Skaven Tactics

By A'Hara

Taken with permission of Skavenblight


Stormvermin: This is my favourite Skaven unit, since they hit hard. They've got S4 as their natural strength,S5 with halberds, or a great S6 and a -3 save modifier with double handed weapons! You really need that when meeting knight opponents like Chaos Knights and Bretonnians a lot, sometimes having a save of 1+ (with a magic banner or similar). To give this unit Skavenbrew could be rewarding, at least if you field a big unit of 40+, which combined with Rat Ogres and shielding units of Skavenslaves or Rat Swarms could be a potential threat to any well armoured enemy. But, they are not cheap, and should be replaced with Clanrats if you got the chance of hurting someone with S3, which seems harder and harder nowadays. Buy a magic standard like Standard of shielding to get a save of a maximum 4+.

Clanrat Warriors: This should be the main core of your army, especially if your opponent is T3 and don't carry too much armour, like elven enemies and light armoured humans. I really like this unit, but it seems harder and harder to get any use for them. Get big units of 40+ if possible, why not around a Screaming Bell? Spears gives your second rank a chance to hit, a more than possible choice for just 1/2 points extra per model.

Gutter Runners: I like these troops since they got that S4, and really can disturb your enemies concentration, making your main units advance more undisturbed. Use a couple of Assassins to strengthen this unit, and maybe even a Champion with Heart of Woe or similar magic item. Light armour most often doesn't make more than a psychological effect (even though the Gutter Runners can get a 5+ combined with nets), better then to invest in additional hand weapons and throwing stars or slings, to increase the harassment of your enemy's lines. Make sure you are the one who charges. If you are allowed to use special charachters throw in Deathmaster Snikch to make your unit of Gutter Runners with a Champion and two Assassins really going!

Assassins: Here is a model I just love to field, even if they are expensive, 30 points. But to reveal a couple of Assassins with 2 attacks, WS5, S4 and a -2 saving throw modifier making not 1 but D3 wounds, able to choose their enemies and issue and accept challenges, paid from your regiment allowance, can't be wrong...
Skavenslaves: You get 12 Skavenslaves per 1 Assassin, the only reason to field this unit. They are cheap, cheap and cheap. And other Skaven units don't care what happens to them. Now, when there will be plastic Skavenslave units for a reasonable price, you maybe even will be able to field those big units you dreamt of for years! And get that rankbonus help you win your battles for you.

Plague Censer Bearers: Together with the Poison Wind Globadiers these members of Clan Pestilens are your true Knight killers, totally ignoring your enemy's armour save with their deadly fumes, and got to reroll any misses on the first round of combat, as well as having a +1 to their Strength in the initial round of combat, making it S5! They shield your other units with a -2 to hit modifier (skirmishers and their foul fumes). And remember they are frenzied and that you don't have to roll for the fume yourself until you are in hand-to-hand combat.

Plague Monks: Just as their cousins Plague Censer Bearers, they got a defensive T4 and are affected by frenzy, doubling their attacks. Be sure to make an initial attack with your Censer Bearers before charging in with your Plague Monks (preferrably from the flank), especially if your General isn't nearby. Even if your Plague Censer Bearers got a Leadership of 10 when making Break tests, they flee if your Plague Monks flee. Use that magic banner to increase your chances of standing ground and keeping your Plague Monks frenzied!
Packmasters: What really makes me pissed, are a Skaven with BS4 and no chance of using it! Wrong stats? Otherwise its a model fielded because of two reasons:

Rat Ogres: At 43 points per model, these guys can mess up true Ogres, but what I find them best at, is making your foe tremble. Even one Rat Ogre seems to attract an unreasonable amount of attention, which might be good, since it takes some time killing it, it gives your other units time to get into hand-to-hand combat without getting shot at. Use tough characters as Packmasters, and watch those arrows slide off. A beautiful idea I never tested, so far, is using a Vermin Lord as a Packmaster, using some Skavenbrew and charge!

Giant Rats: Not sure how good they are, never used them. But I guess from their stats, they could be used as blockers, keeping a more powerful enemy occupied for a while. Their ability to always lap around may help you win battles, by cancelling the enemies rankbonus.
Poison Wind Globadiers: Here is an excellent killer of anything that moves. You are able to field two Poison Wind Globadiers in for example your second or maybe third rank, throwing their fragile globes into (hopefully) the enemies, even in hand-to-hand combat! Isn't that something! 20 points are actually cheap for this kind of model, so field as many as possible in your regiments. They often make the difference.

Jezzail Teams: Does it feel great to be able to shoot 36", with S4 and a -2 saving throw modifier? YES! Even though a Skaven army could go without these guys, D3 wounds help you kill characters, preferrably riding large monsters, or wounding knight units, warmachine crews and similar. Try to use them at models with more than one wound anyway, if you have the chance. And remember to use them against flying creatures, since they are the only warmachine allowed to stand and shoot against those creatures.
Warpfire Throwers: This makes your enemies think twice before standing in front of your Skaven units. You can severely damage any opponent by making a succesful stand-and-shoot. The nicest way to deploy them are by your enemies flank, shooting down at their units entire length. He he, I love them, my wonderful Skavens!

Tactics and Characters

Everybody says about Skaven and tactics: "Charge!" And to some extent its true. You got nothing to lose by engaging your enemy as soon as possible. What you should be aware of, is with which units you should engage different threats.

First of all, you should always be able to be on top with magic and characters in general, since you got the cheapest guys around (except some Goblin and alikes). This doesn't contradict the fact that they could be really dangerous. You will always be able to field a lot of characters with a lot of magic items, which could help you win your battles. I like to include a Grey Seer, whatever the size of my army, and preferrably back it up with a few level 1 wizards. With 9 spells out of 13 with a direct attack aspect, you can do lots of good damage on your opponents. Sure you can win battles with defensive spells, but how fun is it compared to blowing away your enemies? Skitterleap makes you move any character, remember that you can also send an enemy away from the battles, leaving them frustrated in a corner or put in front of an extensive threat. And don't forget to munch Warpstone. The taste of it is great!

Often you see Skaven regiments' front rank filled with characters. It's a way to counter monsters and daemons (without taking any yourself), but try to be fair to your opponent, and don't make it a habit!

The characters can be equipped with a lot of cool equipment. Using a few Chieftans with Handguns (the old Warplock Jezzails and the Warlock Engineer with Handgun works fine) can easily make up for your lack of missilepower, and hitting on 2+ is then not an elven only thing! Use them together with your Jezzails to pick out characters, preferrably magicians, not in units. Then charge!

Put javelins on Chieftans or Plaguepriest with Potion of Strength or Bands of Power. It can really make a difference to throw javelins on attackers with Strength 7 or 8. Bands of Power and Sword of Swift Slaying is a combo for a Plaguepriest which works fine, even though most often dispelled, it helps your Warlocks destructive magic inflict severe damage. Use the Skaven only items first, they work extremely well and are in character. Then throw in some other destructive items, which seems to go well with the philosophy of Skaven society.

Try to distract your enemies with Gutter Runners and/or Rat Ogres, keeping your core of the army safe until they are in hand-to-hand combat. It's after all they who got to do the serious damage anyway, in most of the cases.

Another way is using shields of Skavenslaves or Giant Rats, but remember not to be right behind them with your quality Skavenunits, cause if they break, you could have a charging enemy on your throat. Not good-good. Try to manouvre your Stormvermins and Clanrats around the Skavenslaves, attacking from the side, or at least be out of the way of the broken Skavenslaves (they will eventually break, considering you don't have massive ranks, good characters, or a Battlestandard Bearer with them, which you shouldn't, apart from ranks then). And as always, which should be possible with the fast and numerous Skavens, try to outmanouvre your enemy and hit them with more than one unit per time.

Always use Skavenbrew! It's fun and it's rewarding. Preferrably together with a Warpstone Charm on a Chieftan or a Warlock.
Use some smaller units or missile power (like a Chieftan with a Handgun) to try out dangerous enemy units, to see if it is worth charging them with Clanrats. It's so frustrating to stand against enemies with a 1+ Save (or 2+ for that matter) with a S3, isn't it? Isn't there a way for GW to change this rule, making it possible to hit once in a while anyway!?! Make 7+ etcetera a rule when comparing Strength to Toughness!

 

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