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I am new to Sigmar! I would like to collect a death army and the two that really get me are Nighthaunts and Flesh Eater Courts! But I don't know enough about the game to know how they really play on the table, and I love the lore and Aesthetic of both (Might get both eventually, but I can afford one right now). How do they both play? And I know courts are a hoard army, but are the Haunts? Or are they more elite? (I like having fewer, better painted models overall). I am also more interested in fun to play, over raw competitiveness, though winning CAN be very fun
Skaven Elites Premier Troops of the Skaven Clans Across the 5 Great Clans of the Skaven, there are a variety of powerful and varied units that when combined allow a Skaven army to manage itself against various threats. Among these units, each clan has an “elite unit”, a costly and specialized warscroll that best represents the strength of the clan they hail from. Stormvermin Specialization: Damage Focused Support Infantry Starting with the most recognizable, Stormvermin are the clenched fist of the Verminus Clans, forming the centre of their sizable infantry force. They come with a respectable attack profile that features both rend and decent range, and their 5+ save that grows stronger against attacks that are only 1 damage. Pros · A powerful attack profile that heavily rewards being buffed by command abilities like Gnash Gnaw Their Bones and Tyrants of Battle. · 2 Inch range allows large clusters of Stormvermin to all fight or even fight over the top of lines of Clanrats. · Their ability to retreat and still charge, as well as the +2 to run and retreat rolls make them insanely manoeuvrable for elite horde infantry. · Murderous Ferocity gives them a bonus if they outnumber their victim, which they almost always do. Cons · 140pts for 10 rats is a very hefty price tag. They receive a discount for a full-size regiment but that weighs in at 500pts. · Other elite infantry will smash them aside with their poor save and single wound each if they don’t fight them first. · No protection from being shot at and no resistance to battleshock built in. Plague Censer Bearers Specialization: Objective Holding and Harassment The glass cannon version of Stormvermin, they pack the same attack profile but also receive bonus attacks for charging and rerolls for being near Plague Monks. Their presence is deadly, radiating mortal wounds on nearby opponents. Pros · 2 Inch range weapons on a 32mm base unit makes for a very large footprint capable of tying up multiple units. · One of the few sources Clan Pestilens has of guaranteed, unconditional rend. · Can be taken in a Plaguesmog Congregation, further boosting their damage output with their radiant damage and giving them a protection against being shot at. · 60pts for 5 is a very affordable cost, especially for their purpose as harassers and objective holders. Cons · No armor save means any successful attack against them, no matter how lowly, will kill them. · No mobility steroids means a very slow, expensive unit. · Must be selected first in combat or they won’t likely fight at all. Stormfiends Specialization: Wound Output and Game Closing The big baddies of the Skaven roster. People who know nothing about the Clans know what Stormfiends are and what they do. The centrepiece of many comp lists, nothing about this unit is subtle. They’re big, they’re nasty and they put out one hell of a beating. Pros · The most powerful weaponry in all the Skaven Clans. Warpfire Throwers that fountain mortal wounds on the enemy, Ratling Guns that mow down infantry and a range of brutal and horrific melee weapons are just mere options for the Stormfiends. · Massive durability, packing both a 4+ save and 6 wounds as well as decent bravery. · Synergy with Clan Moulder Packmasters to further enhance their damage capabilities. Cons · 290pts for 3. Maximum firepower isn’t cheap, and every loss will be severely felt. · Large unit footprint but slow moving, it is easy for the enemy to tie these up with cheap chaff. · Poor choice for allying from other clans due to their prohibitive cost and lack of utility. This is a luxury unit, not a support one. Gutter Runners Specialization: Flanking and Harassment Ninja rats that emerge from the board edge and drown the enemy in a storm of throwing stars and poisoned knives. Mobility, speed, shooting and utility are just the order of business for the lethal foot soldiers of Clan Eshin. Pros · Emerging from any board edge on turn 1 is massive for an army that has no flying or high movement units. · A powerful combat profile that benefits well from being allied into other armies, synergizing well with Pestilens to-wound buffs and Verminus command abilities. · Running and shooting makes them a very fast and mobile harassment unit. · 60ps for 5 is very cheap. 200pts for 20 is even better. Cons · Not the most survivable, the armor save won’t save them from much and low bravery means large unit sizes are easily punished. · Requires buff assistance from units like Plague Priests or Skaven Warlords to be effective. · Little to no synergy with their own heroes, Skaven Assassins don’t help them, and they will often be out of range of the Verminlord Deciever’s command ability. Rat Ogors Specialization: Line Breakers The hulking masterworks of Clan Moulder throw themselves savagely at the enemy, using their superior durability and destructive strength to bat aside enemy chaff. Synergizing strongly with both their own clan and others, Rat Ogors are a force to be feared. Pros · Benefitting from Packmasters, Plague Priests, Skaven Warlords and more, their basic stats are a solid foundation to buff and build on. · Under the effects of buffs, their ability to gain bonus attacks will see them laying the pain. · Chaff will have trouble chipping them down due to multiple wounds, and won’t stand up to their 2 damage attacks. Cons · Too expensive and bought in lots of 2. Not good enough to warrant allying. · Awful bravery means if a Packmaster isn’t near, one casualty will see them buckle. · Shooting attack looks good on paper but will rarely come into play.