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Games Workshop - Warhammer Age of Sigmar - Skaven Clanrats

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Powerful heroes – Skaven have a number of behemoth heroes that are powerful and competitively priced. Going full herohammer with Thanquol and Verminlords is a legitimate build. Before Total War: Warhammer released, Russian leakers found information saying that Skaven would come as DLC. This information was outdated. The Skaven have a long history with Warhammer Fantasy Battle, with many characters available for players to choose from. In Warhammer Age of Sigmar, the number of named characters with models has decreased, with some stalwarts of the battlefield such as Ikit Claw and Deathmaster Snikch currently without available models for the tabletop. Like the Deceiver, the Warbringer gets a +1 to hit and wound command ability, this time for Clans Verminus. On top of this, the Warbringer can also get the lesser spotted reroll buff for its wound rolls by being within 13” of 3 Skaven units. It gets a boosted version of the death frenzy spell, letting you target d3 friendly units. Death frenzy is one of the better spells for a melee Skaven build, and chances are that if you’re taking this unit it will be walking up the board surrounded by friends who also want to be in melee – so it’s a good combination. Skaven have access to 4 rites, which provide various bonuses. These are the only way they can recruit the DOOOOM! Engineer and Pestilent Scheme Priest who can spread plagues.

Verminus Valour – Turns every skaven unit within 3” into a bodyguard. Very similar to the Skilled Manipulators battle trait, but doesn’t require the unit to have 3 or more models. 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. Having larger units is reinforced via two key rules that all Skaven can benefit from. Overwhelming Mass sees Skaven units get +1 to melee hit rolls when they have 20 models in a unit, and gain +1 to wound rolls when they have 30 models in a unit. This turns any middling Skaven unit into an absolute beast in combat, and means your opponent will have to whittle your units down if they want to stand any chance at surviving the onslaught.Food is a unique resource for the Skaven in campaign that they must manage, alongside money. Food is consumed by each army and settlement and produced each turn faction-wide. Low levels cause major problems, while high levels provide significant bonuses. Food can be spent on increasing the limit for the Menace Below, or it can be spent to Colonize new settlements at a higher level than usual. Minor and major settlements can be colonized up to maximum, if food allows.

Now, in the Age of Sigmar, the Skaven are a constant threat. Their numbers are hidden but truly staggering; Skaven can be found in all corners of the universe, burrowing, multiplying, and plotting. Thankfully for the other inhabitants of the Mortal Realms, the ferocity, inventiveness, and cunning of the Skaven is only matched by their individual cowardice. If they ever overcame their natural tendency to flee when isolated, it would mean dark tidings indeed. Standing a stunted four feet tall, Skavenslaves form the largest bulk of the swollen Skaven population. They are usually born in this manner, barely holding out through a cruel, abused childhood and, being of little value, simply shoved into forced labour. Living past any more than a handful of years is quite a cursed accomplishment. Skavenslaves are also always swelling with captured or defeated Clanrats demoted in their loss and shoved into the lowly ranks. Almost all Skaven born as slaves die as slaves. [2a] Warp-Grinder - A smaller variant of a similar machine, the larger machinery of this weapon was meant to carve large tunnels within the earth with relative ease, meant to allow passages for whole armies of troops to move with speed through the underground tunnels of the world. Although those machines were larger than the biggest Empire warships, the smaller version acts as a more portable and hand-held one, used for the same purpose, but also as a weapons platform to be used against infantry. Similar also is the need for a two-skaven team to operate; one to hold the ammunition and another to aim the shot.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. The following minor Skaven factions are found in campaign mode. Not all minor factions are found in all campaigns. The End Times saw the end of the old world, yet some seeds remained. As the World-That-Was splintered into void and different realms, the Skaven persisted, able to tunnel through the void much as they once did through the ground. Their god scattered them throughout the Mortal Realms as the realms became reborn, setting them the task of multiplying and conquering in his name. You won’t see this as much as the Deceiver simply because dreaded skitterleap is so good, but if you’re running the right kind of army for it this will be the hardest hitting verminlord, and isn’t just a solo operator. Clawlord

Strong artillery : the Skaven artillery can easily weaken formations, moral and health, allowing for monsters or better infantry to make a breakthrough in the enemy line at the right moment. Whilst you will normally want them fighting, do note that Verminlords are able to take advantage of this rule should you need them to. Strength in Numbers

Gossamid Archers

Skavenslaves are extremely expendable and very fast to recruit and cheap. They can be recruited from any Skaven settlement, as they only require the main settlement chain building. A common tactic is to create a second army of just Skavenslaves and have it follow around your main army and initiate battles so that the Skavenslaves take all the damage and wear out the enemy, ready for your main army to get all the kills. If Skavenslaves die - no worries, there is plenty more where they came from. However, this must be balanced against the cost of faction-wide increase on upkeep when recruiting a whole new army. Overall, Skaven in Warhammer Age of Sigmar are a complex force to play, with many moving parts and variables to consider, such as keeping your unit sizes up, and your troops alive long enough to get into battle and do some damage. The rest of Skaven history is largely divided into the various wars fought with other races or among themselves. The most important of these are: For Skryre Science Wizards, their best spell is undoubtedly More-more-more Warp Power!. This spell lets a Clan Skryre unit within 12” re-roll hit and wound rolls until the next hero phase. If you’re wanting to do one big turn of devastating damage, either ranged or in melee – or both! – then this is the big hitter you’re looking for. The only downside is that, after it’s all done and dusted, the target unit will suffer D3 mortal wounds – but who cares, if the damage is already done? In addition, Clan Eshin has secretive Sorcerers, said to be gained from Cathay. They focuss on Shadow Magic - using both [[Ulgu and Dhar and when they die, their bodies boil away to nothing more than a greasy puddle. [4a]

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