Tag Archives: Skaven

What I’m Running with Skaven

For the past month or so, I’ve been running a Skaven list that looks (or at least feels) pretty different from the list s I’ve been running since 8th came out.  I like to think that it’s inspired by what Rhellion‘s been rocking… but given that Rhellion wins, and I generally don’t, that might not be entirely accurate. :)

Lords
Warlord – General, Biting Blade, Enchanted Shield, Foul Pendant
Grey Seer – Dispel Scroll, Talisman of Preservation

Heroes
Chieftain – BSB, Shield, Armor of Destiny
Plague Priest – Lvl 1, Flail, Talisman of Endurance
– Plague Furnace
Warlock Engineer – Lvl 1, Doomrocket, Warp-Energy Condenser

Core
Clanrats x29 – Full Command, Shields
– Poisoned Wind Mortar
Skavenslaves x41 – Musician, Shields
Stormvermin x29 – Full Command, Storm Banner
– Poisoned Wind Mortar

Special
Plague Monks x35 – Full Command, Plague Banner
Gutter Runners x5 – Poison, Slings
Gutter Runners x5 – Poison, Slings

Rare
Doomwheel
Doomwheel
Warp-Lightning Cannon

More than anything, I wish I had another 85 points so I could shift one of the Doomwheels to Abomination-dom.

The Warlord goes into the Stormvermin, the Engineer with the Clanrats, the Seer with the Slaves, the Priest with the Monks (obviously) and the BSB in whatever unit seems most appropriate. This is, generally, the Stormvermin. The Seer goes with the Slaves because he spams The 13th as much as possible; if he miscasts in the Slave unit… I don’t really mind. The rest, I think, is pretty straightforward.

The Stormvermin remain a reliable unit, as do the Clanrats.

I’ve been relatively happy with the horde of Slaves… though I think I’d like to see them beefed out to 50. 40 cuts it closer than I’d like. Overall, though, they’re resilient and are, surprisingly enough, more dangerous than they appear. If I had the points, I’d double-down on them.

If I didn’t have concerns about Fortitude, and if the thought of painting more slaves didn’t make me want to saw at my wrists with a dull hobby saw, I’d consider swapping out one of them for more slaves. That’ll never happen, though.

The Plague Monks are… well, they’re in a horde because there’s no reason for them not to be with the Furnace. They kill the living crap out of whatever they catch (that Plague Banner, especially, makes them ridiculous; thanks to whoever tipped me off to that)… but the Furnace and their size makes them intimidating enough that that’s kind of hard.

The Furnace itself is a bit of a letdown. It’s neat, but I’ve yet to walk away from the table feeling like I’ve gotten 150 points’ use out of it. Having a 760 point unit is also something that skeeves me out. It’s gone when I actually get around to updating my list.

Gutter Runners, as we know, are good. Same with the ‘Wheel and Cannon.

It’s all a bit moot: once November hits (maybe before), I’ll be switching back to 40K for some months.

Hobby Progress – 20100922

My slog through painting Clanrats & Slaves has bogged down pretty thoroughly.  Work and a pleasant upswing in tabletop gaming haven’t helped, either.

Here’s where I’m at on Batch #5:

The flesh is the really tedious part, so once I sit down with them again, they should cruise along pretty quickly.

I did find the time and motivation to finish constructing my second Herald of Khorne.  I’m telling myself that as soon as I’m done with Batch #5, I’ll paint these up.  I probably shouldn’t wait, though.

Finally, an eBay’d bitz order that I’d forgotten placing (and had gotten lost in the mail) turned up with some Stormboy bitz.  So, I started fiddling with them.  The result: DOOMROCKET.

The real tragedy is that I’d really like to trick out and convert up the mini.  It’s a Hero, after all, and I’ve got a ton of random bitz… no excuse to have him looking unique.  Except that the model is so detailed… there’s really not much I can do with it.

Hobby Status – 20100910

It’s been a week and a half since I last posted…. not too much going on, ’round here.

I haven’t been able to keep up my soul-crushingly-slow-but-totally-reasonable 10 Clanrats/Skavenslaves per week pace; too much other stuff going on (four days out of town for Labor Day weekend don’t help, for example).  I’ve made peace with that, though.

I did varnish 10 more Slaves, however, which puts me at 40 painted Clanrats/Skavenlaves (which is just shy of 50% of where I need to be) and at one full Skavenslave block.

That’s a milestone.  So, I took some pictures!

Of course, I’m making it sound like I haven’t been doing hardly anything, which is verifiably untrue.  Between all the Skaven I painted last month (31 figures) and all the terrain I built (8 pieces), I clocked 71 painting points last month.  That means August was easily my most productive month, by quite a bit.  (I log all of this stuff, a subject that really deserves its own post, I suppose.)

So, really then: go me.

Other than that:

I’ve been playing a game a week in our 8th Edition “Learn the New System” League.  I’ve lost dang near every game.  This means I really need to go back and reread everything Rhellion has posted about his Skaven to figure out what he’s doing that I’m not (besides winning with his Skaven).

I’ll be heading up to Germantown (ick) tomorrow to help playtest the NoVApocalypse format.  I’m looking forward to it: should be both interesting and laid back.  Also, I haven’t played 40K since the Whiskey Challenge the night before the Open, so that’ll be good.  I’ll be rocking the Khornate Daemons. My list isn’t completely finalized, but I imagine it’ll be something extremely like:

MAXIMUM KHORNAGE – NoVApocalypse
Daemons of Khorne – 1,500 points

HQ
Bloodthirster – Unholy Might
Bloodthirster – Unholy Might

Elites
Bloodcrushers x4 – Fury, Icon, Instrument
Bloodcrushers x4 – Fury, Icon, Instrument

Troops
Bloodletters x8 – Fury
Bloodletters x8 – Fury

Fast Attack
Flesh Hounds x8 – Fury
Flesh Hounds x8 – Fury

I’ve got 24 points left over, so I’m sure I’ll find a use for them.  Or I could swap out the Bloodcrushers for Daemon Princes or something.  I dunno.  It’s tricky to do a 1,500 point list (which is why I like the format, I think). Not thinking too hard about the list, though.

I’ll be skipping out on the 8th Edition League tournament: this past weekend really kicked my butt and I’m already committed to the NoVApocalypse thing… so I’ve got to find a weekend off somewhere.

Skaven Number Crunching

(This post was originally titled, “The case against ‘Horde.'”  That’s because, initially, I wasn’t convinced that deploying units in a Horde is the way to go.  I haven’t really run them, but my gut reaction has been that while, yes, they throw out a few more attacks, they do so at the cost of significantly increased points, as well as reduced ranks (and, therefore, Steadfast).

Also, since I started writing this, I’ve been talking with Torpored in the comments thread on one of Stahly’s posts.  (Are you following Stahly?  You should be.  He paints some beautiful stuff.)

I’m going to go ahead and begin by articulating the arguments against the Horde, then I’ll meander into the Mathhammer I’ve been working with.  Remember: Mathhammer the end-all, be-all, but it’s a good foundation on which to build reasonable expectations. (It’s also significant to note here, that this is incomplete/bad Mathhammer: it’s just straight odds, without accounting for the more nuanced statistical analysis I’m not really built for.))

Less Maneuverable

This is probably the most obvious problem.

Units, as a whole, are more maneuverable in 8th: what with marching made easier and charges greatly sped up and simplified.  Despite this, steering a unit 200mm (or a 250mm) wide unit is hard.  For example, unless you’re Mv 6, you cannot wheel 90° in a single turn.   The guy on the far end of the unit has to travel well over 12″ (nearly 15.5″) to get around.

I also find myself constantly getting in traffic jams, with units getting in other units’ ways.  Doubling the size of a block is only going to make that messier.

More Expensive

I’m a Skaven player.  I’m used to running things in big blocks of 25-30; that’s because I need the 5-6 ranks for Leadership, for Combat Resolution and for Steadfast.  Running in a horde doesn’t change that fact: I still need 5-6 ranks.  Except, in a horde, those ranks are twice as big, which means my unit costs nearly twice as much.

We’re talking turning a 151 point Clanrat unit into a 290 point unit.  That’s still cheap compared to a lot of armies, but we’re losing a banner (and Fortitude) and a unit to scoot around and flank with in exchange for a huge block of rats.

Not As Killy As You Might Think

So, I ran some numbers.  Assumptions made were:

  • I’m talking things vs. Skaven units.  That’s what I care about.
  • There would be enough models on both sides to claim full CR for ranks
  • There would be enough models on both sides for the unit to make its maximum number of attacks
  • The horded-up unit would get 7 files involved, rather than all 10, against a unit 5-wide
  • I ignore things like Hatred and the Always Strikes First reroll.  It’d complicate the formulae, making it harder to cut-and-paste.  Plus, these numbers are going to show things being fairly dire for the Skaven anyway.  They don’t need the help.
  • Both units have as full a command as possible (so, a champ with +1A and a standard where available)

That last one bears some explanation.  Against poorer troops, the Skaven should win.  Increasing frontage will only help with that.  Against the same troops, of course having more models will make a difference.  The real question is, “Will a Horde formation help my Skaven perform against better enemy troops.”  In that case, increasing the number of Skaven files striking will increase the number of non-Skaven files striking back and, because they’re better troops, having more of them striking back won’t make things any better.

So, 7 Skaven on 5 non-Skaven, stronger troops is about as optimal as we can hope for.  If things look bad here, they can only get worse.

I’m also looking at straight odds.  Statistics are far more nuanced than that, sure, but I’m lazy… and I think the straight odds are sufficient.

Initially, I plugged in Dark Elf Warriors (with Shields) and Chaos Warriors (with Halberds), both units I can expect to see, often.  The former should be marginally better (crap, I just realized I forgot to account for Hatred) with a higher WS.  The latter is inarguably better.  Higher WS, S, T, more attacks and a better save. Then, later, I added some other basic infantry, to see how they compare.

Anyway, the numbers:

This table shows the Combat Resolution (CR) difference, from the Skaven perspective, putting aside any other factors besides Static CR and wounds.  (No, no Charge / Flank / Rear / Height bonus.).  So, when the table says “Clanrats: Normal x Dark Elf Warrors w/ Spears = -0.67,” that means that the Clanrats should, by flat averages, lose that combat by about 2/3rds of a point. (Remember the assumptions, though.)


What does this tell us?

For starters: Stay away the hell from Chaos Warriors. For reals. They will wreck your ratty face off.

Spears do make a difference, sorta.  For clanrats, the increased attacks do offset the increased losses resulting from the lack of a Shield armor & ward save, which is surprising to me. You’re still losing more rats, but it works out for the better.

For slaves, it’s just more dead rats.

Horde also makes a difference.  But that doesn’t surprise me.  Of course more models attacking (11, really: 2 additional per rank, plus the extra rank) will make a difference.  But how much of a difference?  And is it worth it?

As far as how much of a difference: it depends.  In general, not very much.  About 1-4 points of CR… 4 CR is kind of a lot.  1… isn’t as much.  The tougher the opponent unit is, the smaller the difference is.  The better the Skaven unit is, the larger… but that shouldn’t surprise anyone.

How much are you paying for it, though?

The following table assumes that a non-Horde unit is 30 models strong and a Horde unit is 50 models strong, which seems reasonable.


Man, I don’t even think “Average” is relevant; not without including every unit in the game… and, possibly, without weighting those units by prevalence.  Clearly, this is evidence that I’m just screwing around with numbers and should walk. away.

I’m not even sure where I stand on my initial thesis.  Horde is expensive, not particularly super-killy, and less maneuverable, but it is somewhat more killy than nothing and ultimately (thanks to combat reforms and Steadfast) somewhat more resilient.  Since I’m not even sure where I’m going with this, I probably should just delete this post and pretend it never happened, but it’d be a shame to throw this work away.

So, anyone have any thoughts?

Cavern Table

I finished this up about a week and a half ago, but I haven’t had the chance to take pictures of it until now.  (Actually, I snuck into work a mite early so I could set it up in a conference room and take pictures; the lighting in here, while a bit harsh, is probably the most thorough I’m going to get.)

I was really inspired by the Skaven vs. Dwarfs picture near the back of the new Warhammer rulebook.  They’re stabbing it out beneath the mountains of the Old World.  It’s clearly inspired how I’ve been basing my new rats (and slowly re-basing my existing ones).

Also, I’ve had a problem where I’ve lacked good, game-able Fantasy terrain… so I caught the bug to do a table’s worth of “cave” terrain.

There’s a lot of room for improvement here, I think, but it’s a solid start.  I can totally play on all of of this, now, and come back and revise/replace/supplement when I’m not so woefully behind on painting Skaven.

The table consists of:

  • 2x Hills
  • 2x Water Features
  • 2x Stalamite “Forests”
  • 1x Ruin
  • 1x Warpstone Boulder
  • 2x Walls

So, 10 terrain pieces, total.

All are painted the same way I paint my bases: airbrushed on Cryx Bane Base, Cryx Bane Highlight  heavy drybrush, Hammerfall Khaki drybrush.  In the case of terrain that’s styrofoam, I airbrushed on a charcoal craft paint: styrofoam is thirsty, and I’d rather have to suck up cheapie paint rather than P3 paint that I really should know better than to use on terrain.

For stone features, it’s painted the same way we painted the Rapid Fire terrain: Delta Charcoal airbrushed with a heavy drybrush of Delta Hippo Grey and a light drybrush of Delta Rain Grey (or was that Quaker Grey?).

Anyway, in case you haven’t noticed; it only takes three colors and very little time to get some really sharp looking terrain painted up.

All of the texture here comes from ballast glued down with watered-down wood glue which is then sprayed down with more watered-down wood glue.  Basically, it shouldn’t be going anywhere.

The Actual Terrain

These hills are basically the same type of hill Casey and I (and several others) ground out sweatshop-style for Rapid Fire last year.  They’re extremely playable: there’s not a lot of slope, which can be a problem.  I’m not thrilled with how they look (because there appears to be an inverse relationship between appearance and practicality when it comes to hills), so I might replace them with something else (maybe even the Citadel Hills) down the line.

I’ve had a bottle of Water Effects for years, unused (except a little on my Khornate display board), and the Mysterious Terrain rules are something I can’t even dream of trying to avoid… so I needed some water features.
 I cut some MDF with a 45° angle.  Then I built up a lip around the edges of the shape with drywall putty.  I reinforced the putty with a wood glue/water mix and glued down the ballast.  Once painted, I applied the water effects.  
The first feature got little putty “islands” which worked out quite well, I think.  The second one got way too much water effects.  Lesson learned: a few, thin layers goes far enough.  Too much and that stuff stays soft. 
These can either be used as “Rivers” (getting a roll on the terrain) or Marshland.
Speaking of Mysterious Terrain: I’ve got to have “woods,” if only because one of my friends runs a Wood Elf army.   I thought about doing a mushroom forest or something, but 1) mushrooms are disgusting and 2) stalamites were way easier.
The bases are shaped based on the base of the Citadel Woods, with areas for stalagmites where trees would go.  The stalagmites are just pink foam cut and textured with a wire cutter and weighted with nails in the bottom.  If I had to do it again (and I probably will), I’d mount the stalagmites to either bases or wooden disks: something to give them more stability and make the overall result a little more professional looking.
Anyway, the plan is to use these as Forests.
I’ve had parts of an Arcane Ruins set left over from my display board… and I can only have so many forests on the table.  So, I built a ruins feature.  Not the best, I’ll admit, but it’s playable terrain: the menhir aren’t attached to the base, and they’ve got spots indicating where they need to be returned to.
Sensing a theme here?  I want terrain that looks good, but that I can play with.  Nothing makes me crazier than terrain that looks good but makes actually playing the game on/around it miserable.
We can use this for any number of Arcane Architecture types.
Finally, I needed something to use as a Mystical Monument: a couple of weeks ago, we used a 6″x8″ graveyard as an Idol of Gork (or Possibly Mork) (don’t ask) and it was a disaster: these things are supposed to be much smaller.  So, I made a very large hunk of Warpstone that can stand-in for any of those (or use the Warpstone rules from one of the battle reports in the rules).
That put me at eight terrain pieces, which isn’t quite enough.  So, I ordered a pack of the pre-painted Pegaus Stone Wall (Round) walls: I figure three of them can count as an Obstacle when Placing terrain.  (Or two, if that turns out to be too much.)  They’re pre-painted, and showed up Friday, so I haven’t had the chance to do much with them.  I dislike the color, though, so I’m almost certain to clean up their mold lines and repaint them to match the other pieces of stone.
What’s Next
As I’ve said, there’s a lot of room for improvement here:
I can redo the stalagmites and put them on some bases.
I can replace the hills with something less playable but looks sharper.
I could make the Warpstone look more convincing.
I could do better, spookier looking ruins.
I’ve got plans to build some towers; that’s the real lack here.  I’ve got thoughts that involve beating up on a Bastion so it looks like it’s a Dwarven fastness hewn into the side of some stalagmites (and, even better, a Dwarven fastness hewn into the side of some stalagmites that’s been overtaken and befouled by Skaven).  (Maybe one of each.)
All of that will have to wait, though, since I’ve got a LOT of Skaven to paint.  This’ll get me by until I’m not as buried under Clanrats and Skavenslaves.

New Approach to Skaven

It’s been a little bit since I last posted what I was running Skaven-wise.  This is, without a doubt, just as well… it can’t be terribly interesting to folks.  This is doubly true as week-to-week, I just make small changes here and there.

I’ve shifted my army a little more dramatically than usual, though, and figure it’d be nice to think out-loud about it.  This is a slight update to the list I ran last week.  So, here goes:

Lords
Warlord – General, Sword of Swift Slaying, Enchanted Shield, Foul Pendant, Poisoned Attacks
Grey Seer – Dispel Scroll, Talisman of Protection, Skalm

Heroes
Chieftain – BSB, Armor of Silvered Steel, Shield
Warlock Engineer – Lvl 2, Doomrocket, Warp Energy Condenser

Core
Clanrats x29 – Shields, Full Command, Poisoned Wind Mortar
Slaves x30 – Shields, Champion, Musician
Slaves x29 – Shields, Champion, Musician
Stormvermin x29 – Full Command, Poisoned Wind Mortar

Special
Gutter Runners x5 – Slings, Poisoned Attacks
Rat Ogres x6 – Champion
– Packmasters x4
Rat Ogres x6 – Champion
– Packmasters x4

Rare
Doomwheel
Plagueclaw Catapult
Warp-Lightning Cannon

So, what’s going on here? A few things:

For starters, I’m going very character-heavy. All of my dudes are pretty thoroughly kitted out.  I’ve never really done this.  We’ll have to see if this holds up over a couple of games.

  • The Warlord is kitted out to be somewhat hard to kill, with a 3+/5+, and should be relatively dangerous in combat with the ASF + Poisoned Attacks.  Last week, I ran him with the Ogre Blade and a Potion of Toughness: I think (I’m not caffeinated enough for the math) that he’ll be more dangerous with ASF (his I7 giving him rerolls against most things) and poison than with S6.  Also, the potion didn’t really seem to make a huge difference last week… and I needed points elsewhere.
  • Between Rhellion and Charlie hard-selling the Grey Seer, I’ve decided to try running him.  He was a champ last week, for sure.  He’s got the Dispel Scroll, because he’s the only guy with room for it, the 4+ Ward Save (because, at 240 points before items, he needs as good a save as he can get) and, because it seems prudent, Skalm.  This might be a mistake, and it’s certainly easy enough to move those 50 points somewhere else…. but it made a difference last week.  If I think of each wound on this sucker as being worth 80 points (1/3rd of his cost), it’s steal.
  • The BSB is no longer toting the Stormbanner.  I’ve moved that to the Stormvermin.  This lets me give him some magic armor to make him more survivable: a 2+/6+ has got to be more useful than a 4+/6+, you know?
  • Down to the one Engineer.  I could easily see myself dropping him to a Lvl 1… but for now I’m sticking with the Lvl 2.  I’m kind of stuck with his options, because they’re both too good not to take.

The inclusion of the Seer means I have to drop Something.  240 points don’t grow on trees.  So: I dropped a block of Clanrats.  I’m a little skeeved to only be running two blocks of significant troops (I don’t count Slaves as significant), but I’ve got to see how it works out before I decide I hate it.

Gutter Runners are in, they’ve been champs for me.  Just five dude but a whole lot of poisoned slingin’.

Rat Ogres are still there: I’ve bumped them up to 4 Packmasters each.  What’s that?  Only six Ogres, but 4 Packmasters?  I got this from the interview with Charlie.

The rule says “A pack consists of 1 Packmaster and 2 Rat Ogres.  Any number of Rat Ogres can be added to the unit.  Packmasters can be added, but no more than 1 per every 2 Rat Ogres.”  The 1:2 ratio applies to additional Packmasters, not total Packmasters (which is what I’d originally thought).  This is supported by the Skaven FAQ, which says:

Q. Can I take a unit consisting of 2 Rat Ogres and 2 Packmasters
when I pick an army? (p104)

A. Yes.

Anyway, I like this, as it makes it a little harder to eliminate Packmasters from the unit and, more importantly, makes the unit look better.  It looks lop-sided with just three Packmasters: two behind the middle Rat Ogre and then one hanging out to either side.

In terms of rares, I still love my Doomwheel, and the Cannon’s performed quite well for me.  The Catapult is back, as I’ve got 100 extra points and I’m giving it a second chance.  I could take a second cannon, but lack the model, or a third block of slaves, but painting another 30 slaves would probably kill me.  So, second chance.

Anyway, I’m going to get in a few games with this style of list and we’ll see how I feel about it in a couple of weeks.  This week sees the real kick-off of the IFL’s 8th Edition League, so there should be a lot of gaming.

Painting Progress – 20100811

Although we went out of town for the top half of my week’s vacation, I got to spend the bottom half of the week at home, in the man cave, doing hobby stuff.

For starters, I got the ball rolling on some new terrain; I’m working towards building an underground themed board to match the new basing scheme I’m using with my Skaven (see this post for an example).  No real pictures for this, yet, since I’ve just got one piece of terrain (a cave pool) done up, and I think I might have used too much Water Effects on it. : /

I spent the bulk of my time churning through a box of Clanrats.  Before ducking out, I’d decided (as so many other folks have) to do my Clanrats with the armored bodies and my Skavenslaves with the unarmored bodies.  Across three days, I’d painted up the whole box (well, 19 of them, since I’d painted up one as a test model when the kit first came out).  I’m extremely happy with how they came out… less so with the pictures.  Apologies in advance if I decide I’m disgusted enough with these to re-take and re-post them.

First, the Slaves:

Then, the Clanrats:

Obviously, I still need to paint the banner.  Not sure when I’m going to do that: I’ve been so stopped up on those things, I decided to push on and do more models instead of fuss around with the banner.

I also did a little re-basing.  I’m going to have to do a lot of that before I’m done.  One of my Plague Mortars got dropped a few weeks ago, so he was a good candidate.  Also, I decided to go ahead and do my Warlock Engineer.

Painting Progress – 20100729

I’ve knocked out a couple of Skaven Rare choices over the past few days.  Both of them, strangely, repaints… something I’ve sworn I wouldn’t do very often.  (Why repaint something you’ve already painted?)

I was pretty stoked about the wood effect I managed on the Warlord, and I’d had a 20% painted Doomwheel sitting in bits on my desk.  Last Sunday, I got the bug to put the wood and steel effect into use on it.  Shockingly, I was able to finish almost the whole thing in a day, wrapping it up the following afternoon.

It’s not all the way done, I suppose.  I’ve still got the banner to do.. but I’m having a great deal of frustration with those at the moment.  So, I’m leaving those where they are.  I’ll deal with them later.

This weekend, I got the notion that repainting the Warp Lightning Cannon I’d previously painted wouldn’t be too hard.  I banged out most of it in the day.  The only thing that really kept it from being “done” until today was the crew.

I think it came out looking really good.

I did something a little different with the Warpstone.  I think it ultimately looks better, but it’s not quite as striking at arm-length, which is unfortunate.

I did the usual Snot Green -> Goblin Green -> Golden Yellow.  Then I went a bit farther and threw in some Sunburst Yellow. before washing it with Thraka Green.  Then I washed it with a thin coat of Leviathan Purple on an impulse.  I think it made the green richer… but less vibrant.

I’d been half-considering what I was going to do for a Plagueclaw Catapult.  I’d run one last week (with an old Screaming Bell as a stand-in).  I haven’t been particularly het up to convert one up because 1) I need to focus on painting and 2) I’m not sure I like the unit (it was particularly disappointing in this week’s game), but the question of “how” had certainly been rattling around in my head.

Then, it occurred to me: Zvezda.  I’d ordered a Zvezda Siege Machines kit a long while back to use the ballista in my Harad army; it’d come with a catapult that I’d never bothered taking off the sprue.  So, I took it off the sprue.  Then I tarted it up a little bit with some Skaven bits.

Not going to win any awards or anything, but it’ll do.  It’s better than a proxy, at least.

Also, it was extremely cheap: ~$15 for a ballista and a catapult (plus some barricades).  That’s a deal and a half, even if it’s not perfect.

In case you couldn’t tell, I’m very excited about painting Skaven, now.  I love the new basing scheme (rocky vs. swampy grass), and the colors of everything this side of the flesh are perfect (and I’m perversely stuck on the Bronzed Flesh).  Time to start plugging everything into a spreadsheet and planning on knocking this stuff out.  Also: grinding Clanrats.

Further Skaven thoughts

Won my game on Tuesday. We rolled Dawn Attack, which helped me out a lot: most of his units were cramped into one flank while I got spread much units pretty evenly, with a number of units to place wherever I wanted.

My list was basically the one I’ve been running, but with the third clanrat unit dropped in favor of a Warp-Lightning Cannon and a Plagueclaw Catapult; I’ve really not spending enough of my Rare allowance and I wanted to give them a try.  Unfortunately, neither really got the chance to do much.  So, I’ll have to experiment with them some more.

Here’s the list I’ll be running next week:

20100727
Skaven – 2,500 points

Lords
Warlord (General) – Enchanted Shield, Talisman of Protection, Warlock-Augmented Weapon

Heroes
Chieftain (BSB) –  Shield, Storm Banner
Warlock Engineer – Lvl 2, Doomrocket, Warp-Energy Condenser
Warlock Engineer – Lvl 2, Dispel Scroll

Core
Clanrats x29 – Full Command, Shields
– Poisoned Wind Mortar
Clanrats x29 – Full Command, Shields
– Doom Flayer
Skavenslaves x30 – Champion, Musician, Shields
Skavenslaves x29 – Champion, Musician, Shields
Stormvermin x30 – Full Command, Banner of the Under-Empire
– Poisoned Wind Mortar

Special
Gutter Runners x6 – Slings, Poisoned Attacks
Rat Ogres x6 – Master-Bred, Packmaster x3
Rat Ogres x6 – Master-Bred, Packmaster x3

Rare
Doomwheel
Plagueclaw Catapult
Warp Lightning Cannon

So, with a few games under my belt:

Dumping the sixth big block of troops worked really well for me: I’ve had problems getting in my own way with so many blocks.  I’m continuing to spend those points on war machines, in the name of science.

I’m really happy with the Warlord’s kit.  He’s hard to kill, with a 3+/4+ and kills hard enough with 5 S5 Attacks.  Ditto with the BSB.  Stormbanner’s far too key to Skaven survivability, and I can’t think of a better banner for him to take.  The Engineers have done well by me, though I need to learn to hold  on to the Doomrocket a little longer: if I wait a turn or two, I won’t have to shoot as far, won’t have to roll as many dice, and will be more accurate.

The Mortars have done okay by me so far.  The Doom Flayer hasn’t really had the chance to shine, though.  It should get a respectable number of wounds, though, which will offset the lack of killiness of the clanrats.

I’ve been incredibly pleased with the blocks of 30 Slaves.  At 20 Slaves, I felt that the unit wasn’t worth taking at any cost.  At 30, things are very different.  They will be Steadfast.  When they blow up, they will cause a respectable number of wounds.  I hated them at 20.  I like them, a lot, at 30.  Now I’m going to try them out with a Champion: he won’t make a difference in terms of CR, but he’ll keep more bodies in the unit, which will help with the Steadfast/Cornered Rats.  I might even drop the Musician; it’s not like I flee with these guys any more: they’re better at controlling enemy units holding them in place than drawing them into hard-to-fail charges.

Clanrats are clanrats.  They don’t really kill much of anything.  The Parry save has made them a little more survivable, I’ve found.  They don’t win combat any more… Static 5 CR is now Static 4 CR and that’s worth precious little now, but they don’t go anywhere.  Steadfast + Strength In Numbers means they just grind away at the enemy (which is effective, though not especially dramatic) or they hold them long enough to get the Stormvermin or Rat Ogres into the flank.

One them I have learned, though, is that if Slaves are in the front, I do not want to flank.  They give up so many wounds that it just means whatever I’m flanking with is going to lose combat, too.

I’ve replaced them with Gutter Runners, which will be more dangerous (even at half the model count) with with a higher WS/BS/I, and Poison.  Plus they should be more effective at countering war machines with the improved Scout rules and Sneaky Infiltrators.

I’ve dropped the Night Runners.  They really haven’t impressed me at all.  The only time they’ve really shone is when 10 of them held a building against a bunch of Ogres: the Building rules had them throwing out 20 attacks, which looked kind of nasty.  Every other time, they’ve done little more than ineffectually plink some slings against models.

I love the Rat Ogre units more and more every time I run them.  The Master-Bred goes before most things, and the Rat Ogres go before a lot of things.  21 S5 attacks by Initiative 4 really adds a lot of punch that the Skaven need help with.  The Packmasters and Stomp attacks don’t hurt, either.  Easily my favorite unit, post-8th.

Skaven Warlord

I finished a Warlord (not the Rat Ogre one) last night and I’m extremely pleased with him.  If I could get all of my models looking this good: I’d probably be insufferable. :)

Because I love the way some of these colors look, I thought I’d break down how I painted them… starting with the colors I think are really, really great:

Iron Armor / Weapons
GW Boltgun Metal
GW Mithril Silver highlights
3:3:2 GW Badab Black, GW Asurmen Blue, water wash

Wood
GW Khemri Brown
P3 Hammerfall Khaki drybrush
GW Devlan Mud wash

Warpstone Blade
GW Snot Green
GW Golden Yellow heavy drybrush
GW Thraka Green wash

Stone
P3 Cryx Bane Base
P3 Cryx Bane Highlight heavy drybrush
P3 Hammerfall Khaki drybrush

(it gets boring from this part down)

Black Fur
P3 Thamar Black
P3 Coal Black heavy drybrush
GW Shadow Grey drybrush
GW Badab Black wash

Gold 
GW Bestial Brown
GW Shining Gold (over the Bestial Brown)
GW Burnished Gold highlights
GW Devlan Mud wash

Red Cloth
GW Scab Red
GW Red Gore layered
P3 Skorne Red highlights
GW Baal Red wash

Grey Cloth
GW Adeptus Battlegrey
GW Codex Grey layered
GW Fortress Grey highlights
GW Badab Black wash

Leather Straps
GW Bestial Brown
GW Snakebite Leather highlights
GW Devlan Mud wash

Skin
GW Darkened Flesh
GW Bronzed Flesh layered
GW Elf Flesh highlights
5:3:2:2 GW Devlan Mud, GW OgrynFlesh, water, matte medium wash
(just as easily GW Devlan Mud wash)

Eyes
GW Goblin Green
GW Scorpion Green dot
GW Thraka Green wash

Teeth, Claws, Bone
P3 Menoth White Base
P3 Morrow White highlight
GW Devlan Mud wash

So, you can pretty much tell that most everything is a base, maybe a mid-tone layered in, a highlight, and a wash.  Those GW washes are really nothing short of magnificent.