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In Vanilla Mordheim, Assassin is a tad to the weaker side, so a Sorcerer Leader is also an option.
That said, at least some Henchmen with high Initiative would do good to have Guidance for when the Sorcerer is busy elsewhere.
As long as you have at least one or two Dodge Tanks so you can hold Daemons (especially for Story Missions) and Cult Characters in place this composition of yours should work fine.
I had not thought of making the sorcerer a leader.... Interesting.
All factions have an alternative leader, for some it is worth it.
The globedir uses fumes not magic so the aoe healing works all the time. In normal missions it doesnt really matter but if you plan a longer campaign including the story missions i highly recommend him. ;)
Another thing unique to skaven: Due to thier high mobility it is easy to loot almost every crate/enemy and when a character inventory is full run him back to your cart, unload and repeat. Having 1 or 2 henchman dedicated just for looting is a nice way to get the good stuff back to your base. i usually use the new ones for that task because they arnt very useful for fighting anyway.
_Leader_
Sorcerer with support spells and abilities such as Gaze, Wither, and Curse as well as Guidance and Hold Ground.
_Heroes_
Globadiers are my range support characters. Their range shots are deadly and they have their globes for support. They can heal, provide area denial, and are durable if caught in melee.
Rat Ogre is a beast with the right support. He /does/ slow down the warband a little bit but when he gets into the fight, he chews through whatever needs to die first.
Alternatively, 1-2 decked out black skaven can reach massive charge damage with haldberds. Also very fun but I found it leaves the sorcerer more vulnerable.
_Henchmen_
Warpguards are my go to. At max level they play just like stormvermin. I go parry with heavy armor as soon as possible. Halberds are low levels are phenomenal and at later levels I give 1-2 a sword and board setup. These tanks can keep character tied up for several turns including enemy impressives while waiting for the DPS to show up.
Verminkin can be used for fun. I have tried out range support which works well but damage is very low and a fun ambush and dodge tank build which is really neat, can do a lot of damage, but can be difficult to position well. The ambush build is best used defensively to cover your flanks to protect the sorcerer. They also make for good item/wyrdstone runners.
Overall I enjoy playing this build. Very fun, synergistic. It plays the way skaven should, balled up and ganging up on their enemies. Vulnerable if their leader falls but while the leader is alive they are a wrecking ball.
Take 1 Verminkin with Warp Poison Basic and 1 PWG with Warp Poison Master (or a Night Runner). Give them shurikens and Quick Reload. Together they will incapacite your enemies. The Rat Ogre can be build as a glass cannon, because without red dots, nobody can hit him.
Doesn't work on Vampires, Thralls and Zombies, though.