I´m very proud to present another Guest Display here at Vanhaa Vasarointia. LM is a great gaming friend of mine with a magnificent collection of mant things Oldhammer. Due to great distance between the places where we live we get to play too rarely but we keep in touch via Watsapp pretty regularly.
I´ve fought LM´s skaven twice - once winning with my high elves and once losing with green skins. Battle report of the first engagement is
here. With elves I think I fared pretty well as elven morale held at the crusial points of that battle. My O&Gs on the other hand got
soundly thrashed.
But let´s hear it from LM himself. Clan Vashkish.
--------------------
My skaven army started in 1991-2 as a handful of models to be used
with Advanced HeroQuest and it was inspired by Andy Chambers’ legendary
article in White Dwarf #137. I didn’t have enough models for a full army
back then (I mainly played Orcs & Goblins), but later on I bought
models from friends who’d quit the hobby and finally bulked up the units
during the early days of eBay starting around 2005.
The
majority of models were painted in 2015, but there are a lot of paint
jobs dating back to the early 90s. I’d still like to add some more
clanrats with double handed weapons and have contemplated adding a unit
of skavenslaves with slings from the 1993 skaven range.
Since
I finished the army, I’ve played maybe 20 games with it, mostly at 3000
points. We usually play using the deployment rules given in the
Warhammer 3rd Edition Rulebook and keep playing until one of the armies
has lost 50% of their forces (characters and full units dead/routing).
CLAN VASHKISH
My
warlord clan is called Clan Vashkish. Its field army is led by
Sewertyrant Kargshak (level 20 hero, Hellhoned Blade, Spellshield), but
the real brains behind the operation is Warpsquealer Ungoltwitch the Mad
(level 15 wizard). They’ve shown up in every game I’ve played so far.
Ungoltwitch’s
superior, White Skaven Sorcerer Thrikch the Twisted (level 20 wizard)
makes an occasional appearance, but he usually prefers the delights of
Skavenblight to camp life. Garroters Haskquol and Karkquol (both level
15 assassins) from Clan Eshin are such masters of concealment that
they’ve rarely been seen on the battlefield.
Clanrats
This
is my main clanrat unit. It follows the template given by Andy Chambers
in White Dwarf #137 and does most of the heavy lifting. It is led by
Kargshak and also includes Slagskitter (level 5 hero) who carries the
battle standard with Relic Banner and Dread Banner enchantments. My most
common enemy is a Dwarf army and the Dread Banner almost guarantees
that I’ll be able to break at least one of the opposing units. With the
characters included the unit is 36-strong and deploys in a 6x6
formation.
My second unit of
clanrats is only 25-strong and is used in a more defensive role. It is
spear-armed and usually includes Ungoltwitch the Mad. Without a magic
banner the unit is very susceptible to panic although with Ungoltwitch
in the lead their coolness rises to a dizzying 7.
Clanrat Stormvermin and Black Skaven Clanrats
Storm vermin
Black skaven
The
biggest advantage of using elites in a skaven army is the fact that
they can take a Relic Banner. On the other hand they are hindered by
their maximum unit size of 20 and being lightly armoured
they can
easily lose their maximum rank bonus due to archery. I usually take
Verminlord champions (level 15 heroes) for both units. With these
leaders and the magic banners they are some of the rare units in the
army that can operate semi-independently. I usually deploy my elites on
the flanks.
Skavenslaves
My
main skavenslave unit is 49-strong and has no upgrades or a champion.
If I manage to roll Cause Frenzy for one my wizards (I always pick it on
doubles), I cast it on this unit pre-game and watch them go. Otherwise
they stay back and try to look menacing.
The
small unit of skavenslaves has 36 slaves with spears and shields. These
upgrades are pretty worthless, but make them look more like real
soldiers and might fool somebody. If I take any plague censer bearers,
they often go into this unit.
The
biggest selling point for skavenslaves is their price. For a grand
total of 254½ points I have 85 models that the enemy can’t completely
ignore. And you never know, you might get lucky with chaotic attributes!
CLAN ESHIN
Night Runners
Night
Runners I’ve rarely used. Their maximum number of 10 really hampers
their use as a line unit, but they can’t skirmish either. Two (poisoned)
hand weapons are neat though and the minis are among the best in the
range. I’ve tried using them with a strong hero (level 15 assassin) and
sent them on a flank march. The results have been mixed, but they did
once manage to take out a Dwarven artillery park.
Gutter Runners
I
always take 10 Gutter Runners with slings. They usually try to hold
congested terrain or sneak up a flank. They will rout easily and often
cause disappointment, but every once in a while they manage to get in
close and pepper somebody with 20 poisoned sling shots. I have
contemplated taking a second unit of Gutter Runners, but since slings
are limited to a single unit, the others stay largely unplayed.
CLAN PESTILENS
Plague Censer Bearers
I
rarely take more than 1-2 of these. Any more than that and they would
cost the same as a new unit. I often put these in a skavenslave unit to
inflict at least some damage to the opponent before the slaves are
slaughtered.
Plague Monks
Plague
Monks suffer from being limited to a maximum of 20 models, but they can
take a Relic Banner if Panic is proving to be a problem. Warp Scrolls
are fun, but they are also very pricy and you have to be sure the target
unit does not have any magical defense (I usually probe the target
first with a Fireball or something similar).
CLAN MOULDER
Rat Ogres
I
almost always take a largish (8-12) unit of Rat Ogres. This is more due
to stubbornness than their combat effectiveness. They cost a lot and
the handlers tend to get killed by arrows before the unit makes it into a
melee. However, I like the minis and they tend to draw a lot of
attention from enemy units so I’ll keep on fielding them.
Giant Rats
Small
units of giant rats are very cheap and work nicely as distraction on a
flank. However, they have to be over 12” from your other troops or their
eventual rout might (will) cause panic. On a 8 x 4’ board this is
doable, but I wouldn’t try using them in this role on a 6 x 4’. I
haven’t tried using large units of Giant Rats.
CLAN SKRYRE
Poisoned Wind Globardiers
Poisoned
Wind Globardiers are cheap, but I haven’t been able to use them to any
great success. They follow the rules for grenades so AFAIK they can’t
move and throw and only have a range of 6”. I have sometimes put them in
buildings to lob globes out of windows, but then the enemy just avoids
the buildings…
Warpfire-Throwers
Warpfire-Thrower
teams I have had mixed success with. Their slowness and inability to
move and fire makes them better on the defense, but my tactic is to
advance and thus they often fail to get any good lines of fire. Against
an aggressive opponent such as Chaos they might fare better.
Jezzaillachis
I
almost always bring 2 teams of Jezzaillachis in a 3000 point game. We
have toned them down with house rules, but they are still excellent.
They penetrate ranks like cannons, but don’t accrue heat points and can
hide in units. What’s not to like?
ALLIES
Skaven can get three types of allies: Chaos Allies, Orcs and Goblins and Dark Elves.
I
once employed the help of Pharinyen Aleurden, a Dark Elf Commander
leading a unit of 19 crossbow-armed Dark Elf Warriors. On the second
turn of the game they took four casualties from Dwarven crossbow fire
and promptly rolled boxcars for the rout test. Never again will we
accept help from the sneaky elves!
A far more reliable
ally has been the Chaos Dwarf Makru and his 19 Chaos Dwarf Warriors.
They bring along a mortar team and provide some sorely needed stability
in the lines.
I have never taken any Orc and Goblin allies as we have enough cheap bodies to field on our own…
CHAOTIC ATTRIBUTES
I
love chaotic attributes and always roll them up prior to a battle. And
skaven get a lot of them: D6-3 per unit and D6-4 per character. To
retain my sanity, I assume that champions share the dominant attributes
of their unit and only roll personal attributes for independent
characters (i.e. level 20 or level 25 heroes and all wizards and
assassins).
There are a couple of crippling results, but
on the whole the vast majority of chaotic attributes are good and they
can benefit the skaven immensely.
I would advise
ignoring von Kortez’s previous suggestions of using some sort of GM fiat
or common sense when rolling the attributes. That is not the way Chaos
works! I’ve had the main clanrat unit become subject to stupidity or
enormously fat (half move), but then I’ve also gotten stormvermin with
both +1 strength and +1 toughness.
GENERAL THOUGHTS AND TACTICS
In
the beginning the abysmally low leadership and coolness caused me a lot
of trouble and a single lost combat would make the whole army run away
in panic. You can get decent leadership scores using heroes, but unless
you use high level wizards as unit leaders, coolness (and thus panic
tests) will be tough to manage. Fortunately careful positioning and some
key upgrades (Relic Banners,
Battle Standard) can mitigate the
problem. Even so, it is an army that has be used very aggressively
before the low morale catches up with you.
When using the
deployment rules in the rulebook you’re almost guaranteed to win the
Scouting Turn against foot armies. Enemy cavalry will still cause you
trouble though. I’ve often had to deploy first when facing a Dwarf army
employing allied Border Horse. You can counter this by taking Chaos
Centaurs from the Chaos Allies list and use them for scouting.
A
3rd edition skaven army is a lot of fun! It has a wide variety of cool
units and a nice range of minis. It also offers an interesting tactical challenge and once mastered can be very powerful.
----------------------
A BIG Thank You to LM! Hoping to get another for him as he has a beautiful Bretonnian army too with giant snail monstrous host and all.