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===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.
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