Total War: WARHAMMER II

Total War: WARHAMMER II

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Skaven army composition?
I really enjoy playing Skaven and I'm currently in the middle of a Mortal Empires run as Clan Mors, just normal difficulty. What army comps are good though? I just can't seem to figure out a good frontline. Stormvermin are too costly and plague monks don't have much armor. In general, I struggle a little to make solid army compositions for the skaven. It's a bit difficult imo. Does anyone have good suggestions?
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Showing 1-15 of 34 comments
Mr Robert House Feb 25, 2021 @ 11:14pm 
plague priests as a frontline to summon a bunch of clan rats, a couple warlock engineers for extra ammo, and then all the rest weapon teams and artillery.
Tenshin51 Feb 25, 2021 @ 11:54pm 
Don't get Stormvermin early unless you are fighting armored and anti-large but I am gonna say their halberd are ok for this type of job just not amazing. Also their costly as meatshield and ap unit if it is halberd variation.

Your main damage dealer are your weapon team unit like rattling guns and artillery. Plague monks are decent as flanker if you know how to use them correctly for early and later games. Similar w/ Gutter runners and night runners, what's good w/ this unit their speed.

Try to use their tier 1 unit skavenslaves their cost effective even later games as meatshields. Don't bother w/ clanrats as your meatshields and even Stormvermin unless you got powerful economy. The roles of skavenslaves is just click and forget unit.

You can also use heroes and lords to support your meatshields.

I suggest rush your artillery or your weapons team it will make your campaign a bit easier in my opinion. Try to experiment which weapon teams that fits your playstyle. Skaven have a ton of variations army comp. It really depends on your playstyle.
Rack Feb 25, 2021 @ 11:55pm 
Guns and more guns
KOS Feb 25, 2021 @ 11:59pm 
Depend of DLC you have, but skavens don't have and don't need solid frontline, clanrat with spear+shield and some slaves with spear will do until you can afford stormvermin.
a classic stack without DLC could be :
Lord, assassin, plague priest, warlock engineer, and the new hero i dont remember his name,
4 clanrat spear/shield +3 slave spear
3 catapult+1 warp cannon+2 warpfire thrower or globadier+1 gutter runner+1 death runner
Greymene Feb 26, 2021 @ 12:05am 
I find poison wind globes to be amazingingly powerful. You just have to tar pit the enemy units you want to target with slaves or clanrats, or hold them off at a shoke points such as a river ford or a wall breach, and then watch your globadiers destroy them no matter if they are dwarf ironbreakers, hammerers, black orcs or chaos warriors.

Guns and artillery are of course great too, ofc.
Vurt Feb 26, 2021 @ 8:23am 
4 Plague Claw, 4 rattlin Guns, 3 Jezzies, 2 Engies, 5 Plague Priests (specced for Vermitide) Purple motrar of death Regiment of Renown and boss. Standard rat doom stack. Priests pump out vermitide (menace below spell) and with each cast exaust and slow enemy map wide, then shoot the fish in the barrel
Zane87 Feb 26, 2021 @ 8:55am 
My Moulder composition has been
Lord, 2 packmaster (1 scavenger, 1 replenishment), 1 plague priest, 1 engineer.

Packmaster = regen, fast tarpit and 2 summons each, plague monk up to 4 summons + free pestilent breath, engineer for warp lightning, doomrocket and movement. This is what I'd do for all factions from now on, especially since a packmaster does better in AR and battle than the assassin he replaces.

Eshin sorcerers are nice but imo worse than plague priests due to lack of summons which you want as tarpit.
Chieftains are also not bad but I don't need training and the boneripper is too big so a lot of friendly fire.


For the actual army composition:
3 warp lightnings, 3 ratlings, 3 stormvermin, 2 poison wind mortars, 2 warpfire throwers and 2 more broodhorrors.

Broodhorrors are great in general cause fast, strong and Regeneration. Not as tanky as a hellpit but smaller hitbox so less FF. And they actually can chase stuff.

Stormvermin (swords and shields) are debatable and should be replaced as seen fit. For Moulder they can be mutated with regen and stalk which is quite nice on them, plus they help a lot for AR (their main advantage imo).
The shield variant can however tank a lot of missile fire and AI focuses on them, so less for to more vulnerable troops.
Many prefer plague monks here but for taking shots they are way worse, similar terrible in taking a charge and my setup focuses on my units not getting into a prolonged melee but avoiding it with summons, tarpits and leadership shocks due to missile fire and spells. I thus have 0 use for added melee capabilities of plague monks and the one job they have - tanking shots - is one stormvermin or even Clanrats can do better.

One can replace 1 of them with halberds for the back/flyers if needed or replace all 3 if them with the doomflayers, as those are small = less friendly fire and have good armor +hp so are good tarpits.
Plus their attack animation makes them dodge missiles fired at them.

Warpfire are in between the ratlings to apply last second morale debuffs and they help a lot with stuff that can be nasty like unbreakable infantry or tons of chaff. Imo ratlings and warpfire complement each other very nicely.

Mortars are imo the better plagueclaws and are superb killing chaff at a range and enemy archers. But be careful for FF and manual aim them.

Warp lightnings finally are your main snipers and anti-artillery pieces (together with menace from below). They also can stall the advance of a lot of monsters due to knockdown and they are also good against infantry.


Also obviously all infantry and monsters are not placed in front of the firing line if warpfire/ratlings but at the sides. If an enemy might make it through you can send heroes or summons stuff, or your monsters.
Infantry only tanks shots and maybe the few units attacking from the side your monsters/heroes can't deal with.

Behind the warpfire/ratlings are the mortars left and right and in the center the engineer and behind those the 3 warp lightnings.

1 stormvermin at the back just in case. This one can easily defeat 2vs1 armies or more.
Last edited by Zane87; Feb 26, 2021 @ 9:04am
Falaris Feb 26, 2021 @ 9:02am 
The default version would be clanrats, with a couple of mortars, globadiers and plagueclaw catapults. Use that as a basis and go from there.

However, I will recommend to try a frontline of gutter runners with at least one army (led by a master assassin and with a warlock engineer hero.) That should give inspiration to try more interesting stuff. :)
Mors Avis Feb 26, 2021 @ 9:22am 
Depends on what you're fighting.

Weapon teams melt infantry, so, in most cases you don't even need a traditional front line; just use weapon teams; things just die too fast to warpfire, globes, and ratling guns if/when you're facing infantry-heavy enemies. (i.e., dwarfs, orcs, etc. Never melee orcs with Skaven.)

Artillery is always a good choice. Plagueclaws/lightning cannons will out-trade most other artillery for cost. Just be cognizant of what you're fighting, and have a plan for protecting your long-range units from cavalry, etc.

If you're facing a lot of cavalry and/or monsters, stormvermin halberds can be useful, as they can pin things down well and can easily deal with most threats on that front. Just don't send them against elite anti-infantry infantry (i.e, black orcs, etc.) as they will crumble. Eshin triads are only useful in pure stealth armies, where gutter runners have a chance to separate and/or weaken the enemy cavalry/monster units first.

Deathrunners, plaguemonks, and censer bearers can be amazing damage-dealers, but require a fair bit of micro and should not comprise the bulk of your front line. Deathrunners can be great if you're playing Clan Eshin, using stealth armies, or facing a lot of infantry; they still need gutter runners/something to soften targets up, however.

Doom-flayers are really only useful against enemy archers and artillery, which can be helpful if you have better targets for your own long-range units.

Doom wheels are generally good, but expensive, and require a bit of micro unless you're doomstacking.

Monsters are only decent if you're playing Clan Moulder. They can be OK when fighting factions that are not missile heavy, but, even then, you have better options. Standard, non-upgraded monster units just lack the armor, attack power, etc. required to be worth their cost.

Gutter runners--especially if you're playing Eshin--can break an enemy army wide open in the field, as they can out-skirmish almost everything except factions with better ranged units (i.e., wood elves, high elves, etc.) Gutter runners can't even be touched by slow-moving factions.

And, of course, heroes are always good. Warlocks for better ranged/weapon teams. Priests for unit summons, etc. Chieftans for leadership supplementation, or if you want a melee hero. Assassins for lord-sniping.

Skaven are like The Empire in that their infantry units are generally bad, so you need to severely weaken the enemy (or obliterate them outright) before they close with your lines.
Last edited by Mors Avis; Feb 26, 2021 @ 9:38am
Xaphnir Feb 26, 2021 @ 10:54am 
Originally posted by Archon:
If you're facing a lot of cavalry and/or monsters, stormvermin halberds can be useful, as they can pin things down well and can easily deal with most threats on that front.

Stormvermin halberds will last about as long as clanrat spears when hit by monsters or other large units with a lot of armor piercing damage. Plague Priest Vermintide summons will hold up better as a front line, especially over multiple battles.
Lampros Feb 26, 2021 @ 11:16am 
Originally posted by Zane87:
Mortars are imo the better plagueclaws and are superb killing chaff at a range and enemy archers. But be careful for FF and manual aim them.

How do you manually aim artillery and yet ensure they stay (relatively) still? If I manually aim anything, then I have to babysit them forever, since they tend to run off and follow their target...
Xaphnir Feb 26, 2021 @ 11:44am 
Originally posted by Lampros:
How do you manually aim artillery and yet ensure they stay (relatively) still? If I manually aim anything, then I have to babysit them forever, since they tend to run off and follow their target...

Set them to guard mode
Lampros Feb 26, 2021 @ 12:02pm 
Originally posted by Xaphnir:
Originally posted by Lampros:
How do you manually aim artillery and yet ensure they stay (relatively) still? If I manually aim anything, then I have to babysit them forever, since they tend to run off and follow their target...

Set them to guard mode


I always do; but they still move around :(
Distracted_Recon Feb 26, 2021 @ 12:14pm 
Originally posted by Xaphnir:
Originally posted by Archon:
If you're facing a lot of cavalry and/or monsters, stormvermin halberds can be useful, as they can pin things down well and can easily deal with most threats on that front.

Stormvermin halberds will last about as long as clanrat spears when hit by monsters or other large units with a lot of armor piercing damage. Plague Priest Vermintide summons will hold up better as a front line, especially over multiple battles.
I'll be honest, I have no idea how that can be managed. I've had multiple battles against greenskins where my frontlines collapse very quickly. I have a lot of ranged units but then they just get overrun by cav. I try to send my SV to deal with them but by then my arty is basically useless. Am I positioning this incorrectly? Too far back and they won't be hitting anything though... My SV and monks barely hold now, nvm using summoned units. I get overrun so fast and there isn't much I can do.
DerRitter Feb 26, 2021 @ 12:21pm 
Skavenslave slinger doomstack ;)
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Date Posted: Feb 25, 2021 @ 10:27pm
Posts: 34