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This was far from a crushing defeat (VP margin of about 260), but I'm not too pleased about it regardless. I suppose I shouldn't be too critical, as this was the first time I'd faced Skaven with my Greenskins, but I made a number of rather inexcusable tactical blunders. Playing so long against Dwarfs, it seems I've become far too accustomed to outnumbering my opponent. Unless I make some major changes to my army composition, I'm going to have to be significantly less aggressive against opponents that equal or exceed my numbers. Regardless of who my opponent is though, I need to get away from thinking in terms of unit-to-unit battles. I've got some manueverable units that are good for flanking, and I need to use them in that capacity rather then sending them off chasing small enemy units. If I focused more on killing the big infantry blocks, I'd likely have a lot more wins under my belt! Now, some specific things I've learned about fighting Skaven: - Either keep your characters in units or behind some sort of cover. If you leave them floating about alone, you're just asking to become a Jezzail target. - Try to fit some form of ranged attack into your army. Skaven are surprisingly effective in close combat, and it's vital to decrease their numbers somewhat before getting into a melee. - If you're fielding low leadership units, such as Goblins, make sure you've got something to flank with. The Skaven rank-leadership bonus invariably gives them the upper hand, and you absolutely must cancel it if you want to have any hope of success. - Don't even think about charging Censer Bearers with cavalry. If you absolutely have to engage them in close combat, hit them with either a large unit that can absorb some damage or a high-toughness unit such as a chariot. Cavalry units can find themselves severely depleted before they even get to make an attack. - Skaven Warlocks are fairly weak as wizards go, and are the best a Skaven general can field in armies smaller than 2000 points. A pair of Level 2 spellcasters can easily dominate the magic phase. I fielded a variation of my most recent army, which had a stunning success fighting Dwarves a few weeks before. Unfortunately, it didn't turn out to be quite the right combination here. I also found myself rather missing my Squig Herd, which is always an amusing - albeit not always terribly effective - addition to the army. I'm not entirely sure what to do with my unit of Orcs. They've had some tremendous successes, but recently they just seem to end up breaking and fleeing most of the time. With only a S3 attack, I think their 25mm bases are proving something of a liability, and I need to do something to ensure they consistently do enough damage to win combats. The easiest solution would be to put a Big Boss in with them, which is something I'll probably try out in the near future. |
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| Number | Unit Type | Upgrades | Subtotal | Points Total |
| 1 | Orc Big Boss (General) |
Boar Light Armour Shield Sword of Might |
65 16 2 2 20 |
105 |
| 1 | Night Goblin Big Boss | Battle Standard Bearer Light Armour Mad-Cap Mushrooms |
30 25 2 30 |
87 |
| 1 | Goblin Shaman | Level 2 Wizard Talisman of Protection |
55 35 15 |
105 |
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| 29 | Night Goblins | Spears Netters (4) Fanatics (3) Boss Musician Standard Bearer |
68 23 8 75 8 4 8 |
190 |
| 20 | Orc Boyz | Additional Hand Weapons Boss Musician Standard Bearer |
100 40 13 5 10 |
168 |
| 5 | Goblin Wolf Riders | Bows Spears Shields Boss Musician Standard Bearer |
50 10 5 5 12 6 12 |
100 |
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| 5 | Savage Orc Boar Boyz | Spears Warpaint Boss Musician Standard Bearer |
85 5 15 17 7 14 |
143 |
| 1 | Orc Boar Chariot |   | 80 | 80 |
| 63 |   | 1003 | ||