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Old November 7th, 2009, 04:38 PM
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Default Re: Strategy guide for the Skaven mod by Sombre “Die manthings die!”

Good guide. *shamelessly points to his own Skaven Guide* for further if somewhat different tips. Generally don't overlook the Skavenslaves their multiple forms give them the same sort of staying power of a mictlan jaguar warrior or van skinshifter. Sure damage wise they suck and they really need a Sermon of courage spammer to keep them on the battlefield but as chaff they are fantastic. Also you can always mix a few council guards or even plague monks in to stiffen their morale.

Personally I like a S9 D? N4 bless myself for the censer bearers. The S9 ensures they survive long enough to get to the enemy while the N4 reduces the amount of afflictions they rack up while the affliction chance from the D bless applies to the poison clouds so anything you don't kill is going to be crippled.

Also for research I would suggest at least initially that you focus most on Cons research to get your excellent lightning throwers and poison slingers. After that you can either go for the various site searchers (Conj1 evo2 Thaum2 etc) or go for your higher level stuff in Cons.

Edit.. Actually don't check out my guide its old and out of date. I should probably post the updated version that's been sitting on my hard drive for a few months.

Last edited by Ferrosol; November 7th, 2009 at 04:52 PM..
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Old November 7th, 2009, 05:35 PM
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Default Re: Strategy guide for the Skaven mod by Sombre “Die manthings die!”

Well, I was rather unimpressed by the skavenslaves even with their different shapes but I promise to test again with some plague monks inbetween. That definetly sounds like a good idea

Regarding the bless I had the same idea as you of testing a D bless since AoE dmg benefits a lot from it but even with N6 they crippled themselves more often than I could bear. The nice thing about the air+astral bless is that you'll still have your twist fate ready for close fighting, even after several rounds of incoming fire. I admit it costs a lot of points.

As you noticed, construction is my first deep path of research but it won't do me any good if I can't fuel it with those necessary gems imho. I must confess I didn't even try without a nice gem supply as once I start forging dwarven hammers, my forge industry becomes rather intensive.

Thanks for the comments and looking forward to see your guide updated
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Old November 7th, 2009, 08:30 PM

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Default Re: Strategy guide for the Skaven mod by Sombre “Die manthings die!”

Yeah, the skavenslaves, whilst absolutely terrible fighters, do offer a few advantages. With their multiple shapes, they're extremely resilient against things like fireballs or thunderstrikes, and they can even be used to soak up missile fire. Being size 3 is advantageous for this as it reduces the overall number of hits you have to take, and reduces the options an opposing player has for scripting missile units. And if they can just survive for a couple of rounds of melee with high encumbrance enemy elites, your regular troops can walk in and kill them much more easily than they'd otherwise be able to.

Plus, if you consider that a lot of the best skaven magic/weapons are highly inaccurate... what better to get blown up than some slaves you expected to die anyway! Of course, rats can fill this role as well. They're just not quite as perfect for the job.


Thanks for the guide
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Old November 8th, 2009, 02:42 AM
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Default Re: Strategy guide for the Skaven mod by Sombre “Die manthings die!”

Ok I ran some more tests with the skavenslaves and updated their description. Mixed with monks and spamming sermon of courage, they do stay a lot longer than I previously thought.

Thanks for the return.
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Old November 29th, 2009, 10:12 AM
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Default Re: Strategy guide for the Skaven mod by Sombre “Die manthings die!”

I added Throt the Unclean, a national hero I just got in one of my games. Nice thug.
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