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the best skaven builds are pretty tricky to explain...cuz i dont play em.
you gotta give the rat that lookes mean the spear and the one with teh spells claws. and the other one who wears a helmet you gotta give pistols...
...just give them all pistols...
For a non cheese build, duel mace on grunts, halberds on warp guards and pistols / claws on heroes.
I prefer the spear over the other one handed weapons for its better initiative for only a little less damage.
Sorcerer: Pendant, clothing, pistols, and daggers.
Warpguard: Helmet, heavy armor, halberd, dagger back ups.
Vermin: Helmet, light armor, dual swords, pistols.
I use pistols for them instead of daggers so they can switch from frontline to support as needed.
You didn't really just say that did you? These are rat men after all. Also, this isn't an RPG but a tactical combat game. There is no "cheese," just what you are and are not allowed to do.
Don't expose him to return attacks (like shooting) until he's already dealing damage. It's also real annoying to sacrifice half the movement of your leader to keep him from going stupid. I'm holding off on a 'balance' thread until the next content patch which should help things for the rats.
All builds will change very shortly, for now I suggest pistols as secondaries. Primaries people have already mentioned and I second them...shield/spear and double maces are great builds. Stormvermin, who cannot use pistols, and the black skaven, should take halberds in primary, and shield/spear in secondary.
Verminkin with double mace and pistols are very versatiles. I generally run then with cloth and just a helmet. The Grey Seer runs cloth and no helmet, everyone else runs the heaviest armor they can and a helmet.
Initiative is not really something that wins your games per se. You need a good tactic that can utilize it, else it's a poor trade off from potentially better/heavier gear. The only disadvantage of low initiative is that in the first turn you are rather at the end, so in full engagement Deployments you will take more dmg. If you manage to get trough tough, your better gear will crush the enemy in the long run.
Following that train of thought:
Most of the time it is favorable to adjust initiative values to a point where you get to play all the guys at roughly a range of plus/minus 10 initiative. This allows you to have a reliable point in time where you can act in full force and counter enemy actions as a team if necessary.
The Rat Ogre is at fixed initiative because of a lack of alternative equipment.
So try to start figuring out your strategy with the question: "How will I utilize the Rat Ogre?".
e.g.: Letting him charge in and open up an opportunity for your warband, would mean you want him rather at the beginning of your initiative span. This means you have to push every unit that is the "follow up" to the Rat Ogre's initiation, below the fixed Rat Ogre initiative value.
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Additionally I've learned, that it is preferable to gather units that are mainly ranged at a lower initiative value. This makes for better formations and less mistakes like overextending a gunner somewhere he can be singled out by enemy melees.
And by time the game is released all pistol builds will be not allowed for whatever reason, was all i meant by cheese.
Just position for maximum effect and remember u run longer than all other races specially the rat ogre can move so far, use it to overextend enemy and when u see opening rush in and target 1 by 1 with guns while letting ogre take care of characters.
Also dont get hit, skaven cant take dmg