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I have to admit, after all the hype, nay-saying, rumors, and fears, I'm delightfully excited by the new rule set. On the overall, it seems like game will have a lot more excitement with more intuitive phases.
Having just recently returned to the world of Fantasy Battles after a long stint in the far future of the 41st millennium, I feel I have an objectivity that most might not. So, I've taken it upon myself to overview Skaven strengths and weaknesses in the new edition. In my opinion, the Skaven won the rules lottery (or paid off the writers, as is more befitting the ratmen.)
Generally speaking, the new edition favors large blocks of infantry more than ever, which is rule No.1 in Warlord Queek's Big Book of War. The horde rule has stench of Skaven all over it, who can field units that large without much trouble.
So, lets get right into it. For the sake of simplicity, unless I actaually reference the horde rule, assume we're dealing with 5 man ranks (or 3 in the case of Rat Ogres).
General Skaven Rules
Strength in Numbers: This combined with the steadfast rule mean that you're not going to be seeing very many small (less than 30 strong) units of skaven anymore. Having the extra models in the unit was pretty much common practice if you wanted to keep the +3 Ld bonus, but the added bonus of testing on unmodified Ld. means almost always testing on an 9 (or 10 if a warlord or seer is around). It's well worth the extra points per unit.
Scavenge Pile
Warpmusket: As anyone who has faced them knows, Skaven weaponry is some of the most vicious weaponry in Warhammer. The warpmusket is no exception, but since it's a move or fire weapon, it seldom gets picked up off the weapon racks.
There are a few scenarios in which it comes in quite handy. A chieftain joined to a Jezzail squad can join his cronies in firing excitedly into the enemy ranks, while simultaneously offering them improved Ld. They can get an impressive 7 (which is pretty good for skaven) if they also have a second rank.
Another good use is a chieftain assigned to protect a flank. He can take pot shots at approaching flankers while his rats wait impatiently for the best time to counter-attack.
Poisoned Attacks: This is one of the best ways to combat high Toughness enemies. While still a very small chance, it helps. The best thing about it is that it will work with any mundane weapons you give the character.
My personal favorite is on a Plague Priest with an additional hand weapon and tail weapon, giving you 6 attacks to roll a 6 with.
Tail Weapon: As just mentioned, tail weapons are great in conjunction with Poisoned Attacks. I generally don't take them on their own though, unless I have a few points left over to fill up. The reason being that I can afford 2 clanrats for the same cost, effectively 2 attacks instead of 1 (and of course, more rats on the board).
Warplock Pistol: The warplock pistol is pretty much useless as far as I'm concerned, its got a shorter range than normal pistols and has Unstable Ammunition. The only positive is that it makes magical attacks, for those times when you are fighting Ethereal units. There is only a slight chance of killing anything when you Stand and Shoot, and since it's a warpstone weapon, it won't benefit from poisoned attacks either. Not worth the 8 points in my opinion.
Rat Hound Bodyguard: This is more like it. As with most of the other scavenge pile items, it gives you an extra attack, but only costs a point more than a clanrat. While there's a small chance of getting bitten, I think this is the best choice if you have a few points lying around.
Having just recently returned to the world of Fantasy Battles after a long stint in the far future of the 41st millennium, I feel I have an objectivity that most might not. So, I've taken it upon myself to overview Skaven strengths and weaknesses in the new edition. In my opinion, the Skaven won the rules lottery (or paid off the writers, as is more befitting the ratmen.)
Generally speaking, the new edition favors large blocks of infantry more than ever, which is rule No.1 in Warlord Queek's Big Book of War. The horde rule has stench of Skaven all over it, who can field units that large without much trouble.
So, lets get right into it. For the sake of simplicity, unless I actaually reference the horde rule, assume we're dealing with 5 man ranks (or 3 in the case of Rat Ogres).
General Skaven Rules
Strength in Numbers: This combined with the steadfast rule mean that you're not going to be seeing very many small (less than 30 strong) units of skaven anymore. Having the extra models in the unit was pretty much common practice if you wanted to keep the +3 Ld bonus, but the added bonus of testing on unmodified Ld. means almost always testing on an 9 (or 10 if a warlord or seer is around). It's well worth the extra points per unit.
Scavenge Pile
Warpmusket: As anyone who has faced them knows, Skaven weaponry is some of the most vicious weaponry in Warhammer. The warpmusket is no exception, but since it's a move or fire weapon, it seldom gets picked up off the weapon racks.
There are a few scenarios in which it comes in quite handy. A chieftain joined to a Jezzail squad can join his cronies in firing excitedly into the enemy ranks, while simultaneously offering them improved Ld. They can get an impressive 7 (which is pretty good for skaven) if they also have a second rank.
Another good use is a chieftain assigned to protect a flank. He can take pot shots at approaching flankers while his rats wait impatiently for the best time to counter-attack.
Poisoned Attacks: This is one of the best ways to combat high Toughness enemies. While still a very small chance, it helps. The best thing about it is that it will work with any mundane weapons you give the character.
My personal favorite is on a Plague Priest with an additional hand weapon and tail weapon, giving you 6 attacks to roll a 6 with.
Tail Weapon: As just mentioned, tail weapons are great in conjunction with Poisoned Attacks. I generally don't take them on their own though, unless I have a few points left over to fill up. The reason being that I can afford 2 clanrats for the same cost, effectively 2 attacks instead of 1 (and of course, more rats on the board).
Warplock Pistol: The warplock pistol is pretty much useless as far as I'm concerned, its got a shorter range than normal pistols and has Unstable Ammunition. The only positive is that it makes magical attacks, for those times when you are fighting Ethereal units. There is only a slight chance of killing anything when you Stand and Shoot, and since it's a warpstone weapon, it won't benefit from poisoned attacks either. Not worth the 8 points in my opinion.
Rat Hound Bodyguard: This is more like it. As with most of the other scavenge pile items, it gives you an extra attack, but only costs a point more than a clanrat. While there's a small chance of getting bitten, I think this is the best choice if you have a few points lying around.