An Army Book in the Warhammer Fantasy tabletop wargame, is a rules supplement containing information concerning a particular army, environment, or worldwide campaign. Army Books for particular armies were introduced for the fourth edition of the game prior to that all armies were included in the main rulebook. The sixth edition rendered these obsolete. Until superseded by newer versions, the 6th edition and later books remain valid for the newer editions of Warhammer. Games Workshop has also released various expansions over the years, including a siege rules supplement and campaign expansions. Expansions and Supplements may or may not be valid over multiple editions, though generally they cycle similarly to the Army Books.
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Named Characters[ edit ] Note: Under the current edition, named characters tend to be overpriced; you can pretty easily emulate most named characters from scratch and save yourself some points. That said, a few named characters do have abilities and wargear or wargear combos unique to them, so if you absolutely need to have them, go ahead. Among Skaven this is double true, since one of the main advantages of Skaven characters is how cheap they are. Leave him out of tournament lists though.
Skip him. Thanquol and Boneripper: Do you want your army led by a drugged up failure with his mechanical bodyguard? He comes with some amusing special rules his Ward Save deflecting onto a nearby model is funny, as is his kinda ganky wound regeneration and Boneripper can be nasty but like Skrolk, he costs way too much to be properly competitive points more than a Vanilla Grey Seer. Keep him out of Tournament lists. End Times Version: End Times bring us a new and upgraded Boneripper as well as Thanquol being elevated to somewhat of a chosen of the Horned Rat and riding his faithful bodyguard.
He retains his healing amulets though it has been toned down , gets whoooping 2d6 Warpstone Tokens and his addiction now makes him completely immune to rolling a 1 when consuming a token. Boneripper can choose to be armed either with Warpfire Braziers or Warpfire Throwers. A hilarious and powerful character for casual games, but leave him out of tournament lists, much like original version. Ikit Claw: Wore power armor before it was cool. Like Skrolk and Thanquol, Ikit is too expensive.
Still too expensive. Alternate Opinion: Uh, yes he will get his ass kicked by Skirmishers. Not worth it. He can be truly brutal against high armor save guys, which is always nice. Still a little too pricy, but a solid all around choice. Its great weapon rats without the initiative penalty.
Not to be overlooked as a strong way to cut through a horde. Deathmaster Snikch: At first Deathmaster Snikch looks like a perfect Assassin, until you read his, you guessed it, points cost. He will almost never see enough action to justify that cost. Tretch Craventail: Tretch is, put simply, hilarious. He has the exact same stats as a Chieftain, for points more, but he has some amusing abilities.
Stick him in with a half-dozen Rat Ogres and watch his soft touch with animals propel them to hit the enemy like a meteor. That said, he can usually be counted on to do enough damage to justify his initial extra down payment, and is surprisingly capable when it comes to self-defense, all things considered.
Generic Characters[ edit ] Note: While named characters are judged against their generic counterparts, generic characters are examined based on their role in your army. Everything is slinky, right? Well then the issues set in.
His Strength, Toughness, and Wounds have all been boosted to 7 each, although his Initiative is now 9. He also gains some special rules the vanilla lord lacks, namely Always Strikes First, Stubborn, and Loremaster for both Skaven magic schools. Still costs way too much for most games, but if you want to go nuts in a Grand Army or End Times match he can definitely turn heads.
Verminlord Deceiver: New beastie brought to you by End Times. Although those roles can be performed better for points. Fun tactic: skitterleap behind that huge horde of goblins, outside of their range and charge them next turn. Verminlord Warbringer: New beastie brought to you by End Times.
Has Doomglaive and a paired weapon with Killing Blow, and as such is the best duelist from all the Verminlords. Adept at casting Death Frenzy so he is perfect for leading a charge, slaughtering enemy characters in duels and buffing your hordes, so they slaughter rank and file.
May be the best combat Verminlord. This one also has 6 Attacks, whereas the others only have 5. His name is Kreeskuttle Verminlord of the Warlord Clans. Verminlord Warpseer: New beastie brought to you by End Times. Always knows Warp Lightning and cast reroll the dice when casting it, making it a powerful blaster, although a few Warlock Engineers can do the same thing for much, much cheaper this beauty costs points as per the end times books and the rules in the box, the WD point cost appears to be wrong.
Just take Warbringer and a few Warlock Engineers. His name is Soothgnawer - Verminlord of Clan Scruten. Verminlord Corruptor: New beastie brought to you by End Times. Always knows Plague and can reroll dice when casting it. Reliable Plague is more interesting, being a hilarious spell, allowing you to fuck up whole games with bouncing Plague every bloody turn. Note: Again remember, these guys will be shot to smithereens by a solid gun-line, making them very uncompetitive.
Warlord: Point for point, a Warlord is one of the most effective heroes in the Skaven book. He can also take mounts below which are generally not the best choice, but can be fun and if you expect him to do some frontline fighting and want him to cause casualties there are worse ways to up his kill count.
Also, one of the few Lords who can be taken in pts games and be effective in them with almost no magic items. War-Litter: Not as good as the Bonebreaker but.. Laugh as you opponent is forced to divide its attacks on very defensive lords, and loses to combat res. It also counts as infantry, so he gets a Look Out, Sir!
It also can look badass. Anyway, there are worse choices liiiiiike Great Pox Rat: This. Woo fucking hoo. Brood horror Forge World : Once in a blue moon the Forge World production team stop designing new overpriced shit for 40K, and instead design overpriced shit for Fantasy, finally delivering one of the most hideously overpriced things in the game. Not to mention all of these points could be spent on far more useful slaves or just regular Clan Rats, not on a Lord character in a Horde army.
Grey Seer: Your general Lord Level Wizard, with a crap statline though he has T4, which is kinda awesome for a wizard - especially if you gonna make him a general and a points pricetag.
The Screaming Bell: The Screaming Bell is for players who love randomness and who are playing in a non-competitive environment. The major reason is the huge pricetag, attached to an already pricey model a Bell mounted Seer will clock in at points without any equipment.
But, if you can fit it in your army, it makes a great center piece. It can cause a lot of damage with a little luck and if there are buildings on the board, it can make everything really hilarious really quickly. Be aware, everyone will be gunning for it. Also, under the current rules, it might be worth it to make a Bell mounted Seer the General, as his LD range will be 18 inches as opposed to the usual Chieftain: Your basic Hero choice, and a bloody good one at that.
Hell, my Marauder Champion even bested one in a challenge and access to some nifty magic items can turn him into a cheap wizard hunter in a unit of Night Runners. However, you really need him as your BSB. Not to worry, because they are easily cheap enough to take 2. Assassin: An Assassin is an incredibly expensive way of killing enemy Heroes and Wizards and maybe War Machines or small shooting units.
So while you should avoid him in tournament lists, he could be fun in casual games. Stick him in with a unit of Jezzails and have them blast things to pieces except that in that case you either will have to position Jezzails closer to enemies than is wise, or be constantly out of range.
Better ditch that musket and buy 4 slaves instead. Having one-two level one engineers purely for the sake of throwing warp-lightnings is actually nice. Also, obligatory scroll caddy. Other than that, their only use is to take Plague Furnace. If you just want plague magic, grab a Grey Seer. Plague Furnace: This monstrous contraption is an attrition monster.
It kills everything around itself - including your Plague Monks Core Units[ edit ] Clanrats: Your basic infantry. Very cheap so you can put them in HUGE units. They will die by the truckload, but you should have so many that even if they get blasted by a cannon, there will still be a good number left. Have them in units of thirty, forty, even fifty.
Highly recommended. Give them weapon teams for added lulz. Skaven Slaves: See clanrats, but no weapons teams. Keep a warpfire thrower close and have it set the unit held by the slaves on fire, since Skaven are bastards and are allowed to shoot at units tied down with Slaves Funnily enough the errata removes the sentences where you randomnize hitting slaves you shoot at when engaged, so technically you always hit enemies theyre engaged with with no slave casualties.
Watch as your opponent quits in a huff. Take it like a scrawny bitch when he beats your ass in a neckbeard rage for trying to rules lawyer even more obviously unintended cheese.
Also never horde them up; make as many ranks as your wish so they can hold units in place for your ogres or plague monks to flank charge them. Note that Slaves have the option to take slings. Stormvermin: Slightly more elite infantry. Still nice and cheap so huge units are not out of the question. Units of forty or fifty are not unreasonable. Can also take a weapon team.
Warhammer Army Book
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Skaven Army list : 7th edition