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Post by shaner on Jan 17, 2011 10:44:15 GMT -5
Well, I've been looking at the Skaven. They look pretty fun...They look quirky and random, but they look strategic and deadly as well.
Wondering...
How essential is the Grey Seer with Bell? Is it a never leave home without it kind of deal??
Rat ogres...love em! Do I run a unit of 3...4 (2X2)...or 6? ----Spec Character (Gnawtooth)...is he worth it...to give them regen??
Hell Pit...awesome! One or two?? In a Moulder list I would run 2...too cheesy??
Doomwheel...is it worth it? Looks devastating...but could destroy your own stuff as well. What is the tactic to reduce personal devastation?? Use slaves?
Special Char Ikit Claw...is he worth the points?? Looks cool, but as Frank pointed out, he is one killing blow away from providing my opponent with 500 points.
Thanks
Shaner
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Post by Jack Shrapnel on Jan 17, 2011 11:28:00 GMT -5
Grey Seer has really increased in value with 8th edition, mainly due to the magic defence he provides (offensively he's really good too though!). Leaving the underempire without a level four caster is a pretty dangerous way to go... it can be done, but you'll have to be prepared to take some pretty horrendous losses from magic without one!
Bell is kind of up to you... I know Scott always runs one and swears by them... they certainly add alot to the seer with a built in ward save, unbreakable, 18" command range, 360 line of sight, and all those great bell ringing effects. I don't normally run one because of the theme I generally use (Pestilens) however the bell is a very valuable unit, and is a real force multiplier for the army.
now I wouldn't necessarily say you HAVE to have a bell though... depends on how mobile you'd like your seer... because if you put him on the bell he can't skitterleap into position. As well some of the bell effects tend to launch the unit forward into combat - which may not be where you want your grey seer to be! I've seen some builds which put the fencer's blades on the seer to make him a little harder to hit by normal troops...
the special character upgrade for giant rats / ogres is not really worth it... sure you might get regen, but remember you have to put the character in the first rank... and he's a pretty squishy rat... in fact MUCH easier to take out than the rat ogres he's accompanying!
I'd run a unit of 6 rat ogres 3x3, as they'll get three supporting attacks instead of one! So that a LOT of hurt to rain down on the enemy with all those S5 attacks! You may want to ensure though that this is not your only hammer unit, as they're not exactly what I'd call survivable to massed shooting! flood the zone with other targets that they need to take out more... such as hellpit, doomwheel, etc.
Hellpit - Just bought one of those new monstrous kits myself... Scott once again swears by the beast... haven't run one myself (but I have one in my warmasters list!) yet, but they have a great role (similar to a giant) in that this lone model will probably attract all of the shooting and magic your opponent can muster - NO ONE wants this thing hitting combat... So chances are it will likely die if your opponent is prepared for one, especially with the easy access to flaming attacks this edition.... but then the rest of your army hits pretty much intact. And if your opponent forgot to bring the flaming banner - well you're in pretty good shape!
Two eh? you devious devious little rat you.... the council will continue to watch you for trechery bringing that kind of power to the field! You won't make too many friends doing that, but for a competitive army, double hellpit is about as rough as you can get for Skaven... and if you are going straight moulder theme - it's actually rather fluffy to bring them... but just be aware that people will hate facing it, and will likely give you a comp-hit to the nethers for it...
doomwheel is fun... a little unreliable (if I bring one I usually bring two) but they're alot of fun to field. Make sure that the unit next to them turn one is the one you care least about (slaves blowing up is fun) because you WILL fail L7 and you WILL blow up three things... so at least if they're slaves it's funny... Just never think that they're more than they are... they're a chariot so use it like a chariot... don't send it against a ranked unit and expect it to win... it won't! (and by the great FAQ if it runs through your own unit fleeing it will do impact hits against you!)
Ikit Claw... love the new model, I really do... but like all skaven special characters, they're really not worth it... with the possible exception being queek for the stormvermin elite upgrade..... Some of the Skaven special characters are cool ideas (Skrolk with his plague monks become core for example) but in the end overpriced, not very survivable, and destined to give away victory points way too easily. Now the vermin lord however is all kinds of awesome.... (well til he sucks himself into the warp by a miscast that is!) but very very expensive for what he does... and not really that surviviable!
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Post by shaner on Jan 17, 2011 12:27:15 GMT -5
Again Shannon,
awesome feedback...
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