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Games Workshop - Warhammer Age of Sigmar - Skaven Clanrats

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Pretty bad! They’re all pretty bad and not particularly interesting. In fact, it’s not worth going through them one-by-one here. Every one requires you to have three Masterclan or Clans Moulder/Eshin/Verminus/Skryre/Pestilens heroes from your starting army still on the battlefield. It requires skew, it’s win-more, it’s a shame. Units Staff of Rightful Supremacy – A very interesting artefact that you likely won’t see taken all that often but is situationally excellent. The bearer gains a 13” aura of -1 to cast for enemy wizards. Also you get a once per game auto dispel for an endless spell within 13”, but only in your hero phase (note that the dispel attempt doesn’t have to be the bearer, so you could attempt it with another hero and still trigger the artefact). The entire infrastructure of the Under-Empire is run by slave labour. Skavenslaves perform all menial tasks, including mining, tunnelling, and food production. In lean times, they themselves become the food. The majority of slaves are Skaven born into bondage, the lowest class of a hierarchical society. Their ranks swell as rival clans are captured during internecine wars. At times, even non-Skaven become slaves, although few other mortal races last long under the whips of the ratmen overseers. [1a] IC Prince Karsten of Waldendorf foolishly enlists the Skaven in the siege of Castle Siegfried but the ratmen take as a reward the children of his home when he can not pay them in warpstone. [2c]

If you’ve played with or against a Skaven army any time in the history of Age of Sigmar, there’s a good chance these were involved. Infamously one of the most points expensive non-hero units in the whole game, due to costing 320 points and wanting to be reinforced. We start the selection of hidden weapons teams with the awkward melee one. All of the weapons teams bar the grinder can deploy inside a unit of Clanrats or Stormvermin (you write down which in secret at deployment). You can put one weapons team in for every 10 models in the unit and if the unit dies with the weapons team in there then the weapons team dies too. Each weapons team has a different timing for when it can pop out.Undulant Scourge – Nearest enemy unit within 13” again. This is your classic horde clearer, roll a dice for each model in the target unit and do a mortal wound on a 4+. Being a horde clearer makes the nearest unit positioning a bit more difficult, but the 4+ means even tagging medium sized units will do a few mortals.

The poor Doomwheel doesn’t quite get there. A little too fragile, too random, too pricey and occupying a behemoth slot really pushes it out of contention. This is a shame as it’s so close to being useful, with a good pokey gun and the rolling doom rule letting it move over units with a wounds characteristic of 3 or less and doing mortal wounds when it does so. They’re a lot of fun if you do take them, though it would be nice to see a re-write on more-more speed as the punishment for rolling a double 1 (your opponent getting to move the model) is far too big currently. Edition: Hand Weapon, Light Armour, Shield, May have Spear. May be accompanied by Poison Globadiers and a Warpfire Thrower. [1] Just sit on a side of the map, put slaves at the front, do not move your army at the beginning, just let the canons and catapults destroy the defending tower. Afterwards, let your siege units destroy units on the wall, and magic will destroy everything that coulde try to contest it. Finally you will be able to overflow the walls and route the enemy units remaining on it, before taking out the cavalry or monsters waiting behind it. Many tools are given for the Skaven to dislocate the enemy armies, especially in campaign mode. This can be very effective against armies that rely on characters to hold their lines, such as Vampire Counts or The Empire. They will be forced to split and make choices about which group to support. This strategy can be also work well in multiplayer, as the opponent will be stressed with very aggressive deployment, multitasking, and your artillery damage output.

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Food: Food is a special resource that Skaven must manage alongside money. It can increase usage of army abilities or help upgrade settlements.

The underground cities will remain hidden for a long time if you are not too greedy with them early on. Just extend first the influence and ambush weaker armies before sending the Skaven steamroller! Turns friendly Skaven units into bodyguards for your non-Monster Masterclan. This is a little fiddly, the friendly unit has to be within 3” and you bounce the wound to them on a 3+. If the targeted Masterclan unit has a ward, you can opt to use this instead of the ward. Given the current competitive viability of the Screaming Bell, this is effectively extra protection for the foot Grey Seer. It’s a fine ability for keeping that one specific model alive. If the Screaming Bell gets better in the future, so does this. Always Three Clawsteps Ahead Out of all the armies within the known world, no army could match the impeccable numbers of the Skaven race. When the Skaven abandon their secretive ways and emerge from their subterranean lairs, they do so for only one reason; to unleash vicious, inhuman and lightning fast warfare. It is a nightmarish scene, a ravenous horde, a chaotic and rolling tide of verminous ratmen. An individual Skaven warrior is of little match against any of the other races on a one on one fight. Without allies to aid him, a Skaven's cowardice would naturally make him flee from direct combat, only fighting if there is no other alternative except death. As such, to each and every Skaven, there is only one racial strength, and that strength is numbers. [3] Ratling Gun - A multi-barrled whirling death-dealing machine known as the Ratling Gun is one of Clan skryre's newest of inventions. So successful and deadly this piece of machinery is to the other Warlord clans that Clan skryre will always run out of Ratling Gun long before they run out of customers to sell them to.After you attempt your first charge in a phase, you can use the unmodified roll in place of any other charge rolls you make for that phase. The Skaven are vile, malevolent ratmen that swarm beneath the surface of the world. Hidden in their sprawling underground lairs, they gnaw at the roots of civilization, plotting and scheming for the day they will burst from their dark tunnels and drown the world above in a tide of mangy fur, rusty blades and plague-ridden filth. They desire world domination with every fibre of their twisted beings - from their quivering whiskers to the tips of their segmented tails.

Plagueclaw Catapults are pretty devastating and I always bring a couple to every fight, eventually. Skaven were already referenced in the first game nonetheless, in random events. In one quest battle for Grimgor Ironhide, he mentioned about "Ratmen" in his speech.Shadow Magnet Trinket – Up front, it’s weird to me that the assassin subfaction gets no damage boost artefacts, but here we are. Three quite techy once-per-game options. For once-per-game, these are all OK. The Shadow Magnet Trinket gets activated at the start of any combat phase and gives the bearer the strike-first effect until your next hero phase. As we will see, Deceivers like going first quite a lot. Master of Rot and Ruin – A nice and simple +1 to chanting rolls. This directly competes with the High Priest generic command trait, and which you choose will depend on the specifics of the rest of your list. If you’re looking to trigger great plagues then the +1 is slightly better at that than the reroll with no other effects in play. If you have another source of +1 then the reroll becomes slightly better. Work out your total number of +1s and then bust open a dice probability calculator.

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