Incoming! High Elves; Skaven
Yesterday we announced the forthcoming High Elves and Misty Mountains releases for October. If you haven't yet subscribed to our newsletter then you can do so here (by logging in and clicking on the Games Workshop Newsletter tab), and then get the full scoop on the High Elves in Incoming: High Elves, and find out what's happening in Middle-earth by reading Incoming: Dwarf Holds & Misty Mountains.
Last week we looked at how the new edition of Warhammer affected the Warriors of Chaos and Ogre Kingdoms, this week we'll be looking at five more Warhammer armies, starting today with the Skaven. Pete Foley began collecting his Skaven army while the new edition was being play tested, which means he's got quite a bit of battlefield experience with them. I traded him some cheese for his tactical secrets, which I hope will help you bring victory to the Horned Rat.
These two massive units form the centre of Pete's battle line - they're both Stubborn and with around 50 models each, take a herculean effort to wipe out. They also look very daunting and make Pete's opponents hesitate; something that often costs them the game.
This unit is great against any foe. When facing armoured the fog surrounding the Plague Furnace negates armour saves and the Furnace's wrecker attack has a high Strength. Against a horde of lightly armoured opponent's, the Plague Monks multiple attacks (they're frenzied and have two hand weapons) come into their own. Pete uses the unit in a horde formation because the unit is already unbreakable (so there's no point having lots of ranks in order to benefit from steadfast) and it allows an extra rank of Plague Monks to fight for even more attacks.
Mounted on a Screaming Bell (it's a large target) your Grey Seer can extend his influence over 18" (and let's be honest, your Skaven could do with his Leadership), and he'll also have a better view for casting spells. Magic is essential to victory with Skaven with spells such as Scorch (it doesn't need line of sight) great for dealing with nimble enemy units trying to out flank your blocks of warriors. As long as the Bell is alive, the unit is unbreakable, which means unless something really dramatic happens; you shouldn't lose your general and his unit.
The Doomwheel is the best weapon Skaven have for dealing with monsters and powerful single models. It doesn't need line of sight to fire and inflicts D6 wounds with each of its three lighting bolts. It's also only 150 points, which means you can (and should) field several even in small games. It's ideal for protecting the flanks of your large units, which are not as manoeuvrable as the Doomwheel. And now for Pete's top sneaky tip : 'The new random movement rules mean that if a unit with random movement (like the Doomwheel) contacts the enemy, there can be no charge reaction - the two are locked in combat. This allows you to pin an enemy unit in place and then charge them with a unit they might normally have fled from.'
The humble Skaven Slaves are a Skaven general's secret weapon. At only 2 (!) points per model, you can field a unit of 50 for a mere 100 points. They won't deal out a lot of damage (unless you're really lucky) but they will be steadfast and deprive your opponent's unit that benefit - your opponent's units are unlikely to have nine ranks! You can then charge a heavy-hitter like the Doomwheel into the combat to win you the fight. You can even use Skaven Slave to hold up a powerful enemy unit - they have to suffer 31 casualties before they drop from Leadership 10, and are likely to stick around for a long time.
Here are three units Pete reckons you'll need to secure victory with your Skaven.
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If you are looking to combine gifts then the Doomwheel is the perfect addition to the Skaven Battalion.
Right, I'm off to track down someone who knows a little something about the Empire...