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The Skaven Units

Introduction

The Skaven army is not an easy army to play with, they have low leadership no really really good troops (unlike orcs and goblins) and their just plain difficult to use.  You have to plan ahead and think very carefully before each and every move.  Getting the warp fire to shoot my mean the difference between victory and defeat.  Not only are the war machines difficult to use but they don't explode in a conventional way.  Warpfire Throwers may explode in
an impressive mushroom cloud of smoke or the model carrying the fuel barrel may run in a random direction then explode much to the discomfort of anyone near by.  Of course this is one of the funniest armies around and also the army book is one of the best I ever read.  If you ever need an amusing story ask a Skaven player.

          Of course you're problem thinking by  now just get on with it, so I will this page is devoted to Skaven tips and tactics and other fun stuff.  

Basic Units

Clan Rats

The basic unit you'll find in just about every Skaven army are ClanRats. ClanRats are 6pts each which makes them very cheap. miserable leadership of 5 which plagues most all Skaven. The best way to counter act the low leadership is to field a unit of 40 warriors with the army standard and general in the unit. This will form a core unit that provides a large mass for the skaven to surround and get leadership benefits. It is also to get a sacred standard of the horned rat for your army banner. Clanrats are good for a core unit or a unit that pushes the Screaming Bell.


Storm Vermin

StormVermin are big tough fighters that really add some power to the Skaven forces. With a weapon skill and strength of 4 this breed of rat can do some damage. You want to keep the StormVermin back though don't make them part of your first assault hold them back just a bit so most of the missile fire and war machine fire hits the ClanRats and Slaves. At 9.5 points each you usually can't afford a 40 model unit.

Slaves
Slaves, most people dismiss slaves as useless and they are really the only thing they do really well is die. So what you do is field 2 nice size regiments of slaves(they are 2 1/2 points so don't worry) and throw them in front of large powerful regiments, monsters, Calvary, or anything else that can get in the way of your main block.


Plague Monks

Plague Monks cost the same a clanrats but hold a distinct advantage in that they have frenzy and they are tougher. Because they have frenzy I would not advise giving them a screaming bell to push because they could go rampaging of the map and that would put the bell in a sore position indeed, especially if the battle is well under way and you need it to destroy those war machines. The plague monks are most effective attacker right after a devastating attack with plague censers.  Do you have a plague monk based army? If so e-mail me at 


CLAN PESTILENT


Intro to Clan Pestilent

Clan Pestilent is mostly located in the steamy jungles of Lustria where they dwell in the ancient temples and worship the Horned Rat. Clan pestilent believed that they are the horned one chosen ones and that they are to spread corruption and decay in his name. Clan Pestilent has brought many powerful magic items to the Skaven empire including the rod of corruption. Clan Pestilent was responciple for the black plague which killed 9/10th of the empires population.


Plague Censor Bearers

One of clan pestilent greater weapons of war are the plague censor bears. These powerful units have both frenzy and hatred for the enemy and will fight until death. Also around them there is a one inch fog of death which if the a mold in the area losses the toughness check they suffer one wound. Of course you always have more than one censer bearer around... they are 15pts each I always field at least two.


Lord Skrolk (special character)

Clan Pestilent also has a mighty hero to lead its ranks Lord Skrolk Plaguelord of Clan Pestilens. This character is quite a formidable enemy even with out any magic items for he has frenzy and he causes terror. Also molds in base to base contact with him get a minus 1 penalty for weapon skill and innovate. Also while in combat he wields a plague censer making him an absolute monster of

CLAN MOULDER

Intro to Clan Moulder

Clan Moulder is one of the most powerful clans as it has the mighty rat ogres and a large amount of monsters which they sell to the other clans. They also breed giant rats which can surround the enemy and pin them down while their chisel teeth tear and rend at flesh and bone. Then the Rat Ogres are realized and they shred and maim in an orgy of violence.


Pack Masters

Packmasters are a necessity when dealing with Clan Moulder's creations. They are relatively good fighters and the are relatively cheep so it shouldn't be to painful to included them. Packmasters prevent rat ogres from going stupid and they keep the giant rats to gather so they are important.
Yes you need them so go buy some.

Rat Ogres

Rat Ogres are the heavy hitters of the Skaven force. They have the same stats of other ogers and they are perfect in almost every way expect one they are stupid but as long as there is a packmaster around there is no need to worry. If you manage to send a large unit of rat ogers into a frenzy they will demolish whatever you point them at. One way to frenzy some rat ogers is to include a champion and then arm him with a pot of skaven brew. Throt the
Unclean fills this capacity rather well.  The biggest problem with rat ogers is how big the unit should be.  The only answer I can think of would be it depends on the army your fighting.  If its a army that will try to out flank you use a large unit of rat ogers to put them into a world of hurt.  A large unit would also be useful against dwarves armies.  Smaller units of rat ogers are good for killing night goblins hobgoblins chaos hounds among others.  If your looking for an overall good way to use them all the time it would be one large unit committed to a second wave attack.   That way they won't get in the way of your main advance and then they could fight were there most needed.

Giant Rats

Giant rats fulfill the same capacity as salves do, go forth and die slowly.  Unlike slaves though Giant rats can always lap around the enemy I've seen players use huge regiments of giant rats instead of slaves in battle but I've never tried it myself.  There good for keeping units busy 'nuff said.

CLAN ESHIN


Gutter Runners

Gutter Runners are nifty little guys that either run around and do an amazing amount of damage and cause a great deal of chaos or they are chased away in short order. Always arm your unit of gutter runners with everything possible for they will serve a variety of purposes. If points allow include assassins with this unit to add extra bite when attacking war machines. Lastly they can attack whatever they can from undergrowth. Only include Sknitch in this unit if your shure you won't be needing him to attack other heroes.

Assassins

Assassins are real cool little guys that can put a serious hurting on enemy characters and their ability to hide in a unit until the time is right to spring into action and help sweep away the opposition. Unfortunately they aren't very strong but still they are very useful especially against characters with a lower toughness.

Death Master Sknitch (special character)

Lastly there is Death Master Sknitch one of the most powerful and useful characters in the Skaven army if there is one character to include in your army include this one. He is almost invisible with his cloak of shadows(costs extra but who cares) with it on he can only be attacked if the attacker roles a six on a 1d6 and spells can only be cast against him on roles of a 5 or a 6 on a 1d6. Lastly his bands of power give him a strength of 8 making him capable of seriously wounding or killing most enemy characters. To use him is to love him.

CLAN SCRYE

Intro to Clan Scrye

Clan Scrye is very very important to any and every Skaven army they provide massively powerful screaming bells to lightning shooting doom wheels to the infamous Warpfire throwers. Clan Skrye gives the Skaven the strength and fire power it needs to win. With out this vital clan's units it skaven are hard pressed to win any battle.

Screaming Bells

Screaming bells can be a real pain if nothing else. They require a unit to push it a grey seer to ride it and when it rings it can have negative effects on you army. But if you can allocate the 540 points not including the unit pushing it go for it. The screening bell is good for big games or against dwarves the bell has the wonderful ability to blow up enemy war machines or send the surrounding units into a frenzy ummm frenzy yummy. The problem is that it attracts a hail of missile fire spells war machine fire the magic aura around the bell helps with the spells and the seers spells help with archers and the bell helps with the war machines of course this doesn't usually work out as planned. But that's what the other units and war machines are for.
The Screaming Bell, can be a real lifesaver and a really destructive hunk of a war engine if you know what I mean.  3 of the results can send wall bridges buildings and war engines into a useless pile of rubble. Two of the results send the surrounding Skaven into a frenzy and one of the best is that it can let Skaven re-roll their leadership tests.   It also gives the Skaven pushing the bell a hand to hand advantage as it crushes the enemy under its bulk. It also can dispel spells targeting the bell and its crew on a roll of 4,5,or 6 when combined with the sacred standard of the horned rat you got it made! I usually have the main block push the bell along or a unit of slaves depending on how I want it used in the battle.

Warp Fire Throwers

Warp fire throwers are a must for all units that can afford to have them. While they may exploded kill half your unit and even in extreme cases kill you general(don't ask) their advantages far out weight their disadvantages. These war machines can cause huge gaps in enemy formations cause brave knights to run in terror and kill dwarves most of all the Tremens really go up when you hit um so use them but respect um and keep them 5' away from your units to minimize damage if the blow up. Remember they can't move and shoot so anticipated be careful.

Jezzails

Jezzail Teams are okay for shooting at dangerous large units. It's is generally ill advised to take out individual characters with the Jezzail teams. Usually they don't do to much damage so don't be to disappointed if they run off in short order as long as they did some damage they be good.

Doom Wheels

Doom wheels... ahh the doomwheels they can be either so much fun and they'll rampage about and do colossal damage or they'll do nothing at all rampage out of control and massacre your favorite unit kill your general and cause half your army to run away (don't ask its a long story). But on the average a good warmatchine to have at your side best of all they are cheep. Only 150 points a real bargain for the damage it can do. So what dose it do well it shoots 3 bolts of warp lightning per turn of varying strength (2-10) it can crush fighters when charging, and it can fight hand to hand with its rats and warlock. Now for the downside the ward lightning has a 3d6 for a range. So the bolts only strike the closest target in range remember that its important because if your unit is the closest in range you bet you ass that your getting fried. Also the domwheel has a random movement (3d6") which can provide plenty of problems for you. When the doomwheel charges a unit it inflicts 1d6+2 hits on the unit. So all in all a good warmatchine.


Warlocks

Warlocks don't get used very much by me I either go for a grey seer or something else. Of course the warlocks are useful for carrying dispel scrolls and adding magical fire power to your forces.

Grey Seer

Grey Seers are almost always found in a Skaven army list. These wizards are better fighters than your average Skaven general and there necessary to cast most of the more powerful Skaven spells I always try my best to include at least one in my army no matter the size.  

Vermin Lord

The vermin lord now more than ever this model can send shivers down an enemies spine. Why well with the new chaos rules its the cheapest daemon out there. At 600 pts its a level 4 wizard that can cast dark or skaven spells.  It also has a doom glaive which dose 1d3 wounds and high stats all around.

Ikit Claw

Ikit Claw... Ikit Claw is problem one of the most useful special charcter that the Skaven have. He can cast any spell exempt for waaagh magic, has poison wind globes, a warpfire projector, and a nifty banner thinly on his back. All these things make him a monster in combat and on the field in general. Usually I'll have him use High Magic or Battle Magic and he's always with at least 1 spell storage device. Remember think about your opponent then think about the troops he will be using before selecting a spell deck to use. Remember all your options and try to pick the one that will give you the greatest advantage. Remember Skaven have few missile troops so having lots of spells
goes a long way.

Stradigys

2000 pts- Get a large unit of clanrats with a warpfirethrower and an assassin, this will be your main block which is very, very, very important.  This is the one unit that isn't expendable you need it to provide a comforting mass of troops.   Keep your general out of this in this unit and arm him with a crown of command and a powerful magic weapon.  You want to keep him back and let him offer moral support for the rest of the army.  Next you need a sacred standard of the horned rat for your main block of troops this will give them a LD of 10 and a dispel on a 4,5,6.  Now for an army standard sometimes I put him in my main block or have him running around on his own I haven't quite figured out which is best.  For the rest of your units well that's up to you.  I always take a doomwheel as they can cause all sorts of havoc.   I also always take a fair sized unit of stormvermin to make shure any big units don't get in the way.  As for the rest you can go with more clanrats, plague monks, another doomwheel, the choose is yours.  Most of all try to get enough Ld boosting items so that if your playing with that dammed veto rule you won't be totally screwed.

SKAVEN MAIN

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