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Post by garrett on Aug 28, 2011 17:07:38 GMT -5
I'm new to skaven so any advice I know the basics like no hordes tar pit em and those but are there any other things like how to get the dreaded thirteen off???
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Post by stonecutter on Aug 28, 2011 18:52:09 GMT -5
There is no guaranteed way of getting the dreaded 13th off other than taking a power scroll and rolling 6 dice (it goes irresistible but you also suffer a miscast). The simple math is that a 4th level caster will get the spell off about 55% of the time. You can increase this slightly to ~63% by taking the BRB magic item that adds +1 to your casting and dispelling attempts but it is 70 points.
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Post by Jack Shrapnel on Aug 28, 2011 19:12:48 GMT -5
dreaded 13th isn't always the devastating spell you'd think it is... it hurts... but you're pretty much guaranteed to have to eat a miscast result for it... it's good on small elite armies (ie: high elves)... not big units... plus only works on infantry... Plague however, is half the casting cost... and works on everybody.... plus has a decent chance of bouncing to another enemy unit... and so on.... had that one spell eliminate three enemy blocks to uselessness in a single casting which basically won me the game... dreaded 13th... too hit and miss for my liking... you could possibly kill only a handful of models and lose your grey seer.... seer - if he's not on a bell, give him a ward save and keep him out of combat... other than that, maybe a scroll at most... keep him as cheap as possible... warlord - put him on a warlitter in a unit of stormvermin or clanrats for some extra close combat punch. you could always put him on a bonebreaker in a unit of rat ogres, but it does paint a pretty big target on him because that unit will really beat face. No unit under 25 rats. Slaves never below 35 unless you want cheap disruption slaves and then they're minimum sized 20... but they won't do anything except die... slaves with shields have two saves... a 6+ armor that they'll almost never get to use, followed by a 6+ parry save that they'll almost always get to use... if you're using them as a tarpit, give them shields. Opinions differ but I've never seen slave slings kill anything. clanrats are there to fill core requirements and to bring weapons teams. stormvermin are there to protect your bell or warlord, and to carry a magic banner of awesome. I recommend the stormbanner - if your opponent has lots of warmachines and shooting beyond 24" use it at the beginning of their first turn... more often you'll activate it on the beginning of your opponent's turn two. the exception to bringing the stormbanner is a heavy shooting Skyre list... otherwise it's an auto-include against everything except warriors of chaos and vampire counts (who have little to no shooting) gutter runners with poisoned slings are awesome. Scott taught me that. two five man squads will take out warmachines and single monsters. don't take plague monks unless you're bringing a furnace... then bring alot of them. they don't kill anything, despite their high number of attacks. they're survivable (for rats) and there to push a furnace. If you're bringing a bell, furnace, hellpit, doomwheel etc. do NOT have it be your only big target. It will be dead unless your opponent has at least 2+ big targets that they cannot ignore... tarpit then flank charge with one of your hammers. It's the main tactic of skaven and you have to get good at it. Everything in your army is disposable. If you are relying on one model / unit to win the day, you are going to lose. Skaven excel at overwhelming your opponent with targets, and none of which are essential to your plan, so if they die, no big deal. It's the combination of multi-charge, tarpit and flank... disrupt your opponent's ranks when you fight them to give yourself an instant +4 to the combat resolution (3 ranks plus flank charge). do not fight fair. One on one fights are for people who are good at it. rats are NOT good fighters. tarpit and misdirect anything tough... pick on weak units and gang up on them. It's the skaven way
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Post by pmlizardmen on Aug 29, 2011 3:48:43 GMT -5
i hate to play against skaven i always luse.... thats why im buying there army book.
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Post by garrett on Aug 29, 2011 6:17:37 GMT -5
thx everyone
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Post by garrett on Aug 29, 2011 6:47:56 GMT -5
I prefer to give the seer a fell blade so I can just destroy the other team in combat works well against orcs especially.
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Post by garrett on Aug 29, 2011 6:57:13 GMT -5
I like to give slaves slings so they can stand and shoot I find it affective against night goblins. Sadly my brother plays chaos ugh I hate fighting them orcs I find nice to fight. I use the fellblade against my brothers characters in challenges for the over kill I find that nice. Thx again everyone for your help.
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Post by Jack Shrapnel on Aug 29, 2011 9:36:38 GMT -5
I prefer to give the seer a fell blade so I can just destroy the other team in combat works well against orcs especially. that's an incredibly bad idea.... read the fell blade rules.... you will lost your seer.... max overkill is five... the orc player will offer up his champ and his character and unit will wrack up a TON of combat rez on you. read your seer... he sucks really bad in combat.... IF you want to run a fellblade, put it on a warlord... at least he can fight.... but weeping blade is better.... really your seer is NOT for fighting... against any competent opponent you are handing him the game doing that....
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Post by pmlizardmen on Aug 29, 2011 9:46:55 GMT -5
i played against a guy that had his seer having a flail that was fully for when he charged a unit with his furnanc. i dont have the book yet but it distroded my saurce cuz it gave more attacks and was a stronge. im not 100% sure what it all did its been a long time.
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Post by Jack Shrapnel on Aug 29, 2011 11:10:50 GMT -5
that's not a seer... that's a plague monk... seers can't ride furnaces or take flails....
run those all the time... they're awesome....
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Post by stonecutter on Aug 29, 2011 16:55:31 GMT -5
that's not a seer... that's a plague monk... seers can't ride furnaces or take flails.... run those all the time... they're awesome.... Yes, and the toughness tests on dark elves and brets from the furnace template really hurt!!
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Post by garrett on Aug 29, 2011 16:59:31 GMT -5
I dont really like to take plague monks i find seven per model is too much i would rather take a stormvermin unit+plague monks are special unless you have the lord witch is expensive in points. The reason why i give the seer the fellblade is really for the 10 strength so he can fight in combat i also put him on the bell.(gotta love the bell) Against chaos its ok so i can just climb up the bell and he cant be fought. I tend to have good luck with the die roll 4of6 odds the seer is taking a wound which is pretty good id say and the seer has more than one wound.
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Post by calitom on Aug 30, 2011 2:31:08 GMT -5
But the Seer only has one attack. A 100 point magical weapon is a waste for one attack potential a combat. =\
To each their own though.
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Post by garrett on Aug 30, 2011 6:27:41 GMT -5
ok I'm gonna modify my list and try it on Thursday I've already won a match with the fellblade list.
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Post by pmlizardmen on Aug 30, 2011 19:54:57 GMT -5
i find its easy to underestamate skaven. i have never won against them
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