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Skaven Tactics - The Power of Numbers
Tactics
Adapted by The Mordheimer,
based on multiple collaborators
including Ghada Sief, Dan J Kesterson, Andrea, GangstaDuc,
QuiIsIvr & Silence
at
Ryn-Tyrr Archive.
There are many ways to play the Skaven.
Remember, If you find yourself in
a fair fight, you have not planned it right!
Heroes: When starting a new Skaven warband, take the
maximum number of heroes (that's 5 heroes +1 leader). This is important
because you need heroes to search for loot at the end of every Campaign
game. Arm your Assassin Adept with warplock pistols, and other heroes with
and fighting claws. These weapons are rare, and it is worth the investment
of purchasing them without the need of finding them. You may sacrifice 2 or
3 Vermikins, but on the long run it pays off!
Initially, do not give your heroes any armor. It costs a Skaven player 20
points for light armor. Light armor only gives you a 1 in 6 chance of
blocking it, and 1/2 the time they have a strength of 4 or higher anyway!
For 20 points you can buy another Verminkin. Always give your hero two
weapons if possible. You may want to give a flail to a Black Skaven but in
most case give every one two one handed weapons. Daggers are free for the
first one and they don't have to be represented on the model. Night Runners
should never get in to hand to hand (H-to-H) combat unless necessary. They
can sit outside range and gain experience for surviving. Later on as your
Campaign progresses, their stats will improve quickly enough to be of any
use. Better yet, give them a sling (rapid fire.)
Henchmen: Give your henchman swords and try parrying.
Use your henchmen as fodder. Always put your henchmen in the front and make
sure that they get in to battle first followed by you heroes. You want as
many of you heroes not "Out Of Action" so you can search for loot. Arm every
warrior you can with a sling. A large warband of 21 Skaven (with Cookbook)
can fire 21 shoots in one round and 42 the next. Few enemies can withstand
up to 42 slingshots! Also you may arm half of them with spears, sacrificing
parrying for initiative (strike first.)
Rat Ogres: Do not buy a Rat Ogre when you are first starting you
warband. Not only they are too expensive and you want numbers, but they are
big targets. All missile fire will be directed towards them, and once dead
your warband will be extremely small. Hire a Rat Ogre after you have more
than 15 in your warband preferably after you have 19. Only then they are
effective.
Giant Rats: If you must have giant rats, only hire a few. Giant
rats should be used them as the fodder, specially against powerful missile
weapons such as pistols, because they are cheap and easy to replace. Sure
they will die fast and if you have too many you will find yourself taking a
route test, but since warriors must shoot at the closest enemy model, the
furry-shields may take one for one of your heroes!
Fighting Style: Always fight with pack mentality. Never send one
of your guys to fight one on one against your opponent if you can help it.
Always swarm his guys with two or three or more on one. When fighting
against a warband with missile weapons use cover to the fullest. You are in
a city, so you should be able to sneak through and around buildings to avoid
his missile fire. Also, go straight for his missile fire guys and try to
take them out. Usually they are weak and if your opponent is smart he'll
move in with fighters to block you. Once in H-to-H combat, your opponent
will not be able to shot at any more.
When fighting Possessed or Undead go straight for and swarm his big guys.
Remember don't go one on one. Unfortunately these are the two warbands that
give Skaven the most trouble because Skaven's low leadership will mean fear
test will be failed often. But, we should have numbers on our side and we
should have lots of attacks and initiative.
Campaign Tactics: The MOST important things a Skaven warband
possesses are their large numbers and speed. Hire new hero to replace any
dead ones. Hopefully you won't have to do that too often because you are
using you henchman to block. Hire lots of henchman. Your maximum is 20 so
use it. With large numbers, you can pack your rat-men up into two or three
different squads of 3 to 4 a piece. Be sure to put a hero with those
henchmen to be the heavy hitter. The henchmen in a fight are usually just
good for those extra attack dice. Then move into H-to-H combat. Especially
hunt those archers! Their faster movement usually can get you around those
arrows, and if you lose a henchman or two you still have enough to finish
him off in an outnumbered fight.
Buy lucky charms! They will save you the first hit in the game so if you're
charged the charm will save you and then next turn you'll probably have the
initiative and you can dispatch the enemy first.
Skills: Get the Sprint, Infiltrate and Tail Fighting skills
first. This will help you to take advantage of your speed, take away the
enemy advantage of position on the table and gain additional attack.
Black Skaven can choose from all lists except the academic one. As
fighting claws are a favorite weapon for black Skaven, many other skills
will be useless, in particular all shooting skills as they cannot use other
(ranged) weapons.
Art of Silent Death and tail fighting from the special list,
maximizing their attacks while wielding fighting claws.
Strike to Injure would suit their killer nature very well.
Unstoppable Charge could prove very effective as their speed
allows them to charge easily
Lightning Reflexes puts the high initiative to good use.
Sprint turns them into the fastest creatures in the game!
The Assassin Adept can choose from all skill lists, making him one of the
most talented heroes in the game. You can choose to stay true to his
assassin nature, following the suggestions given above for Black Skaven and
turning him into a close combat killing machine, preferably with fighting
claws. Or you can exploit his adept experience, keeping him safe and relying
more on his academic and shooting skills. In the latter case, you will want
to arm him with a brace of warplock pistols. Shooting skills such as:
Eagle Eye, Hunter and Pistolier will increase its efficiency
considerably.
Academic skills may not impress you at first, but in a campaign they can
prove to be a good investment on the long run:
Battle Tongue is especially useful if your warband is large and
warriors easily stray from your leader's position.
Wyrdstone Hunter aids your exploration.
Streetwise can help you get those warplock pistols and other rare
items you want so badly.
Tail Fighting from the special list, maximizing their attacks
while wielding fighting claws.
Night runners can only take combat and shooting skills, apart from the
special Skaven skill-list. This allows them to take:
Weapons Training and Weapons Expert skills, giving them
access to the equipment which is otherwise only available for the other
heroes.
The sorcerer can take speed and academic skills, perfect for supporting
his spell-casting abilities and aiding the warband in-between missions.
Advanced Tactics
By Archeonicus,
Edited by The Mordheimer.
PDF at
Downloads!
About the author:
Archeonicus is a living relic when it comes to gaming. Years of
knowledge, experience and love for the game have made him a great
Mordheim player. While he is the unofficial European Mordheim Champion,
he still is a humble avid player. If you visit the Netherlands or play
at the EuroGT, feel free to challenge him and take his title home! Many
thanks for all his kind words and collaborations!
Skaven Tactica: "Daring and difficult?"
A lot of
players are attracted by the first furry warband published for Mordheim, the
Skaven. If that is because they come in the starter box, because they have they
special way of playing, or just because they are considered powerful, I do not
know. There are some things that immediately jump out, high stats (Move and
Initiative), warband maximum of 20 characters etc. Let’s see what we can say
about the starting warband. What is possible, what can characters do.
I.Characters:
Assassin
Adept
This
is a powerful hero for the warband. Special mentioning is the BS 4,
which is often overlooked. And a sling is cheap and quite powerful is
his hands. The WS4/S4 also makes him ideal for hand to hand fighting.
Not to mention the extra -1 on armor saves he confers through the
Perfect Killer skill. Even with missile weapons.
Black
Skaven
These
are you main fighting machines; give them something that lets them
utilize the S4 en WS4.
NightRunners
The
nice fact is that they have a BS3, which gives them a nice bonus
compared to a normal young blood in other warbands. Do not underestimate
their fighting ability; because they advance quickly, they become
dangerous quickly. The low cost makes them real Skaven-like and easy to
replace.
Eshin
Sorcerer
Almost
I would write the obligatory spell caster, but do not be mistaken, he
can be used in the role of artillery support or become a combat monster.
Verminkin
These
are very useful and cheap henchmen. A fully equipped henchman cost 25 GC
and has a sling for ranged attacks and 2 close combat attacks (club and
dagger).
Giant
Rats
The
"cannon fodder" of this warband. Do not underestimate the power of these
henchmen. There are not much warbands that can buy an attack for 15 GC.
And as we al know, the attack is the most powerful ability in Mordheim.
RatOgre
He is
the heavy hitter of the warband: T5, S5 and 3 attacks to boot. The only
problem is that if he goes Out Of Action, you have one-third chance you
loose 210 GC.
II.Starting Tips:
So how would
you begin with a warband, what is important to look at when you start?
If
possible buy as much heroes as possible, but at least go for 5. They are the
guys that actually bring in the money, after a battle. The money… I cannot
stress that enough! In one-time-only games
that fact does not matter, so then there is more room for experimenting.
Slings:
They are cheap and effective. Especially if one of the NightRunners gets
Eagle Eyes. Or that henchmen group gets that BS4 advance. Better give out as
much as possible.
Daggers:
Do not worry if little money is left for weapons, let alone exotic ones
(weeping blades etc.). Most Skaven fight effectively with 2 daggers.
Especially if they have S4 (negates the armor bonus opponents get). For
henchmen it can look good to buy a club instead of a second dagger, it costs
only 1 GC more. But be sure you do not loose out on the right number of
Skaven, i.e. highest possible route test number. Though the rules committee
at the moment is eying the possibility to make fighting with 2 weapons more
difficult, i.e. -1 to hit, this still will have its issues.
Giant
Rats. Do not underestimate the effectiveness of a "walking attack" They
maybe do not look as powerful as a Wardog, but they have M6 and I4 and only
cost 15 GC. They are easy to replace. Just try a couple, they'll multiply by
themselves.J
Due to the
new first strike rule, spears became factually les effective. But as Skaven
have an above average initiative they still are useful, remember that.
III. Warband
Types:
So now you
know something about the characters and about important starter points. Now
let’s get to the warband designing. Of course there are a lot of options, but
often they come down to the following three types of warbands.
The "fluff" warband
This
warband maximizes on numbers, Skaven are plenty you know. But it also uses
some “nice-nice” Skaven items. Let’s start with an example:
1
Adept with WB's and sling.
2
Black Skaven with sword and sling.
1
Sorcerer with sling and spear (this might vary, because of which spell
he gets, but a club could work too. Advice on sorcerers and spells will
follow).
2
NightRunners with sling and club (S&C).
3
groups of henchmen with S&C (total of 7 figures, spread out how you
like).
This gives
you 13 figures, thus routing starts only after loosing 4 characters. As the
Weeping Blades are 50 GC, Fighting claws, Warplocks, or a set of flails
could replace this. This can be filled in, as you like. Especially the
sorcerer could be in need of tuning, due to the spell he gets.
The "maxed out" warband
Here you
go for numbers and nothing else. Let’s get on with another example, this
time about the only extra things your characters buy is slings:
Full
heroes with slings. (max income!)
12
henchmen of whom 11 have a sling and one not (499 pts).
This
gives you 18 characters a route test after loosing five... You could
loose one Skaven Verminkin and buy a sword, 2 clubs and a couple of
extra daggers, then you still route at 5. Or go for the option to
replace 3 Verminkin by Giant Rats (5) and loose a couple of slings. Then
you could start with 20.
If the
sorcerer then gets his extra rats spell, you might even route only after
loosing 6...
There are
a possibility to start with 20 members and all with slings, but then you only
start with 4 heroes: AA, BS, 2 NR, 16 Verminkin, all with slings. (Tanx
rinku.)
The "risky" warband
This warband
can be cruelly effective at the start of a campaign, but also it can be crippled
after only one battle. Example:
6 heroes
with slings, al S4 guys with extra daggers
The
sorcerer a spear (or use the 10 GC to upgrade the giant rats to Verminkin).
The
NightRunners get clubs.
A RatOgre.
2 Giant
Rats.
A RatOgre is a
powerful character, especially in a beginning warband. It also is very expensive
(210 GC). You noticed that there are 9 characters in the warband. This is to get
that 3-persons-lost-routetest.
Advantages: Just look at
that monster: S5, T5 and 3 attacks, what do you want more? Oh... 3 wounds to
boot of course. I saw this guy rip through 3 Dark Elves like they were not
there... In a starting campaign he rocks. Almost nothing can hurt him
really, at least not able of taking it out in a single round. Often it just
forces the route test on the opponent faster. If you keep it near a hero, it
does not even need to roll for passing its stupidity.
Disadvantages:
It costs 210 GC and if it is taken Out Of Action, there is a one-third chance you
loose it. You have to keep it near a hero, which makes it a bit less
effective. You noticed it was also an advantage, but because it links 2
characters together it slightly hampers their movement. If you buy it later
in a campaign, the effectiveness is far less, because more heroes are
actually capable of crippling your RatOgre, because they get those nice
advances.
IV.Magic of the Horned Rat:
Now only a
last section is required for completing a starting warband. Those are the spells
for the Eshin Sorcerer. He can start with one (Uf Kurz, Neek!), which you then
can abuse to your harts desire. The equipment for the Eshin Sorcerer may vary
very much as to which spell he gets. Let’s see. Basic... a sling. :-) Other
additions are noted according to spells:
Warpfire.
This is the main damage spell of the Skaven. At least a lot of people think
so (my favorite is another spell :-). Your sorcerer does not need any extra
equipment bar some missile weapon and maybe some melee weapon. The devious thing about this spell is the range of 8".
This means you are in charge range of all your opponents except dwarfs.
Think about that and protect your sorcerer. Remember this spells does not
guarantee to knock out half the opponent's warband. Equipment: Hand weapon,
sling.
Example: 3 enemies close enough to utilise the spell well. The main target
gets generally 2 S4 hits, going at T3 this means about 40% chance he goes
Out Of Action. And about 25% to take out one of the “onlookers”. This is hardly half a
warband… next turn your sorcerer probably will get charged, or shot at.
Children of the Horned rat.
This one is a nice one; it about guarantees you extra cannon fodder and may
be used to boost rout test numbers. You get at least a boost of one. You
sorcerer is spell less after the battle starts, if he only has this one, so
extra combat power is not unwise. Maybe now a spear or a warplock would be
nice, if affordable. Equipment: sling, spear.
Gnawdoom.
About the same comment as Warpfire. Although I give this spell a better
chance of wounding, but that is only based on personal experience... I like
to throw a lot of dice... :-) Advantage to warpfire is that it needs not be
the first model in the path, but you can choose the target. And normally I
score 2-3 wounds…Equipment: Hand weapon, sling.
Example: Nominal you hit 7 times and you need sixes to hit, up to T4 that
is. On a T3/4 character this is 1 or 2 wounds normally. Which gives you
about 40% chance to take him Out Of Action.
Black Fury
(If there ever was a close combat spell it would be this one). The others
are nifty, but not as powerful (this is my favourite spell, for those who
did not get it yet... :-). The 2 extra attacks and extra +1S are really
nice, but this needs weapons that work well with the advantages. Several S4
hits are nothing to sneeze at (nor is the 22" charge range), but sometimes
this dude needs to defend himself. And armor is not that effective (duh),
as it does not go well with the spell casting. So there needs to be
something that replaces an armor save, like a parry, maybe even with reroll.
Very effective (At least in my experience). Sprint, a +1S and Dodge are also
very handy, but that is not yet in order. My beginning sorcerer sliced up a
rat ogre with his 4 attacks, although I give you he already had lost one of
his three wounds... Next follow the weapon choices that are interesting for
an Eshin Sorcerer with Black Fury. Equipment:
Flail
together with the spell this makes for 3 S6 attacks, very hurtful. Which means hitting on 4+ wounding on 2+ and often no parry from the
opponent
Weeping
blades (the most expensive form) gives 4 S4 attacks, with auto wounds on
6 for to hit. Here you have a nice bonus of auto wound on 6, but also a protective
parry from the blades.
My favourite
is Fighting Claws, not only for the 4 S4 attacks, but also because of
the parry with re-roll. This gives your sorcerer that small survivor
ability he needs. Apart from the parry with re-roll, (ain’t it a bummer
if you just fail to roll that 4+ you need, remember you sorcerer is WS3.
So many heroes tend to hit him already on a 3+) it has a possible future
bonus of the skill the Art of Silent Death, which only works with bare
hands and Fighting Claws.
Example: basic sorcerer with FCs: in general hits twice with S4 so 50-60%
chance of wounding and 40% chance of taking an opponent Out Of Action,
even 2 wound characters.
Eye
o'the warp. This
actually is a nice spell. Even more so if you are hitting the fleeing
opponents. But to make this effective you need some nice Close combat
weapons, but club and dagger could work. Equipment: club/sword/spear.
Example: fighting two opponents in HtH before you cast which means 50%
chance one is already hampered, or maybe even Out Of Action. This makes this spell as
a free combat master skill with a dual bonus. They may flee and the hits are
resolved before HtH.
Sorcerer's curse.
This one has a 12" range, which gives your sorcerer a lot of charge
protection, so no extra need for special equipment, a sling will do. This
will aid your Skaven greatly in battle. It is more devastating as it looks,
as its working are not immediately visible. Because it can effectively
hamper a single character in combat and make it easy prey for your Skaven
brothers. If armor saves are high re-rolling is very bad, and re-rolling
hits can devastate an attacker.
Example: These can effectively half the chance that a character hits his
opponent, or make his armor save… very nice against those strong heroes
(stat wise or skill wise).
V. Advancing:
This is all
very nice. Those are the basics you say. But what when after 2 or 3 games
advances start to show up and if a skill is involved… what is interesting to
take? Now there are a lot of documents out there, which give advice on that.
And I will not discus taking Sidestep or StrongMan, but the more special
combinations of items/skills Skaven can take. This does not mean that Sidestep
is not good, but that other skills/things are worth looking at. So let us start
with a list of special skills and nice combo's, but remember even a 90 xp
character may only roll 2 skill advances... J
Of course the first one will be
the Art of Silent Death (tAoSD) This special skill of the Skaven can reform a pretty good warrior into a
real slaughter machine. You gain 1 extra attack, remember a normal starting
hero will have 3 attacks with this skill and Fighting claws, not 4 as a lot
of people seem to think. So what is so important here, it gives an extra
attack, but no other stat advance (OK, there is +1 initiative for climbing,
but that is only important for sorcerers and weapons trained NightRunners).
The trick here is that you can choose to get an extra attack and an attack
(I cannot stress this enough) is the most potent thing in Mordheim. Not only
does it gives you an extra attack, but you are allowed to cause critical
wounds on a 5+ (if he needs a 5 to wound it only causes a critical on a 6,
see FAQ) this is important because it works for Fighting Claws FC’s) too.
And believe me a Black Skaven with tAoSD and FC's, maybe even an attack
advance, is very scary.
FC's and tAoSD and the
Assassin Adept. Almost never use it on the assassin, he is the only
skaven with BS4, so you can make better use of that, even if it is only
with a sling.
FC's and tAoSD and a Black
Skaven. This is a nice combo, they start with WS4 and S4, so they get 3
attacks. After that a lot of advances only will make them better, Skills
like Strike to Injure (remember this gives you a 50% chance on the Out Of Action
result) and Mighty Blow only takes them further. Remember that Web of
Steel does the same for the severest Crit result.
FC's and tAoSD and the
Eshin sorcerer. A sorcerer you say... yes, when he gets a spell, which
is nifty in close, combat (Black Fury, or Eye O' the warp). This will
make him go crazy. Just think a sorcerer with Black fury alone will
already give the dude 4 S4 attacks and 22" charge range. The spell needs
to succeed though.
Tailfighting:
This is the one where you just buy an extra attack. Very useful as you are
the only race that can. For example you got a very experienced character,
but he still did not get that +1A you want. Then this gives you what you
want for a mere skill advance. Remember what I told you about attacks in
Mordheim.
Black Hunger:
Although this has a grievous downside to it, it still bestows on you the
extra attack. This might just make the difference between winning and
loosing a battle. The extra move is not bad either, but remember to say when
you want to use the skill, you do not want it “on” all the time. Once I had
a Skaven called Oldclaw, he had 3 wounds and a lot of skills, but no attack
advance. Almost 75 xp and still only 1A, so he got tailfighting and Black
Hunger.
Infiltration:
This makes that marksman that develops in the campaign even more dangerous.
Or, if a lot of heroes do get it, for a nasty surprise on your opponent. But
remember a lone infiltrator almost always dies…. I speak from experience.
Wallrunner:
This is purely for the deprived of speed skills, i.e. Scale Sheer Surfaces
skill.
Mighty blow, strike to
injure and tAoSD:
Although the last one might not be needed, only the first 2 give a Black
Skaven, S5 attacks with a 4+ on taking something Out Of Action (after he looses his
last wound). With tAoSD this will go for even more attacks and 5+
critical... Which in total is very scary, because it is only after 3
advances, that a Skaven can be ready for it… (8 xp for a NightRunner, 9 xp
for a Black Skaven, if they roll skills that is…)
Weapons Expert and Eagle
Eyes:
In my warbands the NightRunners have a tendency to develop into marksmen.
And apart from that nice advance to BS4, Eagle Eyes might surprise your
opponent. Especially if you start showing up with a crossbow that fires 36".
Just ask any Dwarven player how nice that is...
Throwing stars and Knife
Fighter/Eagle Eyes:
This is the Skaven machine gun. Not only is a character able to throw them
at their own strength (S4 for AA/BS), but there are no moving or range
modifiers either. Then Eagle Eyes extends the poor range of 6" and gives you
12", further more Knife Fighter can give you up to 3 ranged attacks. Believe
me that those soften up any target.
Strike to Injure and Web of
Steel:
Although a more seldom combination, Web of steel might be interesting in
combination with FC's and tAoSD. You have that 33% chance on a critical,
which give you 50% chance on that nice critical result (the one with max
damage). The strike to injure raises the chance to take someone Out Of Action from 33%
to 50%, which is an important raise. The nice benefit to abolish Knocked
Down results with clubs and such does not work here, as heroes cannot use
them...
VI.Surviving by not failing route tests:
Because the
low Leadership of Skaven, they easily route. There are several standard ways to
make this harder. Thus make your warband as big as possible, thus reducing the
chance to even make a route test. But one time or another there will be that
dreaded moment. Because Skaven have a max Ld of 7 this is always a tricky
adventure. From my experience, I once managed 11 route tests a Ld 7, 2 of those
on a 6 (leader Stunned…). But also failing the first on a Ld10 (my dwarfs…)
The following things might help:
(Un)holy Relic: auto
pass first route test, just remember that your leader does not get stupid,
or has to charge (or is charged by) a fear causing creature. Because it only
works on the first Ld-test, which might not be a route test…
Warhorn: This one
actually lets you boost your leadership to 8 for once in the battle. J
Catyan Silks: They let
you re-roll your first failed route test. Expensive but worth it.
I think the
latter combinations are straighter forward and with a bit of reading are not
that hard to figure out. They mostly work for other warbands too.
VII.Skaven Examples:
Maybe I will
put an end to the document with examples from my warbands. These are characters
that developed very fortunately and have great impacts on any battle they show
up.
Earslicer (Black
Skaven with FC's) In the tournament he gained 2 attacks, FC's and tAoSD with
Mighty blow. This made this a power machine with 5 S5 attacks. Before even this
power, he took out 4 opponent characters and the fifth was Stunned, when a route
test was failed.
Greyfur (NightRunner,
with a brace of Warplocks and a crossbow) Due to eagle eyes, trick shooter,
quick shot, a telescope, BS4 and infiltration, he is able to hit somebody at 20"
with a S5 warplock bullet at 4+. Or hit him twice with a S4 crossbow bolt at
42"...
Eektrikky (Eshin
Sorcerer, with BF and FC's) This was the first slaughter monster in any of my
warbands. He ended up with WS5, S4, A3, tAoSD and Sorcery. He was able to cast
BF at 7+ and when he succeeded could charge 22" and deliver an astounding 7
attacks at S5 and of course critical hits at 5+.
Thus, at this
moment you might be a bit wiser, or maybe a bit more motivated. So go on and
play another game of Mordheim and enjoy yourself.