longer legal for matched play. Giant Rats on steroids. With a Save to boot. Gets +1 to wounds the turn the charge. When normally hitting on 3s and wounding on 3s, have them charge, and keep them all in range of a pack of Packmasters or a Master Moulder, they're hitting and wounding on 2s. Overall, a very solid and relatively cheap cavalry option that'll rip into any soft target you launch them at.
- The cheapest way to convert them (and still look good) is Chaos Warhounds with Stormvermin heads (add gasmasks and beads and you also have 10 Skryre Acolytes)
- Spiteclaw's Swarm: These guys can be nasty little buggers. 4 models, each with a different weapon. All are hitting on 4's, wounding on 4's, most with 2 attacks, one with 1, most with 1" range, one with 2", a 6+ save, they're a mixed bunch. Ideally, you're keeping these guys within 13" of Skritch, so he can give them back D3 models per turn. Just don't let Krrk die, he can't come back. If Skritch kicks it, Krrk gets 2 extra attacks. Should the unit take a Wound, or a Mortal Wound, on all successive Wounds and Mortal Wounds in that turn roll a dice, on a 5+ you ignore it. Sit these guys in cover, cast Mystic Shield, they've got a 5+ save, re-rolling 1s, ignoring all past the first Wound on a 5+, D3 coming back in your Hero Phase. All in all, they're alright. Can be a nuisance.
- Skittershank's Clawpack: Tougher than gutter runners and with the ability to deploy within 6" of an enemy unit in the first movement phase. Like Skittershank they dish out mortals on a natural 6. With Skittershank and his clawpack shooting and melee phases, that's 23 chanches of rolling a 6! That's 6-8 mortal wounds right there. Pick your enemy's general for the Masters of Murder battle trait and you've got a half decent chance of taking down some medium sized heroes turn 1 (assuming they left you space to get within 6")
Behemoths
- Hell Pit Abomination: (Clan Moulder 240pts). With a 2d6 move, it can keep pace with a Doomwheel, or lag behind your entire army. Has a melee weapon that deals mortal wounds for every 2+ (degrading) rolled (one dice per model from target unit that is within 3"). Heals d3 wounds in the Hero Phase, all enemies in 3" subtract 1 from their Bravery, it can flat out ignore spells that target it on a 4+, and it has a 1/3 chance to heal d6 wounds the first time it's killed. It won't be dying quickly based on this. But with a 5+ save, and 12 wounds, it could just as easily die with good enough rend and some poor dice rolls.
- If you want something that looks less like a centipede, the Beastman Ghorgon offers a good base for a Ratzilla.
- Assuming you took a Master Moulder, this is where you'll be using Prized Creation since it is a Fighting Beast (albeit not a Pack model) and is the best place to add d3 wounds - or even d6 if you take the Moulder Supreme wralord trait and gamble. Even starting with 13-15 wounds puts its durability a lot better than the warscroll by itself would indicate, which is something of a Skaven theme all around. Just remember that the damage chart is based on wounds taken, not wounds remaining, so you'll get to stay alive longer on your last bracket, not your first. Good thing you regen d3 a round.
- If you want something that looks less like a centipede, the Beastman Ghorgon offers a good base for a Ratzilla.
- Doomwheel: (Clan Skryre 165pts). A Chariot with an overchargeable Gun and can run over and Mortal wound almost everything that was near it during the movement phase. You can also reroll its 4d6 move but any rolls of a 1 the second time, your opponent can run over your lines if you roll a 1 on a dice. It has a gnarly gun (1d6/3+/3+/-1/d3) that can potentially evaporate anything with decent rolls. Like most of the Skryre things, it can overcharge its Warp Bolts, but on a double, you take 2d6 mortal wounds. This is definitely a go big or go home type of unit and you'll be overcharging it every chance you get. Its speed will ensure you get in range of key targets (elite infantry/behemoths/heroes) and even with lower-end rolls (4-6 shots), you'll be doing a decent amount of damage. All in all, this is somewhat random and a little risky. It can win you the game or lose it for you. Fun times all around though.
Artillery
- Warp Lightning Cannon: (Clan Skryre 150pts). Bertha goes ZAP. Probably one of the best units in the Skaven roster. On average produces 3.5 mortal wounds each turn but can be overcharged to deal about 7. That’s most heroes dead and gone right there. Did I mention you can teleport it using Gnawholes? Teleport it and Overcharge turn 1 and watch your enemy’s essential wizards melt with your cannon only taking a measly 4 wounds in return. As it doesn’t roll to hit or wound, most defensive buffs have no effect either. Very reasonably priced at 150 points and should be an auto-include in any army which includes any type of engineer.
- Plagueclaw: (Clan Pestilens, 135pts). It's an indirect firing war machine. You know those. They have a nice range and can stand waaay back. Brutal against big hordes, okay against heroes and monsters (as D6 wounds at 30 inches, rend -2, is pretty good), and subtracts 2 from the target's bravery even if it doesn't hit. When targeting units of 10 or more, it'll force a save 55% of the time; 69% in the foulrain battalions. With only one shot per round, it is incredibly inconsistent. You'll want the battalion if you really plan on them having an effect on the fight. An average war machine when used to it's fullest potential, and a terrible one when not.
- Warplock Jezzails: (Clan Skryre, Min:3 145pts). your Rat Snipers. Park on the backfield and pick off the support units. They Re-roll to hit if they don't move, deal 2 mortal wounds on 6 to hit. and gain +2 against missiles in addition to the cover you should be standing on. Potent 3+ save right there. Mystic Shield, and it's 3+ re-rolling 1s. Another unit that gets a little crazy good with the engineer buffs in skryre. Extra damage on them is great and if you really want to kill off something at the range, then you can buff the hit roll and give them a wound reroll option of the low low price of d3 Jezzails dropping dead at the end of the shooting phase. As the game has very few long-range attacks, jezzails will mess with your opponent as they are a great medium wound hero killer.
- Without any buffs (just their innate re-roll to hit), a unit of 3 is causing an average of 1.5 saves at -2 and 2 damage. A reliable way to deal 2-4 damage at a long-range, but not all that impressive given their point cost. They really start to shine when you take larger units and stack a couple of buffs. Take a unit of 6 with an accompanying skryre hero with the Vigordust Injector artefact (+1 to hit rolls). Use the artefact and a warpstone shard for +1 Damage, and now you have a 30" volley that averages around 3.5 saves at -2 and 3 damage. That's 9 damage against anything with a 4+ save (not even accounting for the potential mortal wounds on 6s). Even with Look Out Sir! taken into consideration, you're averaging 7 damage, which is enough to take out a large number of heroes in the game.
- If you want some extra reach, throw "More-more-more warp power" on them too, and it bumps the damage output against a 4+ save to 11.85 damage. Again, this is before accounting for mortal wounds. This means you're likely killing a pesky 12 wound behemoth in a single volley with this setup. While it seems like a big investment for a unit that ends up self-destructing relatively quickly, there's not a lot of things in the game that can consistently pull that kind of damage off at such a long-range.
Scenery
- Gnawholes: They might not seem like much, but the Skaventide terrain piece has a couple of nifty abilities that most Skaventide lists should try and take advantage of. Their only downside is that you are limited to 3 and they all have to be setup along the board edges more than 18" away from each other and more than 3" from objectives and scenery.
- As long as there is a Skaventide Hero within 6" of a gnawhole, you can transport any Skaventide unit that finished a move within 6" of that gnawhole to another gnawhole (wholly within 6" but 9" from enemies). This can let you play whack-a-mole(rat?) with weapons teams or artillery pieces that might have become compromised. Or you can set one up in your opponents backfield and force them to baby sit it or risk an unpleasant surprise later in the game. It's a welcome mobility option and something to consider when scheming you army lists.
- In addition, Skaventide Wizards and Priests get +1 to Casting, Unbinding, and Prayer rolls when within 1" of a gnawhole. Great for making sure you get that Warpgale or Warplightning Storm off, or getting that yummy prayer buff on your flanking Plague Monks. The +1 to unbinding is a juicy cherry on top. Synergizes well with your wizards' various drug addictions, giving Skaven a strong presence in the hero phase that many factions can't compete with.
- Lastly, each gnawhole inflicts D3 mortal wounds on a 6+ for any enemy that ends a move/charge within (a rather pitiful) 1".
- A fun trick with gnawholes is to set them one or two of them up in your opponent's back line. This forces them to waste units on babysitting them so you can't teleport behind them, which in turn means two units that could otherwise be fighting you are instead sitting around doing fuck all.
Battalions
No longer valid in Matched Play games. Now battalions are universal. Please refer to the Age of Sigmar Tactics page (when it finally gets updated).
Virulent Procession
One Verminlord Corruptor, 2+ Congregations of Filth, 0-1 Foulrain Congregation, 0-1 Plaguesmog Congregation
At the start of your hero phase pick 1 terrain feature within 13" of the Verminlord Corruptor. Roll a D6 for each enemy unit within 3" of that terrain feature. On a 4+ they suffer D3 mortal wounds. Not a bad super battalion in a Pestilens list since you're likely running all these units anyways. 420 points for 3 CP, 3 Artefacts and some okay buffs - it's gonna depend on how much you value the CP/artefacts.
Congregation of Filth
One Plague Priest on Plague Furnace, 2+ units of Plague Monks
Roll a dice each time you allocate wounds to the Plague Monks whilst within 18" of the battalion's Plague Furnace. On a 6 that wound is negated.
- Under "ideal" circumstances, this probably saves 5 out of 30 monks that would have been killed before you fight back. Maybe it happens twice in a match, but that's still only worth 80 points and super situational. You are usually better off with more monks. Taking this is contingent on how much you value CP/Artefact/First Turn.
Foulrain Congregation
One Plague Priest, 3 Plagueclaws
Add 1 to wound rolls for missile attacks whilst within 13" of the battalion's Plague Priest. Bumps each Plagueclaws success rate from 55% to 69% (when targeting units of 10 or more). You may as well go all in and give the Plague Priest Architect of Death to bump it up to a respectable 80%.
Plaguesmog Congregation
One Plague Priest on Plague Furnace, 2+ units of Plague Censer Bearers
Re-roll the dice that determines if any enemy units suffer mortal wounds when using the Poisonous Fumes ability.
Warpcog Convocation
One Arch-Warlock, 2-5 Enginecovens chosen from the list below
Weird sort of miniature Super Battalion which consists of an Arch-Warlock and some smaller Battalions that can only ever be included via this battalion. All of them convey buffs to certain units, so long as they're within 13" of either the Warlock you took with the coven, or the Arch-Warlock leading the whole Convocation.
If you're taking this, you'll want to lean into the buffs you get and take large amounts of the units that benefit from them. This would probably make for a fun 1-drop army that has a lot of pretty efficient ranged weapons.
Arkhspark Voltik
One Warlock Engineer or Warlock Bombardier, 1-3 Warp Lightning Cannon
In your shooting phase, pick one of the included Warp Lightning Cannons and lower the result of dice roll to determine that cannon's power by 1.
- You can apply the buff to one Warp Lightning Cannon per phase, even if you take more than one with the coven.
- The only Enginecoven that doesn't have a Stormfiend tax. This makes it the cheapest of all the Enginecovens.
Gautfyre Skorch
One Warlock Engineer or Warlock Bombardier, 1-4 units of Stormfiends, 1-5 units of Warp-Grinders, 1-5 Warpfire Throwers
2 units can travel with the coven's Warp-Grinders instead of 1, as long as they're all part of the same enginecoven. Now that the FAQ made it actually cheaper than just buying a second Warp-Grinder, this is a solid enginecoven to take if you were already planning on using them. You don't get the extra body to warp-shank people with, but it helps fill out your Warp Convocation and get those battalion benefits.
Gascloud Chokelung
One Warlock Engineer or Warlock Bombardier, 1-3 units of Stormfiends, 2-5 units of Skryre Acolytes
Reroll hit rolls of 1 with missile attacks from the coven's Acolytes or Stormfiend's Wind Launchers.
Rattlegauge Warplock
One Warlock Engineer or Warlock Bombardier, 1-3 units of Stormfiends, 1-3 units of Warplock Jezzails, 1-5 Ratling Guns
Reroll 1s for missile attacks from the coven's Jezzails and Ratling Guns. This sounds like a promising enginecoven at first, but unfortunately it doesn't affect the Stormfiends' Ratling Cannons and the Jezzails are already usually getting rerolls to hit.
Whyrlblade Threshik
One Warlock Engineer or Warlock Bombardier, 1-3 units of Stormfiends, 1-3 Doomwheels, 1-5 Doom-Flayers
Add 3" to moves for any units from the coven as long as they started in range of the buff.
Skratchnik's Warpcoven
One Warlock Bombardier, 1 units of Stormfiends, 1 Doomwheels, 1 Warp Lighting Cannon
The exclusive battalion comes with the Carrion Empire box, separate from the stock Warpcovens. In the first battle round, roll a dice each time a wound or mortal wound is allocated to a model from this battalion. On a 5+ that wound or mortal wound is negated.
Rattachak's Doomcoven
One Warlock Bombardier(Rattachak), 1 units of Stormfiends, 1 Warp Lighting Cannon
Re-roll hits and +1 damage for Rattachak's doom rocket and +1 damage to the Stormfiends Shock Gauntlets
Claw-Horde
One Clawlord, 1-3 units of Stormvermin and 2-9 units of Clanrats
When the Clawlord uses their Gnash-gnaw ability, instead of picking 1 unit within 13", pick all battalion units within 13". Conveniently contains 3 battleline units. The buff itself is pretty situational since it can be tricky/clunky trying to keep two or more units wholly within range.
Fleshmeld Menagerie
One Master Moulder, 0-3 Hell Pit Abominations, 1-3 units of Packmasters, 1-4 units of Rat Swarms or Giant Rats and 1-4 units of Rat Ogres
When the Master Moulder uses Unleash More-More Beasts ability, a new unit is added on a 4+ instead of a 5+.
Slinktalon
One Deathmaster, 1-4 units of Gutter Runners and 2-8 units of Night Runners
During the combat phase in which the Deathmaster is deployed, re-roll all hit rolls for units in the battalion. Arguably a must have for any Eshin-heavy lists. The main reason to take this battalion is for that extra relic to make your Deathmaster more killy.
Allied Armies
If you devote yourself to a particular clan it's been FAQ'ed that you can’t take another skaventide clan as allies. FAQ explicitly states that models with the SKAVEN keyword (which is pretty much everything Skaven) cannot be taken as allies in a Skaventide army.
- One-Eyed Grunnok: A Warstomper Mega-Gargant available to all Chaos factions. Recruit a your own monstrous centerpiece at the cost of your entire allied points allowance. He’s a best used right in the heat of combat where he can throw enemies at each other and disrupt enemy formations. Re-rolls jump attacks of 1, plus enemies get -1 to hits on previous jump attacks of 6.
Nurgle
Our one and only ally option. Only permitted if you take a Pestilens Warlord. There are a lot of options here (over 30 leaders!) so it's recommended you look through the Maggotkin of Nurgle Tactics page if you're considering them as an ally.
- Horticulous Slimux can spawn a single Feculent Gnarlmaw that allows your Nurgle units to advance and charge when near it. This can make spacing your forces a lot easier and help ensure you get to initiate fights on your terms.
A quick note here - you, unfortunately, can't use any of the Nurgle spells like Blades of Putrefaction when allying with Nurgle, since you will only get access to these spells if your army is NURGLE allegiance (as "the Lores of Nurgle" is an Allegiance Ability).
Age of Sigmar Tactics Articles | ||
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General Tactics | ||
Order | ||
Chaos | ||
Death | ||
Destruction | ||
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