Skaven warband thoughts

spafe

Executive Officer in charge of Hats
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Feb 8, 2013
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Hi guys,

Just been perusing my old mordheim book and ended up making a list for skaven as we might end up playing some mordheim between necromunda campaigns in the coming months.

Caveats:
If we do play, it likely have minimum amendments to the core rules, namely CCW and shield give +1 sv from shooting and +2 in combat, there will be a -1 to hit on duel wielding unless you take a combat skill (duel wielding), or your weapon is designed as a pair. And if anyone takes carnival, we will reduce the effectiveness of rot in some way (cross that bridge is someone goes that way).

Without further ado, my skaven list:
Assassin, fighting claws-95
Sorcerer, sword - 55
Black Skaven, Halberd - 50
Black Skaven, Halberd - 50
Night runner, sling - 22
Night runner, warplock pistol - 55
2 Verminkin, slings - 44
3 Verminkin, clubs (will duel wield with daggers at -1 to hit) - 69
1 Verminkin, spear - 30
2 Giant rats - 30

The aim here is to make a varied fun list, not abuse the sling spam. With that in mind I have a couple of henchmen with them and 1 night runner. The other night runner has a warplock as it will encourage me to keep them safe and they shoot as well as anyone else in the warband bar the assassin. I will be using stormvermin for the black skaven, hence the halberds. The sword on the sorcerer is to try and keep him alive with parry, and further down the line, a warplock for him if his power turns out to be a bit naff will be in order.

I'm not sure if the giant rats are worth it or if I should swap them for a verminkin with a spear.
 
My first thought (having read the list but not the paragraph after it) was whether your group had limited slings or whether you'd exercised self-restraint in the interest of keeping friends.

I think it might be a good idea to concentrate slings on your heroes, so they can 'lead from the back' - thus keeping them alive for post-game exploration rolls. Use expandable henchmen for getting close to the enemy.

I'd keep the giant rats. Partly just for fluff/variety. But also, since they don't gain experience, they're presumably more useful early in a campaign than later on. If they die, then you can decide whether they're worth replacing or not.
 
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whether you'd exercised self-restraint in the interest of keeping friends.
This, I've no real interest in trying to break the game, as it is by its nature unbalanced, so pushing it further so it falls over seems wrong.

Good call on the giant rats being a starting unit that gets replaced via natural attrition. I'll likely go that route.