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===Battleline=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> '''<span style="font-size:150%">{{color|Black|Skaventide}}</span>''' ''If you run a mixed SKAVENTIDE army these are your minimum required battlelines'' <div class="mw-collapsible-content"> *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscrolls_Clanrats.pdf 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. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscrolls_Stormvermin.pdf Stormvermin]:''' (Clan Verminus Min:10 130pts) The closet you have to an elite troop (or in-a-pinch bodyguards), and they're actually good. Their halberds have two attacks each at a 3+/3+/-1. Which means 10 Stormvermin hit harder then 20 clan rats. Their already decent damage can then be easily buffed by a Clawlord's "Gnaw-Gnaw on Their Bones!" for even more attacks, which increases said damage output by 50%. They can take hits for heroes of all clans, weapon teams and Eshin assassins can hide in them, and they're only 30 points more than clan rats while ALSO having a better save. Other clans may have better options, but Stormvermin are a solid option. </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> '''<span style="font-size:150%">{{color|Black|Eshin}}</span>''' ''You can include 1 unit of this type as a Battleline unit for each CLANS ESHIN HERO you include in your army.'' <div class="mw-collapsible-content"> *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscrolls_Night_Runners.pdf Night Runners]:''' (Min:10 90pts) 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, 10 Night Runners will do more damage then what a unit of 20 clan rats would do at a 10 point cheaper price against all target's but the data get's a little more complicated. If you compare only the shooting to the clan rat's melee (thuse presuming your skirmishing with at range) They do a lot better against 2+, 3+ units but against 4+ save units there slightly worse, and there even worse save means there pop off the board even faster. In general: they like to be pointed at more specific high value targets they can theoretical trade up against. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscrolls_Gutter_Runners.pdf Gutter Runners]:''' (Min:5 100pts) Elite version of Night Runners. Suffer the same fate as Night Runners too. In general they sport the same damage output at range as 100 points of clanrats do in melee since there throwing starts have 3 attacks making up for only 5 models and on paper if they shoot then charge: they can do a five wounds to a save 2+ target. All good on paper but there a hell of a lot more fragile. 5+ save on five bodies is not something to trust. In theory though they do have a game plan: Deep strike within 9 inches (and 6 of terrian) of the enemy and attempt an alpha strike with your 12 inch shurkens, then die, but at 100 points it's not that much of an investment. Range attacks alone can do a lot of damage to a 3+ save or better target thanks to 3 attacks and mortal wounds on 6. That's a lot that has to go right however. In theory it's probably better to deploy them normally, first turn run, and run on there actual move and shoot then. That's an 18 or 17 inch move on average on 12 inch range. Still they are very moderate risk given that 100 point price tag and very high reward. Not something you probably want an army of, but make a nice distraction running at the edges looking for hard target's to assassinate. </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> '''<span style="font-size:150%">{{color|Black|Moulder}}</span>''' ''Battleline if the army has Skaventide Allegiance and a Masterclan or Moulder general and all other non-Allies units are Moulder '' <div class="mw-collapsible-content"> *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscrolls_Giant_Rats.pdf 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. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscrolls_Rat_Ogors.pdf 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. </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> '''<span style="font-size:150%">{{color|Black|Pestilens}}</span>''' '' You can include 1 unit of this type as a Battleline unit for each CLANS PESTILENS HERO you include in your army. '' <div class="mw-collapsible-content"> *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//AoS_Skaven_Warscroll_card_Plague_Monks.pdf 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. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscrolls_Plague_Censer_Bearers.pdf 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. [[rip and tear|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. There one drawback, and it it's not a small one is defense: they can't take a hit. With a 6+ save even two wounds won't save them from even anti chaff attacks, -1 to wound helps in melee but these guys are a massive 'shoot me' target, and enough melee attacks means not even a -1 to wound would be enough and each lost censer hurt a lot. </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> '''<span style="font-size:150%">{{color|Black|Skryre}}</span>''' ''Battleline if the army has Skaventide Allegiance and a Masterclan or Skryre general and all other non-Allies units are Skryre '' <div class="mw-collapsible-content"> *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscroll_card_Stormfiends.pdf Stormfiends]:''' (Clan Moulder, Clan Skryre, Min:3 320pts) The Unholy Collaboration Between Skryre and Moulder. Has Taken-taken a similar nerf Grundstok Thunderers suffers, the weapons are divided up between a Trio. One fiend can take either Warpthrowers or mortars, another can take rattling guns or warpgrinders that grant ability for the unit to deep strike, and finally, last one can take a pair of reliable or random fists and has 7 wounds. Skaven players who used them pre battletome will lament the loss of the triple warpfire projectors unit. In their current incarnation, stormfiends are a very unattractive ranged choice. Warpfire projectors can't be overcharged for extra range to be used after using gnawholes nor do benefit from buffs that skryre engineer can provide to the unit. Mortars are terrifying on paper, but in practice require buffs to offset cointoss chance to actually hit the target. Rattling guns can do anything from 3 to 18 attacks. **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. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscrolls_Skryre_Acolytes.pdf Skryre Acolytes]:''' (Clan Skryre, Min:5 75pts) 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.**** </div> </div>
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