Total War: WARHAMMER II

Total War: WARHAMMER II

View Stats:
AggroBuLLeT Mar 18, 2020 @ 11:41pm
clan skryre army composition?
first of all let me just get this out of the way: i dont play legendary. i play on normal and SOMETIMES on hard, but thats it. so i dont need any cheese armies or something. just want a fun / role playing army composition that makes sense.

now: i just bought the DLC. before, i considered the warpfirethrowers the strongest skaven units. atleast for me personally. i had 4 of them in every army and they would usually kill 2-3 entire units before they even reach me.

now after the DLC people say the sniper and ratling gunners are even better. so im not really sure how to make my army.

currently im using 2x sniper, 2x ratling gun and 2x warpfire thrower. so 6 units of missile.
then 2 units of catapult and 2 of those mini doomwheels.

so i have 10 units left. one is for the lord obviously and one for another warlock engineer. so 8 units left of meat shields. im just not sure if thats enough. for example i have trouble during siege, cause my missiles units become useless basically. and 8 untis of cheap infantry cant really do anything.

so whats your recommendation? what do you think is best and more fun? maybe remove those 2 warpfire thrower so i have space for 2 extra infantry? or maybe just use 6x ratling gun instead? or 6x snipers? what about those mini doomwheels?


also one last question: is it worth getting a mount for ikit claw? he seems to lose his 1.000 missle dmg when on mount and only has his 56 attack melee or something like that. so not sure if worth?

thanks.
< >
Showing 1-15 of 27 comments
KellyR Mar 18, 2020 @ 11:55pm 
Lord, 4 Warlock Engineers, 15 Rattling Guns, tbh. Mix in some lightning cannons, catapults, Jezzails, and Doomwheels if you must, but you don't *have* to.
Regal Beagle Mar 19, 2020 @ 12:02am 
Originally posted by KellyR:
Lord, 4 Warlock Engineers, 15 Rattling Guns, tbh. Mix in some lightning cannons, catapults, Jezzails, and Doomwheels if you must, but you don't *have* to.

Get a normal Jezz and the renown one, they fire different color beams. If you get enough you can pretend you're playing Total War: Warhammer 40k

But for real, the Ratling Guns are downright amazing. I stopped using flamers altogether, when in doubt Ratling it out. You know how you said the flamers would destroy stuff a bit before it got to you...?

With Ratling Guns, it just wont get to you.
KellyR Mar 19, 2020 @ 12:05am 
Originally posted by Regal Beagle:
Originally posted by KellyR:
Lord, 4 Warlock Engineers, 15 Rattling Guns, tbh. Mix in some lightning cannons, catapults, Jezzails, and Doomwheels if you must, but you don't *have* to.

Get a normal Jezz and the renown one, they fire different color beams. If you get enough you can pretend you're playing Total War: Warhammer 40k

But for real, the Ratling Guns are downright amazing. I stopped using flamers altogether, when in doubt Ratling it out. You know how you said the flamers would destroy stuff a bit before it got to you...?

With Ratling Guns, it just wont get to you.
Yeah. In a field battle I'm pretty sure my 4 Engineers + 15 Ratling Gun comp would actually kill a 19 Mammoth army.
KellyR Mar 19, 2020 @ 12:13am 
Originally posted by AggroBuLLeT:
Originally posted by KellyR:
Lord, 4 Warlock Engineers, 15 Rattling Guns, tbh. Mix in some lightning cannons, catapults, Jezzails, and Doomwheels if you must, but you don't *have* to.

yeah but this is way too much chesse. thats like spamming steam tanks for the empire, or spamming dozens of armies as vampire counts, since they have a - 100% upkeep research for sekeletons.

i want something fun and "normal". something they would use in real life if they existed ( maybe they do?! )

do you know what i mean? i want an allround army thats good ( doesnt need to be perfect ) but good enough to face every single faction. one that makes sense and is fun.
You're going to want the 3-4 Engineers no matter what. The range boost is just too good to skip. And this is Clan Skryre. Of course you're going heavy into ranged weapons and war machines.

My "all-around" composition is basically a Master Warlock Engineer (Or whatever they're called) Lord, 3 Warlock Engineers, 2 Warp Lightning Cannons, 2 Plagueclaw Catapults, 2 Doomwheels (Keeping in mind your Lord will eventually be an additional Doomwheel, meaning you essentially get 3) 6 Ratling Gunners, 2 Jezzails, and 2 Poison Wind Mortars.

There's just no reason to bring infantry. All the Skaven infantry are garbage, and your ranged is so powerful it's going to kill absolutely everything before it gets to you anyway. What little gets close enough to be threatening, your Doomwheels are fast enough to intercept, and since they're strong single entity units, they don't really block your firing lines very much.

If you absolutely must bring melee, just always keep a second army full of skavenslave spears with each of your real armies.
Last edited by KellyR; Mar 19, 2020 @ 12:16am
A.Pot Mar 19, 2020 @ 12:18am 
I would assume the best army to fit with Skryre's theme is lots of non slinger / Eshin ranged units and war machines (more Warp Lighting Cannons, less Plague Claws) with your entire front line being composed of mostly clanrats and slaves to serve as meat shields.
Fryskar Mar 19, 2020 @ 2:14am 
Originally posted by AggroBuLLeT:
Originally posted by KellyR:
You're going to want the 3-4 Engineers no matter what. The range boost is just too good to skip. And this is Clan Skryre. Of course you're going heavy into ranged weapons and war machines.

My "all-around" composition is basically a Master Warlock Engineer (Or whatever they're called) Lord, 3 Warlock Engineers, 2 Warp Lightning Cannons, 2 Plagueclaw Catapults, 2 Doomwheels (Keeping in mind your Lord will eventually be an additional Doomwheel, meaning you essentially get 3) 6 Ratling Gunners, 2 Jezzails, and 2 Poison Wind Mortars.

There's just no reason to bring infantry. All the Skaven infantry are garbage, and your ranged is so powerful it's going to kill absolutely everything before it gets to you anyway. What little gets close enough to be threatening, your Doomwheels are fast enough to intercept, and since they're strong single entity units, they don't really block your firing lines very much.

If you absolutely must bring melee, just always keep a second army full of skavenslave spears with each of your real armies.


but how do you deal with sieges? i have already trouble with just 8 garbage infantry. how do i siege with no infranty at all? all missile becomes useless in close quarters. so i only have my doomwheels and lords to fight with. but they are not going to be able to fight a 20 stack army + their garrison.
Your mortars stay potent. A full ranged army could have some problems vs a decent garnison.
You always can tear down their tower (in a corner so only 1 shoots), then a wall and let your units shoot in. It can get tricky to find a spot to shoot in.
Once you got a secure foothold you can sen in your wheels and ratlings after to mop up. Ratlings should anyway only barly care for ammo with the workshop boost.
1x lord, 1x warlock engineer. 18 x ratling gunner
Hrodh Mar 19, 2020 @ 3:44am 
Plague priest is a must IMHO and throwing in couple warpgrinders is fun,esoecislly with Ikit they get to over 50 MA, magic attacks, a slow and damage ability, siehe attacker and so on. No need to go slaves or clan rats, warpgrinders should be your meatshield if you must bring one.
Inardesco Mar 19, 2020 @ 4:01am 
With Ikit you can play tall, get him a good army with Warplock Jezzails, Ratling Gunners, Warplightning and some melee to defend them. I usually have 4 of each.

Use Miragliano and Tobaro as sack cities

Kill the Fay Enchantress for extra replenishment

Always end your turn with Ikit in either ambush stance or the underway. Underway battles are so easy for a range-heavy faction like Ikit

Use Warlock Engineers to boost weapon damage + range; Warplock Jezzails can outrange most artillery while your warpock cannons can get 700+ range

Be the one to attack

Expand under-empire

Enemy armies = food and money

You hardly need more than one stack with Ikit once your weapon teams are in the army
Fryskar Mar 19, 2020 @ 4:02am 
Originally posted by Hrodh:
Plague priest is a must IMHO and throwing in couple warpgrinders is fun,esoecislly with Ikit they get to over 50 MA, magic attacks, a slow and damage ability, siehe attacker and so on. No need to go slaves or clan rats, warpgrinders should be your meatshield if you must bring one.
The more important part imo is that you can get them 50% wardsave and unbreakable below 50% hp (3rd forbidden workshop i think). Along with other decent buffs and if you want the 8 armor for weaponteam follower.
Last edited by Fryskar; Mar 19, 2020 @ 4:02am
KellyR Mar 19, 2020 @ 5:23am 
Originally posted by AggroBuLLeT:
Originally posted by KellyR:
You're going to want the 3-4 Engineers no matter what. The range boost is just too good to skip. And this is Clan Skryre. Of course you're going heavy into ranged weapons and war machines.

My "all-around" composition is basically a Master Warlock Engineer (Or whatever they're called) Lord, 3 Warlock Engineers, 2 Warp Lightning Cannons, 2 Plagueclaw Catapults, 2 Doomwheels (Keeping in mind your Lord will eventually be an additional Doomwheel, meaning you essentially get 3) 6 Ratling Gunners, 2 Jezzails, and 2 Poison Wind Mortars.

There's just no reason to bring infantry. All the Skaven infantry are garbage, and your ranged is so powerful it's going to kill absolutely everything before it gets to you anyway. What little gets close enough to be threatening, your Doomwheels are fast enough to intercept, and since they're strong single entity units, they don't really block your firing lines very much.

If you absolutely must bring melee, just always keep a second army full of skavenslave spears with each of your real armies.


but how do you deal with sieges? i have already trouble with just 8 garbage infantry. how do i siege with no infranty at all? all missile becomes useless in close quarters. so i only have my doomwheels and lords to fight with. but they are not going to be able to fight a 20 stack army + their garrison.
As Fryskar noted, you just don't try to fight for the walls. You blow gaping holes in their walls, allow your mortars and catapults (This is why you have catapults in fact, for dealing with hills and walls and such) wreck all the units on the walls, run your Doomwheels to the control point in the center of the city and kill any artillery they have there, march your gunners up to the gaps, let them kill everything waiting on the ground, then you march them inside the walls and let them wreck any troops he hasn't pulled down from them yet, because the walls offer very little protection from ranged fire that's coming from inside the city.

There's no reason to bother trying to take the walls, basically.

Or, like I said before, you bring a second army full of skavenslave trash to swarm the walls and keep his melee busy. That works too. Bonus is you can still blow huge holes in his walls 'cause you don't care how many of your slaves you kill in the process.
Last edited by KellyR; Mar 19, 2020 @ 5:25am
Yellowdragon Mar 19, 2020 @ 5:32am 
Well since it's only normal. 18 rattling guns.
that or
20 doomwheels.
Teh_Diplomat Mar 19, 2020 @ 7:19am 
Originally posted by AggroBuLLeT:
i want something fun and "normal". something they would use in real life.


:cozybethesda:
BigRockWall Mar 19, 2020 @ 7:38am 
+1 for all rattling gunners

For a little less cheese replace some gunners with warp grinders. The +30 MA and 50% DR from workshop make them super effective at holding blobs in place while the gunners destroy them. Also useful for sieges as they have unlimited "ammo" for tearing down walls.

I also like 2 jezzails for some snipe action, and agree with 1 normal and 1 RoR. Not necessary to tell which unit is shooting what, but it's nice to see different color pew pews.

The mortars are f-ing nuts too. I like 1-2 of them per stack.

So for me, something like ikit + 1-2 warp engineers. 4 warp grinders. 2 mortars. 2 jezzails. 9-10 rattling gunners.

Its "kinda balanced", definitely a doom stack, and gives you a nice mix of toys to play with. You could lose 1-2 units and replace them with doom wheels if doom wheels are your jam. Theres already enough to micro with the stack I listed, so I personally dont use many doomwheels. But my micro is also not the best, so the exclusion of them, for me, is preference, not saying they aren't worth using
BigRockWall Mar 19, 2020 @ 7:40am 
Also if you want some min maxed variety for ikit campaign, play with the recruitable defeated LL mods. In my current ikit campaign skrolk died sometime in the first 20 turns. So I have ikits doomstack supported by skrolk with 10 slaves and 9 catapults. Roughly turn 35.
< >
Showing 1-15 of 27 comments
Per page: 1530 50

Date Posted: Mar 18, 2020 @ 11:41pm
Posts: 27