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==Tactics== [[Category:Warhammer/Tactics]] Models. More models. MOAR! Seriously, this is a horde army. You will buy at least 200 rats, you will assemble, paint, and base them all, and you will love it. A good guideline is around 1 model per ten points, and at least 1 slave per 20 points. Aim for at least 2 Hordes of 40-60 Clanrats in any game with a high enough points limit. Adding more is not just fine but recommended. Use slaves, love slaves, field 3 blocks of 50 slaves and watch your opponent's deathstar never do anything but munch 300 points all game (while getting shot at!). Never, ever skimp on the protection for your general (heavy armour, shield, 4+ Ward). If he dies, your rats drop down to their (generally shitty) base Leadership. Some armies (VC and Tomb Kings mostly) will ruin your day if you let them get into a grind-fest. Flank them hard and don't let them get into the stand-up fight that they want. Also note, if fighting an OnG army with lots of goblins, or a VC army with a lot of zombies, your number advantage won't be as great as a good Skaven player should be comfortable with. Blowholes in 'em with warmachines and casters, and hope for the best. Though it's a misconception that skaven HAVE to be a Horde army. Clanrats aren't the greatest warriors in the Old World, but have several small units of 20 just so you can take a weapon team with each can result in a bunch of added lols. Yes they will misfire more often than not. Yes they will blow themselves up, even sometimes in the opening salvo. But you didn't pick skaven for the reliability of the deranged warlock engineers mechanical contraptions. Tying a unit of Elite infantry down with a large block of slaves and unleashing flaming, poisonous wind, warp lead death without regard to who you actually kill? Golden! If you do not fancy playing the horde game, skaven gunlines can be also quite devastating. 10 Jezzails can put a serious hurt on any monster out there without a ward save, and Gutter Runners with poison + slings are the bane of nearly everything (20-30 poisoned shots on a greater demon on turn 1 = 500 points less for your opponent). You cannons are stupid-good tier, as they can either snipe monsters (mediocre due to the random strength) or obliterate large blocks of troops. Catapults are mainly for support, but against msu strategies they can force multiple LD test.
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