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.