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Tip4Tap

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  1. A friend of mine wants to start DoK and is thinking of taking this army to tournaments. As i have no experience with the army I’d thought I’d ask for some advice.

     

    Allegiance: Daughters Of Khaine

    Leaders
    Slaughter Queen on Cauldron Of Blood (330)
    Hag Queen on Cauldron Of Blood (300)
    Hag Queen (60)
    Hag Queen (60)

    Battleline
    30 x Witch Aelves (270)
    - Pairs of Sacrificial Knives
    30 x Witch Aelves (270)
    - Pairs of Sacrificial Knives
    30 x Witch Aelves (270)
    - Pairs of Sacrificial Knives

    Units
    5 x Khinerai Lifetakers (80)
    5 x Khinerai Lifetakers (80)
    5 x Doomfire Warlocks (160)

    Battalions
    Cauldron Guard (120)

    Total: 2000 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 146
     

    what do you guys think?

    strengths?

    weaknesses?

    my friend wants to use this in 5 game tournaments so needs to be an all comers list.

  2. 4 minutes ago, Freejack02 said:

    About 28% doable, without any buffs or rerolls. 

     

    I'm trying to think - are Goblin Fanatics the only unit that could realistically get in range during a combat where SCE units setup? Is there anything else that can close that distance on the enemy's turn?

    Yeah I’m going to be honest I was being a tad sarcastic. I don’t intend on dropping my guys in plain sight and then attempting a 9 inch charge. Just for them to fail and have half my army destroyed turn one.

  3. Hey guys new Stormcast player here, got a question about when units ride the lightning and land on the table. In the SC battletome it states you have to set up the units at the end of your movement phase. 

    I have two questions, first does landing them on the table count as there movement? Second can they run in that turn?

    For example if I drop a Knight-Heraldor with my units can they run and still charge in the turn they land?

    Sorry if this is a noobish question, still new to SC and figuring out the most effective way to get my units into combat the turn they land.

  4. 14 hours ago, Mayple said:

    If you want to be competitive with Skaven, you gotta get cheesy, or play dirty ;) (in the nice kind of way, don't be "that guy"), I'm talking swarms of plague monks backed up by a harbinger of decay (check out his command ability; that's a more powerful version of Thanquol's) EDIT: Scratch that. Nurgle Mortals, so no skaven. Late night rambling ;) - Deathrunner general with cunning deceiver and crown of command or lens of refraction (hysh) - Archaon + 2+ Warpseer Verminlords, and so on, and so on. Strongly consider gutter runners, regardless of your approach. Those fellows have won me battles I ought to have lost :)

     

    If in doubt of what to buy a bunch of, I can recommend plague monks. Their starter pack gives you plenty of options for the other clans, such as the screaming bell, grey seer, and warplightning cannon; and each pack of plague monks also give you 20 giant rats, so.. Value. 

    They are also considerable less painful to paint as a horde compared to clanrats.

    You'd still need clanrats in some shape of form, as they're invaluable as objective grabbers and outmaneuvering tools, but no need to get hundreds of them ;) At least not until Verminus gets a release.

    To give you a good idea of the key difference between the two notable horde options;

    Clanrats - Fast, Maneuverable, Cheap, Reliant on Warlord for killing power. Extremely weak under 30/20 rats, even when buffed. Consider them slaves, and they will never disappoint you. Their retreat+charge rule enables them to pull moves other infantry could never dream of.

    Plague Monks - Killy, Self-Reliant, Still cheaper than most other infantry, but way more deadly. Wants to get into close combat as fast as possible, and gets to attack three times each when they charge. Dual wielding foetide blades is the hands down best (and coolest) weapon option. They can pick all the banner options, but only one leader option. When they die in combat, they deal mortal wounds to the enemy on a 6+, so you actually want them to get in there and get murdered. They can take on things way above their league. Their lack of a save is actually deceptive, and makes you think they're super squishy. With 40 total wounds, they're really not, and you mitigate further losses with inspiring presence or crown of command. Also worth noting is that most things that would deal a whole lot of damage to plague monks would also rend through the save value of clanrats,  leaving them on equal footing. It is only versus WEAK attacks that plague monks starts taking casualties that clanrats could avoid :P

     

    Giant rats are weird mix between plague monks and clanrats, and work best, oddly enough,  alongside plague priests. 

     

    Anyway, that was a bit of a ramble. At the end of the day, get a whole bunch of whatever you want. Skaven are more competitive than people give them credit for, regardless of your choice of clan. They do, however, require you to really bring a plan to the table, and innovate where needed. So be prepared for the mental challenge of it all ;)

     

    If you're still unsure what to go for, I wrote a clan comparison thingy over at the Pestilence thread, pretty early on the first page if I recall correctly, so feel free to check that out for added insight. 

    So what would your typical all comers skaven list look like. 

    I need a list that can deal with the big boys. Nagash, seraphon, stormcast etc.

  5. I’ve been meaning to start a skaven army for ages but can never get round to it. Honestly I have no idea where to start.

    Im not convinced they are any good as a lone army. I feel as if they are better used in a mixed chaos force. I love stormfiends, the Verminlord Deceiver, Thanquol & Boneripper and Warp Lightning Cannon. However, I think most of the battleline stuff is trash unless you can field a lot of it, let’s be honest though who wants to build and paint 120 clanrats. So ive been thinking of a mixed chaos force using Plaguebearers as the battleline.

    I really want to make the army work and take it to tournaments I’m just not sure skaven can be competitive. Any advice on how to get started and optimise my rat force?

  6. Hey guys I’m starting a deepkin army for AoS 2. I’m looking for advice on the army. I’ve got a few tournaments coming up and want to take the deepkin to these.

    So far the list I’ve come up with is this:

    Allegiance: Idoneth Deepkin

    Realm: CHAMON

    Enclave: FUETHÁN

    LEADERS
    Isharann Tidecaster 100 -General
    --Born from Agony -Augury Shells -Spell: Abyssal Darkness

    Isharann Soulscryer 100

    Eidolon of Mathlann 440 -Spell: Steed of Tides

    UNITS
    10 Namarti Reavers 140 -Icon Bearer
    10 Namarti Reavers 140 -Icon Bearer
    10 Namarti Reavers 140 -Icon Bearer
    6 Akhelian Ishlaen Guard 280 -Command Group
    6 Akhelian Ishlaen Guard 280 -Command Group
    3 Akhelian Morrsarr Guard 160 -Command Group
    3 Akhelian Morrsarr Guard 160 -Command Group

    ENDLESS SPELLS Balewind Vortex 40

    Total: 1980/2000

    What do you guys think? 

  7. So before AoS 6 Nations I was toying with some lists and came up with something that was similar to a list taken by a Swedish player. It had relative success with the team taking second.

    The list he fielded looked like this:

    Leaders
    Curseling, Eye of Tzeentch (160) - General
    - Trait: Magical Supremacy
    - Artefact: Souldraught
    - Lore of Fate: Bolt of Tzeentch

    Tzaangor Shaman (180)
     - Lore of Change: Unchecked Mutation

    Lord Of Change (380)
    - Artefact: Wellspring of Arcane Might - Lore of Change: Tzeentch's Firestorm


    Battleline
    10 x Kairic Acolytes (80)
    - 7x Cursed Blade & Arcanite Shield - 3x Cursed Glaives
    10 x Kairic Acolytes (80)
    - 7x Cursed Blade & Arcanite Shield - 3x Cursed Glaives
    30 x Tzaangors (480)
    - 6x Pair of Savage Blade
    - 12x Savage Greatblade
    - 12x Savage Blade & Arcanite Shield
    Units
    3 x Tzaangor Enlightened (160)
     3 x Tzaangor Skyfires (220)
     
    Battalions
    Tzaangor Coven (110)

    Endless Spells
    Balewind Vortex (40)

    Geminids of Uhl-Gysh (40)

    Umbral Spellportal (60)
     Total: 1990 / 2000

    Im not completely sold on the list. I still think the Kairic Acolytes are very weak and with only 3 skyfires/Enlightened the list may lack damage if the 30 Tzaangors are killed. I also think the lack of bodies on the table might be an issue.  Also I’m not 100% on the lord of change I’m not convince he’s worth 380 points. 

    This list is also heavily countered by engine spam and was beaten turn two by Darren Watson’s Seraphon list. However, I think the next FAQ will fix that.

    So what do you guys think?
     

  8. 3 hours ago, Skabnoze said:

    I don’t really see the issue with the Engine of the Gods.  Mathematically it is not that bad.  Without a Slaan it has to roll on the high end to summon a unit if it is undamaged.  With a Slaan it has a fairly good chance to get the summon, but it is still slightly above average.  If you knock 5 wounds off of it then it cannot score high enough for the summon with or without a Slaan.

    It seems strong, but too terrible.  That said, I will agree that the cost on it seems too low and it probably should have been unique.  But apart from an absurdly low cost I don’t think that thing is game-breaking.

    Sure one isn't so bad. If you get a chance take a look at the 6 nations lists. Darren Watson is bringing 4 and a slann. 

    • Haha 1
  9. 2 hours ago, High Overlord Xenu said:

    KO are dead competitively, and this makes me sad because the NOVA Open tickets I bought are non-refundable and now I don't have time to get another army ready.

     

    If I drank, I would be drunk right now.

    Might be a silly question but is NOVA based in America?

  10. 7 minutes ago, DerZauberer said:

    Am I the only one who thinks that this will break competitive AoS  till there is a fix for that? 

    There is so much space to abuse and twist the rules to make it absolutely ridiculous. Just like the example of the 16 damage Grot Speers or similar stuff. 

    I think most of us expected some sort of limitations for Command Abilities for matched play as most people knew about the possible broken combinations.

    It really can't be fun for the enemy to get charged by a single Megaboss spamming 4-5 times Waaagh onto near units just to get blown up by Smashin & Bashin. And that is just the possible abuse I can think of with my small Orruk brain.

    Jeez.

    While yes I agree with you it’s not great for the competitive scene, I honestly feel like we should take whatever we can get and be grateful. Compared with some of the filth other armies are going to bring this is pretty tame.

  11. 24 minutes ago, Malakree said:

    This errata makes me think that it's not happening. It looks like we are going to get the 3rd ed dark eldar treatment, gotta wait for AoS3 for our next battle-tome.

    Our time will come. Stay strong keep believing.

  12. 21 minutes ago, mmimzie said:

    Competitively I think the one thing we can say for sure in that the balewind is good for us. It's cheap and we have two strong spells that work very well off the bonus range. Both vorpal maelstrom and the cover save get really great buffs when used along side the vortex. It also gives us a bit of a defense against endless spells should they matter in the meta. Lastly with steed of tide the valewind+ caster combo being one model means we can keep that combo mobile if needed. 

     

    From there we have a debate of morrsarr vs thralls. Which has been going on since the release of the deepkin book. 

     

     

    Thralls are all about horniness and  regaining. Being high model count means when you are on an objective its easier to control. Morphan in my opinion is the only way to do thralls.

     

    Morrsarr hit hard and fast having lots of of alpha strike options. Taking important deants out of the enemy lines. They also combo well with roaming the king command ability of turn 3. As of right now I see two ways to use morrsarr. The first way is to hit hard turn 1, retreat turn 2, and hope to get another good charge in turn 3 with king buffs. Or with ishlaen holding the table a bit, then with a soul scryer bring in a big 9-12 morrsarr guard unit and a king turn 2. Pop cloud of midnight during enemy turn 2. Then have the king Chung as many CP as you could muster to buff your 9-12 man morrsarr guard unit with +4-6 attacks, charge in and delete the enemy army. 

     

     

    Ishlaen are still good but are a bit weaker now. With out mystic shield getting a 2+ is possible. Meaning you can at best get a 3+ with cover and either reroll 1s with mystic shield or full refill from sisters of the thorn. The latter having an added benefit of allowing you to do bounce back mortal wounds. 

     

    The list I'm going for will be 12 ishlaen and 2x6 morrsarr guard  back with royal court, and sisters of the thorn. Turn 1 charge with ishlaen and shield of thorns to do reflect damage and lock up a good chunk of the enemy army. While the 2x6 morrsarr guard units work from one side of the table chewing up units that have been cut off by the ishlaen.  Its alittle vulnerable to mortal wounds but the tide casters and ionrach enclave seek to counter that. Which gives access to good unbinds and reliable-1 to hit against some to hit based mortal wound units. 

     

    Edit: also both eels and thralls have about the same vulnerability to mortal wounds. With the max unit size discount for thralls vs eels having 2 more wounds for the base price. Both armies will have about the same wounds. That said for them to be even thralls bust be taken in blocks of 30nothereise thralls ar rather weak to mortal wounds.

    Do you think they’ll be in a position to deal with seraphon, death, Slaanesh and the other top tier armies coming into 2nd edition.

  13. Hey guys I’m looking for some advice,

    I’m looking at DoK as my age of Sigmar 2 army. If I decide to go ahead with them they’ll be the army I take to tournaments. I’m looking for any hints, tips and advice you guys can give me about the army going into AoS 2.

     from a competitive perspective how do you guys think DoK sit going into 2nd edition? 

    Do you think they’ll be in a position to deal with seraphon, death, Slaanesh and the other top tier armies coming into 2nd edition.

    Do you think the hag queen only being 60 points will get nerfed?

    As has been said above this army seems insanely expensive to get into, the main reason I’m asking these question is because I don’t want to invest a shed load of money to find the army is completely shocking in 2nd edition.

    What do you guys think? Any help is always appreciated 

  14. So I’m looking at my AoS 2 tournament army. From an aesthetic point of view I love the deepkin models I think they are some of the best yet.

    from a competitive perspective how do you guys think deepkin sit going into 2nd edition? 

    What do you think the strengths and weaknesses of the army will be? 

     

  15. 4 hours ago, Mayple said:

    Depends what you're going for, and your preference. It doesn't take long to build them all, but it can be really difficult to motivate yourself to paint 160++ of the same model. From recent experience, I'd say that Pestilens has the easiest horde-painting experience. Clanrats has so many tiny, and wildly different details that it's difficult to go through them all in one go. 

    Online guides are very helpful in those cases.

    If you hate hordes, Skryre/Moulder are solid alternatives.

    Are plague monks only battle line to clan Pestilens? 

     

  16. 8 hours ago, Mayple said:

    Alrighty! Big all-things Skaven post incoming, but I'll be promoting Pestilens, so we're good for thread focus ;)

     

    Skaven do a lot of things really, really well - and some things moderately. They have, like all armies, weaknesses, but those are largely avoided or mitigated by clever plays, or allied units that balance out key weaknesses. It's difficult to list strengths and weaknesses for Skaven as a whole since their different factions can approach the game in such drastically different ways, but there's a few recurring elements. 

    The good:

    - Hordes; Almost anything skaven can bring to the table, they can bring a -lot- of. Every clan except Skryre wants to swarm the opponent in some shape or form.

    - Base size: Every single horde unit is filled with models standing on 25mm bases. This means that stacking an absurd amount of attacks onto something is easily accomplished with just a handful of rats, and you'll rarely have to worry that your unit gets "clogged up" by it's own models due to bigger base sizes. A very good rule of thumb about this, which some people aren't aware of; 25mm is slightly less than 1", this means that models with 1" reach/range, standing on 25mm, can fight in two ranks, while those with 2" reach/range can fight in three; as long as there's no additional space between them. Thus, swarming an opponent is a very real thing, and you'd be surprised what seemingly weak clanrats and such can accomplish when they get to gang up on a large behemoth ;)

    - Sacrificial pawns; As a Skaven player, you're often well aware of how expendable your units are. Your opponent is often unaware of this, and will very often waste time throwing their terrifying killing machines into units that you know you don't need to accomplish your plans. This very often turns into a win/win scenario, because if they ignore that throw-away unit, you're free to run them onto objectives. Skaven can be surprisingly fast; clanrats being an exceptionally good example of this (They get +2 speed if they run/retreat, and they're able to retreat and charge in the same turn, meaning you get to retreat them -past- a unit they were fighting, and charge them into a unit they can actually handle, like a lone mage, or a line of archers. In the new edition, where units can only fire at the units they're in combat with if they're in combat, this is doubly effective) 

    - DAMAGE: A lot of Skaven units and warmachines have the possibility of dropping more wounds onto something in a single turn than you'd ever see from anything else. That's not to say that they'll -always- do this. Typically, Skaven damage output is flimsy, risky, and only half-reliable, but when it works, it -really- works. Think glass cannon, if that terminology works for you. This mostly goes for Skryre, who has the largest collection of "big damage, squishy" and "big damage, could kill itself" units available, but applies generally as well. 

    For instance, Clan Eshin has a great, game-dominating unit called "Gutter Runners" - For 200 points, you get 20 of these killer rats, who can deploy off the map, and basically outflank your opponent. Now here's the catch; They -have- to show up at the start of your first movement phase. No choice, no waiting for the right moment - and if your opponent is ready for them, then there's not going to be a lot of space for them to deploy everyone outside of 9" in any effective manner. Well, great, they still get to shoot a bunch, but that's more of a bonus than anything else. The real risk, is getting off that 9" charge. If they do, they will more or less kill, or horribly maim, anything you throw their collective stabby-stabbing at. If they fail, they will be wiped out before they can do anything because they're super squishy, and has terrible bravery. Or, for 240 points, you get 40 plague monks, who can sort of match Gutter Runners in hit/wound rate with their foetide blades (but no rend) - but in return, they have no save whatsoever; which doesn't hold them back at all, but I'll get back to that later. 

    - Heroes: Skaven has so many heroes, it's incredibly difficult to determine which one is the "best of the best" - As they're all great for different situations, especially in the new edition where you can use all of their command abilities. Interestingly enough, Verminlords are not always as good as their smaller counterparts, as you can easily protect your tiny warlord behind a rock, or a piece of scenery, while the Verminlord will take a cannonball to the face. Notable heroes are; Grey Seer, who's command ability will save a -lot- of rats over the course of a game, Plague priest w/censer; who's ability to once-per-game nominate a unit within 13", giving everyone who attacks that unit re-rolls to wound (Which is often a guaranteed death sentence with the amount of attacks Skaven usually throw out) - and the eshin Deathrunner, who gets the same artifact TWICE; one for himself, one for his clone! - Spoiler; In the new edition, chaos allegiance's "crown of conquest" makes all chaos units within 6" immune to battleshock; and now you have two of them ;)

    - Spellcasters: If you wanted to, you could bring enough spellcasting to rival Tzeentch. You don't have a good way of increasing your modifier, but you can make up for that with the sheer quantity of spells you'd be able to cast. One can only unbind so much. Not neccesarily a very competitive way of doing it, but good to know, eh? 

     

    The bad:

    - Horrible bravery: Your models will run away every chance they get. Expect to take just as much losses to bravery as you do actual damage - Luckily, and especially with the new edition, we're able to work around this. Pestilens and Skryre allegiance gives us +2 bravery per 10 models in the unit from that clan, which goes a long way, but the saving grace is how inspiring presence works now instead of how it used to work. Before, we had to pick a unit in our hero phase, and instead of using a normal command ability, we would give it inspiring presence, making it immune to battleshock until our next hero phase. Now, we pick a unit in the battleshock phase within 12" of the general (or 6 from a hero), pay a command point, and they succeed their battleshock test. No more guessing who gets hit hard - now we know, and we get to do something about it. 

    - Super squishy: Everything is squishy except for some heroes (Arch-Warlock clocking in as the tankiest rat out there) - but what we lack in defense, we lack up for with mountains of bodies. As with all problems, the skaven solution is to throw more rats at it. Sure, you're losing 7 skaven to an attack you'd probably normally only lose 4 freeguild guards to, or maybe a single stormcast liberator, but there's TWO HUNDRED more where that came from. At that point, it's almost cute when the opponent starts dropping d3 and d6 mortal wounds onto a unit, for whatever reason. Normally that would be horrifying, but we don't care - there's always more skaven. 

    - Lack of support: We're a little bit behind the curve. No new shiny rules or toys for us, so we make due with what we have; and make no mistake, what we have is good - made even better by other people -constantly- underestimating what skaven can actually do. They surprise even me sometimes, and I play them all the time :P

     

    I'd put it like this:

    Verminus: (MANEUVER) super-horde army, uphill battle, use right buffs at the right time, outmaneuver opponent. All about being adaptive, flowing; Terrible at breaking through a static line. Units rely heavily on heroes.

    Pestilence: (KILL/MOSHPIT) Horde army, loves to fight, loves to sacrifice low-value models to kill high-value models. Prayers; no spellcasting, but no one will unbind you. Units work individually, heroes can make them better.

    Skryre: (SHOOT/MORTAL WOUNDS) Elite/Weapon team army; The bane of other elite armies. Can kill pretty much anything, but tends to have a serious shortage in friendly bodies. Extremely weak/auto loss versus things that do army-wide aoe damage, since every single weapon team has 3 wounds, and they're the core of your army, one way or another. Clanrats are exceptionally good allies, and fix a lot of Skryre's weaknesses. 

    Moulder: (BIG HEALTH MONSTER MASH//Frankenstein rats) Elite/Horde, everything is squishy, but some of the things heal. They have the hands down squishiest, cheapest heroes in all of Skavendom; Packmasters make the army go around, but don't be afraid to ally in a plague priest w/censer or two to -really- lay down the hurt. Good to note; Stormfiends don't need to be allied into Moulder, they're both a Moulder and a Skryre unit, so go crazy.

    Eshin: (ASSASSINATION/FLANKING): Great allies! Don't run it as it's own army unless you're bringing a Verminlord deceiver, who helps them out a lot. Everything in Eshin has -some- kind of movement shenanigans, and they're all faster than normal Skaven (7!), and have some kind of shooting, which Skaven troops normally do not have. Gutter runners are my favourite from these; think of them as your expendable suicidal special forces; send them in, torch/kill something, and watch them die. All according to plan. 

    Masterclan: (ALLIES): A bunch of wizards. Everything is nice, depending on your overal approach. Not an army in itself.

     

    More so than ever before. The three new command abilities (Inspiring presence, re-rolling charge rolls, and automatic 6" to run) have given us access to reliability; the one thing that has been keeping us down ;) At this point, any battle should be winnable as long as we play it well, which is a vast improvement to the earlier "Sometimes we can't win." - And I will eat my words if I can't prove it in time! 

    Pestilens has caught my eye at the moment as a potential competitive pick. They got a point drop across the board (so did Moulder) - but I have yet to see their new allegiance abilities, so we'll see where they stand. Regardless, they're a very fun army to play if you're not put off by the horde aspect.

     

    Warpgnaw Verminlord + full blob of Stormvermin; With the new edition, we can finally pull off a deepstriking maneuver with some reliability. Previously, if we failed the charge with the Stormvermin, you've essentially wasted 500 points; 840 if they also killed your Warpgnaw Verminlord. No more! Those Stormvermin will massacre whatever they get access to! 

    Plague Priest w/Censer bearer + Anything: It's hard to use this offensively, because it's in your hero phase, and only 13" range, but if the plague priest gets to target a unit with it's once per game ability, anything attacking that unit gets to re-roll their to-wound rolls; which turns things that are normally quite harmless like, for example, giant rats, into rabid swarms. Combined with any of the already good units, like Plague Priests, Stormvermin or Gutter Runners, you're looking at an exceptionally dead target!

    There's other combos, but I can't think of any right now. I mostly focus on movement and outmaneuvering, so the perfect situational "Aha, I have all my buffs, let's go" only plays out a few times over the course of a couple of matches :) We're bound to discover new combos now with the new edition as well. 

     

    You let them charge you ;)
    All the damage in the world means nothing, if all they get to hit the turn they reach you.. is a single unit of clanrats. 40 clanrats, or any other 40-rat blob can essentially reach across the table in a long line, forming a sacrificial wall. Then you hit them back with everything you got (i.e: only throw clanrats at something if the unit is weak, or if the clanrats are over 30 models, and are buffed by a warlord, so in this scenario; everything else)

    Fast hard-hitting armies often translate to someone putting their whole army within reach of your violent response. Who needs speed when the enemy parks at your doorstep? :D

    Alternatively, there's the "Onion/Wall/Net" Approach, which I explain a bit in-depth in my "Age of Sigmar Strategy" thread thingy. Check my signature, it should sort you out :) That's more of a stalling technique, but the principle is the same.

    Playing skaven is all about embracing the cowardly nature of your army. Your hero should NEVER unexpectedly get caught up in a fight. That's what your meatshields are for. Bodyguard, bodyguard, bodyguard. 

     

    We are the tankiest of tanks, but we pay the price in sanity; painting all those models will change you :ph34r:

     

    No worries! I hope you got what you needed :) Mind that my moulder and eshin insight is lacking a bit. I have minimal Moulder experience, and only Gutter Runners have graced me with their presence from Eshin. I'm sure others can fill in whatever blanks or misinformation I might have on those. 

    Oh wow thank you so much. That was an insanely educational read. Exactly what I needed to start moving forward with my skaven force.  

    The only question now is how long will it take to build and paint all these rats?!?! ?

    • Like 1
  17. 10 minutes ago, Mayple said:

    Sure :) I'm by no means an authority on the subject, but feel free to ask questions and I'll cover them as best as I can.

    Just really wanted to know about skaven play style.

    Whats good/bad?

    How does the army play e.g is it fast/slow, does it rely on magic or shooting, is there decent mortal wound output?

    Do you think skaven will be competitive in the 2nd edition?

    What combos work well?

    How do you combat fast hard hitting armies?

    What do skaven do well/badly?

    With low bravery/wounds do they lack staying power?

    As I said I’m a bit of a noob so any help would be great.

     

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