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		<title><![CDATA[Latest posts for the thread "Clan Eshin skaven army."]]></title>
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				<title>Clan Eshin skaven army.</title>
				<description><![CDATA[ this is just a rough army list, need some tips and advice on how to improve it, no points limit as yet.<br /> <br /> L and H: deathmaster sniktch<br /> H: eshin sorceror<br /> H: eshin sorceror<br /> <br /> C: 20 nightrunners<br /> C: 20 nightrunners<br /> C: 20 nightrunners<br /> C: 20 nightrunners<br /> C: 20 slaves<br /> C: 20 slaves<br /> C: 20 stormvermin<br /> <br /> S: 10 gutter runners<br /> S: 10 gutter runners<br /> S: 20 giant rats<br /> S: 10 jezzails<br /> <br /> R: eshin triad<br /> R: eshin triad<br /> <br /> no idea how many points as i have said, just need to build a rough army structure 1st.]]></description>
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				<pubDate><![CDATA[Mon, 11 Aug 2008 22:08:15]]> GMT</pubDate>
				<author><![CDATA[ JD21290]]></author>
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				<title>Clan Eshin skaven army.</title>
				<description><![CDATA[ If you're looking for advice, here's my two cents:<br /> night runners are better in 5 man units.. With no armor save and toughness three they'll be shot to hell regardless. I'd make it a point to specialize each group with either two hand weapons or slings. <br /> Also, I'd make one or both of the gutter runner units tunnelers and give them poisoned hand weapons and if you have spare points slings or poisoned throwing stars. That makes them great at eliminating warmachines and archers. <br /> Giant rats are "meh", but if you like them, take them.. I'd prefer clanrats instead due to their static combat resolution.]]></description>
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				<pubDate><![CDATA[Tue, 12 Aug 2008 02:10:59]]> GMT</pubDate>
				<author><![CDATA[ themandudeperson]]></author>
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				<title>Re:Clan Eshin skaven army.</title>
				<description><![CDATA[ Agree with The MDP on most points, particularly the need to make the night runner units smaller and give them a weapon to flavor.  I personally go with stars on all of mine, so they can go out and fling something at the units they march block, but there have been times I wish I had given them a 2nd <span class="glossaryitem" onmouseover='gp(59);'>hw</span> instead.  Never used slings myself.<br /> <br /> Gutters definitely need poisoned hand weapons, though through experience I've dropped the poisoned stars all together.  Making them tunnel teams would be a great idea as well.  I like to see the quasi-horde aspect you've got going, like with my Eshin, and as noted if giant rats do it for you, that's cool.  I've rarely heard anything good about stormvermin but again if you like 'em, do it, just make sure you buy them a nice killy weapon team.<br /> <br /> Also, Eshin magic is a bad joke, and I've since dropped down to a single level 1 scroll caddy.  Paying all the points for what amounts to +1 dispel dice makes the second sorcerer not worth it.<br /> <br /> I get this on points:<br /> <br /> L and H: deathmaster sniktch = 515<br /> H: eshin sorceror - 2 dispel scrolls = 125<br /> <br /> C: 5 nightrunners - stars = 35<br /> C: 5 nightrunners - stars = 35<br /> C: 5 nightrunners - 2hw = 35<br /> C: 5 nightrunners - 2hw = 35<br /> C: 20 slaves - musician = 44<br /> C: 20 slaves  - musician = 44<br /> C: 20 stormvermin - standard, musician, shields, ratling gun = 255<br /> <br /> S: 10 gutter runners - tunnel team, poison <span class="glossaryitem" onmouseover='gp(59);'>hw</span> = 170<br /> S: 10 gutter runners - tunnel team, poison <span class="glossaryitem" onmouseover='gp(59);'>hw</span> = 170<br /> S: 3 giant rat packs [18 rats + 3 packmasters) = 90<br /> S: 10 jezzails = 200<br /> <br /> R: eshin triad = 210<br /> R: eshin triad = 210<br /> <br /> Total:  2173<br /> <br /> Depending on the total you're shooting for you can add a bit more (2250) or decide on some things to cut.  To trim points I suggest dropping some gutter runners - I use 8 in a squad myself, some people use as small as 3 to go hunt war machines or assassinate characters - and a couple jezzails, 10 is quite heavy for one unit with low leadership.  And then it's looking at what's left and deciding how much you like it (rat swarms? stormvermin?)<br /> <br /> - Salvage]]></description>
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				<pubDate><![CDATA[Tue, 12 Aug 2008 05:46:28]]> GMT</pubDate>
				<author><![CDATA[ Boss Salvage]]></author>
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				<title>Clan Eshin skaven army.</title>
				<description><![CDATA[ thanks mandude, i see your point here, and the rats were for a nice screen, but realised that slaves work better in this role <span class="glossaryitem" onmouseover='gp(84);'>lol</span>.<br /> <br /> <br /> thanks salvage, if i go for a 2k point army then i guess ill cut out the giant rats, and possibly cut down the gutter runner teams, 1 team of 10 and 1 team of 5 should make it just under 2000 points or thereabouts.<br /> <br /> thanks for the help.]]></description>
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				<pubDate><![CDATA[Tue, 12 Aug 2008 08:13:25]]> GMT</pubDate>
				<author><![CDATA[ JD21290]]></author>
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				<title>Clan Eshin skaven army.</title>
				<description><![CDATA[ Actually, I almost always field stormvermin in my 2k skaven armies. Yeah, they're almost 2x the cost of a clanrat, especially once you purchase the all important shield upgrade, but they have better initiative, weapon skill and armor than a clanrat and the option to fight with either hand weapon and shield for a 3+ armor save or to fight with halberd for strength 4. That said, they would trounce them every turn after the charge and should even be able to hold up against a clanrat charge and possibly win combat. <br /> Also, you can give them a magic banner, which for me is typically the umbranner. That's mainly because those heavily armored rats draw a lot of attention and with it, arrows and bullets. But a great way to make this unit shine in close combat is by giving a unit of 20 the banner of the swarm and placing a <span class="glossaryitem" onmouseover='gp(174);'>BSB</span> with a warbanner in the unit. About half of the time you'll still outnumber so your static combat resolution would be 8 when you outnumber and 6 when you don't.. <br /> Also, with initiative 5 you strike before most typical units that would outnumber you (i.e. night goblins, men at arms, other skaven, etc.). Most of these would also have <span class="glossaryitem" onmouseover='gp(149);'>WS</span>:3 T:3 and a 4+ armor save, in which case, your halberds and <span class="glossaryitem" onmouseover='gp(149);'>WS</span>:4 mean you'll carve them up quickly enough to regain the outnumber bonus.<br /> I should have clarified better with my suggestions of giving the gutter runners poisoned stars or slings: If there were any fat that needs to be cut, that would be the first thing to drop, but if you find yourself with spare points, the extra ranged ability lends them some flexibility that can come in handy. Also, if I were you, I'd even out the two teams of gutter runners to 7-8 a piece. Smaller skirmisher units are much more of a pain for your opponent as you can squeeze them through narrower gaps to avoid charges and march block much easier. Also, skirmishers don't win combat by attacking as one large unit. They win by ganging up on a unit on 2, 3 or even 4 sides with multiple units, so more smaller units help a lot.<br /> I will say this though: you are attempting to play what I would call the most difficult army in <span class="glossaryitem" onmouseover='gp(147);'>WHFB</span>. Without the advantage of the Strength in Numbers rule, your army's lack of armor and decent leadership, shooting armies will have a field day with you, causing frequent panic checks which increases the probability that there will be a "panic wave" that runs your army off the table in your opponent's first shooting phase. If you're new to the game, I would definitely not recommend this army until you've master the intricacies of the rules and also of the basic skaven army.]]></description>
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				<pubDate><![CDATA[Tue, 12 Aug 2008 21:25:07]]> GMT</pubDate>
				<author><![CDATA[ themandudeperson]]></author>
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				<title>Clan Eshin skaven army.</title>
				<description><![CDATA[ i know mandude, and ive played southlands skink alot, and they tend to get shot a bit, but bear in mind my army will be made 95% of skirmishing units, so enemy is at -1 to hit all of the time, by the time they are at close range (+1 to hit) i will be in charge range, i was thinking about loads of small units of night runners, ok, they arent the strongest unit in the game, but with 10 or so units running about they do cause damage, as for the storm vermin, thats what i was going to do <span class="glossaryitem" onmouseover='gp(84);'>lol</span>, a unit of 23, with sniktch concealed in it and the <span class="glossaryitem" onmouseover='gp(174);'>BSB</span> with them, giving me a 25 strong unit in combat, with various bonuses, and the hitting power from the front rank would be deadly.]]></description>
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				<pubDate><![CDATA[Wed, 13 Aug 2008 21:13:07]]> GMT</pubDate>
				<author><![CDATA[ JD21290]]></author>
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				<title>Clan Eshin skaven army.</title>
				<description><![CDATA[ wow.. I couldn't think of a worse scenario for our whiskered ones. True, you are -1 to hit, but large numbers of skink with blow pipes will chew the hell out of you. I know, lizardmen are my second army. The only saving grace is that if they want to poison you, they can only shoot you once per skink in most situations. <br /> The line of reasoning behind most lizardmen players is "only the 6's matter", so they'll pile on 2 negatives without even thinking, because the only shots that hit will auto-wound and with no armor, those auto-wounds mean dead rats.. <br /> You could potentially outshoot them with slings.. You're models would be more expensive than the skink player's, but you could outrange him and his units are only toughness 2, which makes a huge difference as well.<br /> Also, just for poops and giggles, try a master assasin with a fellblade or (weeping blade if you're afraid of your general killing himself) instead of sniktch. He's badassed, but he's also 500+ pts if I recall. Then try to get your sorcerers to skitterleap him into combat against your opponent's biggest nasty. With his high initiative, weapon skill, strength,number of attacks and D3 or <span class="glossaryitem" onmouseover='gp(24);'>D6</span> wounds, he'll take down damned near any big critter in 1-2 combat phases.]]></description>
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				<pubDate><![CDATA[Fri, 15 Aug 2008 02:54:30]]> GMT</pubDate>
				<author><![CDATA[ themandudeperson]]></author>
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				<title>Clan Eshin skaven army.</title>
				<description><![CDATA[ i was on about using my southlands army <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0"><br /> and whole plan is skitterleap sniktch into thier general at the 1st safe chance i get, hopefully another assassin gets skitterleaped into a wizard and so on, idea is, assassinate all of thier characters with skitterleaping assassins <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0"><br /> against small units sniktch will do fine, against small units of monsters he will do fine, back him up with a small unit of gutter runners and a 2nd assassin and he should be able to start killing units.]]></description>
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				<pubDate><![CDATA[Fri, 15 Aug 2008 11:14:29]]> GMT</pubDate>
				<author><![CDATA[ JD21290]]></author>
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				<title>Clan Eshin skaven army.</title>
				<description><![CDATA[ Poison absolutely makes gutter runners worth it - they're frankly not worth their basic points if they aren't doing poisoned attacks. Unarmoured monsters (giants, trolls, lots of stuff) die horribly before poison rolls - the only thing funnier is Plague Rat swarms.<br /> <br /> Which is why my army has gutter runners, rat swarms AND Skyre weaponry. Also stormvermin, mainly because people think they're more dangerous than they are.]]></description>
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				<pubDate><![CDATA[Sat, 16 Aug 2008 01:07:52]]> GMT</pubDate>
				<author><![CDATA[ Arctik_Firangi]]></author>
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				<title>Clan Eshin skaven army.</title>
				<description><![CDATA[ the only thing ill miss in the eshin army is my skyre stuff :(<br /> gotta pack an army with: jezzails, globadiers, WLC's, but, globadiers are a rare choice, which is used up by my triads, and ill get a unit of jezzails or 2.]]></description>
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				<pubDate><![CDATA[Sat, 16 Aug 2008 03:30:30]]> GMT</pubDate>
				<author><![CDATA[ JD21290]]></author>
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				<title>Clan Eshin skaven army.</title>
				<description><![CDATA[ You might not want to put all your money on skitterleaping Snitkchshch for the win.  When I've run 2 level 2 sorcerers - the most I'd say to ever do - I've found that the only way to get that teleport off is to pray for 13.  2 make this more likely, and they've got to be level 2 to toss the 3 dice needed (side note: using the warp token on a level 1 to pray for a 13 can be soooo bad, like when mine rolled 1-6 with dice and ... 1 with the extra die, taking a wound from the warpstone and then 1 more from miscast ... <img src="/s/i/a/dec8d79950a36218cfae9200a43fa59f.gif" border="0">).<br /> <br /> So basically, that's why I've taken to using master assassin, assassin, <span class="glossaryitem" onmouseover='gp(174);'>BSB</span>, level 1 sorc w/ 2 scrolls.  Trying to cast that skitter is so not worth it.<br /> <br /> - Salvage]]></description>
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				<pubDate><![CDATA[Sat, 16 Aug 2008 04:07:49]]> GMT</pubDate>
				<author><![CDATA[ Boss Salvage]]></author>
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				<title>Clan Eshin skaven army.</title>
				<description><![CDATA[ i see your point salvage, and concidering 4 of my friends have not too friendly magic armies (drawf, <span class="glossaryitem" onmouseover='gp(138);'>VC</span>, mortal khorne, mortal tzeench) im guessing magic will be barely effective.<br /> but, failing that i need 2 large units of night runners, with gutter runners behind them, maybe an assassin in each unit, then a triad mixed in with them, they should hit pretty well, only aim is to use the night runners as shields for the triads to get to characters / tough units.]]></description>
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				<pubDate><![CDATA[Sun, 17 Aug 2008 00:14:45]]> GMT</pubDate>
				<author><![CDATA[ JD21290]]></author>
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