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===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.
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