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for army comps i usually run with usually grey seer or warlock master/ikit claw for lord.
2-4 plague priests(the hero unit, not the infantry) for a front line, preferably with cunning trait &/or Knowledgeable, specing their magic into vermintide and Plague first, whole idea with the priests is to summon menance belows and vermintide to create a butt load of summons as a front line.
can also have a doomwheel or doom flayers if your short on priests they are fast and hard to be shot at by your weapon teams
main part of the army is then a few rattling gunners, maybe about 3-8, the less you have the less suppression and upfront damage in a mid range / close range fight.
couple of jezzials i never put more than 4, they are very good at sniping lords and single targets
if you think your going to be fighting alot of siege battles, the globadier mortar weapon teams absolutely dominate in siege battles, in field battles they can end up hurting a bit of your own army if not careful
and of course, plague catapults !
Next step should be capturing Estalia and then Tilea.
After that, it's up to you. Just make sure to not expand too fast and always upgrade settlements minimum to T3 and build walls asap.
As for army comp, if you want it the easiest:
Ikit (or any Lord, preferably the Grey Seer of Plague),
3 Plague Priests,
2 Warlock Engineer,
7 Ratling Guns,
2 Jezzails,
2 Poison Wind Mortars,
3 Plague Claw Catapults.
If you are the attacker, you can defeat any army, if you're the defender, multiple armies might be a bit of a challenge.
Doomwheels and flayers get wrecked in auto-complete for me.
turn1 - recruit a warlock master, recruit slingers, sack Tobaro then set up undercity w/ Ikit
until Skavenblight is T3 - recruit rats to die, sack the ♥♥♥♥ out of Tobaro and kill the humans to level Ikit and other warlock, build a war chest, make peace with Estalia to fight Tilea and pirates for 10 turns
Skavenblight T3 - Get catapults, rattling guns, jezzails, and plauge priest heroes
Armed up - Take Miragliano and settle at T4 and you should be good to go
I go for Doomwheels/Doomflayers to distract enemy and shoot them apart with weapons teams. Engineer's Howling gale can help with flyers, once locked in place they get shredded by guns. Only need a couple infantry for summons.
t's harder I guess cause I need to micro the doomwheels and flayers. But it plays different than standard catapult/priest skaven armies. So I enjoy it. Ikit Klaw's Workshop is what makes doomwheels and flayers so good.
I'm not sure how to work Warp Grinders into it. Maybe no reason, standard infantry is better for guarding. Also, not sure if worth getting Chieftan. Maybe early on.
Warlock-engineer lord, because it is required for warp fuel.
Engineer to buff ranged units (buffs don't stack, so 1 per army)
Plague priest for actual useful spells
5 or so ratling guns
4 or so Plagueclaw catapults or poison mortars (the latter work better in sieges, but is a unit from another DLC)
6 or so doom flayers for tanking (they only need to hold enemy up)
2 Warp lightning cannons (they are strictly better than warplock jezzails. Jezzails are better defensively and mobile, but you do not need it against AI)
Start the game by filling the food gauge to 120, abandoning and resettling Skavenblight to level 5. Skaven expansion is guided by food: expand when it is plentiful, and always invest food to lvl 3 at least on province capitals. Raid, sack and fight a lot instead of capturing.
I usually go with an army composition of the following
1x warlock master
1x warlock engineer
2x plague priests
1x doomwheel
1x doomflayers
1x warpcannon
2x plague catapults
2x poisoned wind mortars
4x warplock jezzails
5x ratling guns
You mean Khazrak not Morghur. It's worth considering farming the herdstone for food, it regenerates troops far more quickly than any other settlement and can consistently output a good amount of food per turn. The only problem is that that particular herdstone map is really tough for weapons teams as your start position is in the forest.
On your army comp, the Warlock Master adds very little versus a Grey Seer, I'd always prefer that as a lord, not only does this provide more summons, but also another arcance conduit and magic boost. I'd ditch the doomwheel and flayers and instead put chieftain heroes in, once they're on bonebreakers they've got plenty of speed, and they provide two additional traits to the army so you can have a couple of extra cunning heroes to increase your ambush success chance. If I have enough spare (which I rarely do) I would swap out a jezzail for a second warlock engineer hero as the increase to missile strength pays for the missing jezzail.