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Thread: Skeleton warriors, what to give and how to rank up Reply to Thread
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  Topic Review (Newest First)
05-12-13 01:06 PM
falcoso Yeah I was thinking of doing that with the modular trays and just not glue the rim on, so I can swap them around
05-11-13 04:11 PM
Dave T Hobbit If your skill is up to it then making two 5-wide trays, one with a very thin rim on the left and one with a very narrow rim on the right, would let you swap between 5- and 10-wide.

Depending on what tools you have you can buy plastic or sheet metal that is thin enough to not create a real gap.
05-10-13 07:40 PM
falcoso Another question, what would be the best way to rank up archers as I am making my movement trays. If I have a musician, I was thinking make the ranks as wide as possible (10 max) so then I don't have guys at the back out of range and then reform when enemies get too close into ranks of 5 like with the warriors. Then again with arrows of asaph I can just move closer anyway without any problems.
05-09-13 06:39 PM
falcoso Yeah I think I would only bother if I had a character i needed to keep out of a challenge or an enemy I wanted to keep in
05-09-13 06:03 AM
Tim/Steve Every 'other' round... you can't raise the champ back in the enemy turn
But yes, I had actually forgotten about that and had been speaking more generally about command. For champs in an undead army its certainly a nice little boost, but I don't think it would make them an auto-choice if I ran an undead army.
05-08-13 10:15 PM
Originally Posted by Tim/Steve View Post
On a big tarpit unit like skellies the musician is almost useless: you'll normally get beaten by a lot so musicians won't come into it... and if you do happen to draw a combat losing by 1 because you have no musician is insignificant.
They could be handy if you think you'll be making and swift reforms which you cannot do unless you have a muso. Though, how often do skelies do swift reforms?

Also, on champions and using them to protect other characters - remember that champions are the first models brought back when raising. So you can theoretically get the enemy char stuck in a challenge every round while your blender character hacks away at the other troopers.
05-06-13 12:40 PM
Tim/Steve Agreed. Unit champions are not worthwhile for the extra attack (or +1BS) but they allow you extra options when you have characters in the unit. Musicians are also something you need to think about whether you need or not: on a shooty unit they're worth it for swift reform to shoot at awkward targets but other then that I only really take them on tough units that don't do much damage (ie units that are likely to draw a lot).

On a big tarpit unit like skellies the musician is almost useless: you'll normally get beaten by a lot so musicians won't come into it... and if you do happen to draw a combat losing by 1 because you have no musician is insignificant.
05-06-13 11:10 AM
Dave T Hobbit I never include a unit champion for the extra attack.

Championsd can be useful sometimes: if you are putting a squishy character in the unit it can give protection from challenges; conversely if your character is very killy it can stop them getting stuck in a challenge that wastes most of their attacks.
05-06-13 09:29 AM
falcoso Fair enough, I was also thinking there would probably be no point in giving them a master at arms or a musician because I could put in another 5 guys for that and get another rank in, all I'm paying for is an extra attack and it will be rare that they draw combat would it not?
05-05-13 10:04 PM
Originally Posted by falcoso View Post
Thanks for the help guys, if I take a shield as well as light armour would that not be a good idea? As I will still get a save agaisnt S5 and anything less than that is 5+ which is pretty good for 5pts when you have a parry too - just realised shields are free so I have to take those. And with 5 man ranks a spear wouldn't really do much, just an extra 5 attacks that aren't likely to do much.

Would spears be more viable in a horde of 40+ models? As I would get 3 ranks anyway because it is a horde and the spears would then get me an extra 10 attacks, but then I guess that is potentially another 10 warriors that I could take.
You always have the shield, but adding light armour is a pretty bad idea: its adding cost to a cheap model whose principle bonus is being cheap. A 5+ save is nice if you are fighting S3 but then anything S3 will be struggling to get through a unit anyway so it isn't really that impressive. S5 would totally ignore any armour save a skelly could get...

I think that no matter how many skellies are in the unit you probably only ever want to be using it 5 wide. That'll give you as few model in B2B with the enemy as possible and limit the damage you'll take. With that thought in mind taking HW+shield is the best plan as it makes them the bet tarpit unit you can.
Hoarding them up and giving them spears makes them a half decent attacking unit but that'll only be effective against weak enemy units. Also the spears are only really helpful in prolonged combats since you can't use them if you charge (and if the enemy charges you chances are they're confident they can beat you anyway).

Overall- I think it depends what you want the unit to do. If you want a tarpit then build them as such, if you want them to be able to put out a relatively high degree of damage take a hoard and spears (but skellies are never going to be devastating).
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