Hello once more, everyone. Today's entry in the series covers the lovely verminous filth. Hopefully you are familiar with the format by now, but to those of you who are new: these builds are designed to be themed around the Legendary Lord's bonuses, gameplay, overall roster utilization (between all LL's in a faction), background lore, location, and starting units, in that order. The entire point of these builds is to force, by means of fun themes, myself and perhaps others to utilize units in their campaigns that they may otherwise not use.
What I found surprising while making these lists is that the Skaven LL's don't provide much in the way of buffs, and most of the hero options seem designed for a particular LL and aren't particularly "generic" in that sense. What this means is that the in-game buffs aren't that helpful for designing thematic builds, so I anticipate a decent amount of correction by all of you this time lol. Anyway, enough preamble, 'ere we go!
1) Queek Headtaker
Clan Vulkn Tailslashers
Clanrats (Shields) x2
Clanrat Spears (Shields) x3
Stormvermin (Sword and Shield) x2
Poisoned Wind Globadiers x3*
Warpfire Throwers x3*
Poisoned Wind Mortars x2*
Warp Lightning Cannons x2
*Heavy edits made with the help of @445Aas
. Muchas gracias!
Queek receives reduced upkeep for Clanrats and Stormvermin, and provides extra armor for Clanrats, which is actually the most substantial unique buff that Clanrats receive from any LL. Thus, Queek gets the Clanrats and their RoR. Unfortunately, those are really the only special buffs that Queek has, so the rest of his build is built around the tenuous thread that links Clan Mors and Clan Vulkn, which is discussed at length in the comments. Suffice to say, Clan Vulkn is geographically placed where it could easily be absorbed by an expanding Clan Mors, and Vulkn makes use of several Skryre units. Previously I had Rat Ogres and Gutter Runners with Queek but I am much happier with the new build.
2) Lord Skrolk
Plague Priest on Plague Furnace x2*
Plague Monks x4
Plague Monk Censer Bearers x3
Wolf Rats x2*
Rat Ogres x3*
Plagueclaw Catapult x4
*Replaced Poisoned Wind units for more lore-appropriate allocations thanks to @MiniaAr
Skrolk reduces the upkeep for all Plague units. Having multiple spellcasters of the same lorebook in the army may seem odd but I don't know where else I'd use the Plague Priest in this post and like many caster LL's, Skrolk has the WoM to spare. On the Plague Furnaces, the Plague Priests are anti-infantry and have an armor-piercing bonus. Skrolk himself is decent in melee as well. The Wolf Rats and Rat Ogres were added due to Skrolk using them in the lore, per @MiniaAr
3) Tretch Craventail
Chieftan on foot
Stormvermin (Halberds) x3
Stormvermin (Sword and Shield) x4
Gutter Runner Slingers (Poison) x4
Night Runner Slingers x3*
*Tweaks made with credit to @445Aas
The least-loved of the Skaven LL's actually has the best buffs for Stormvermin: the Encourage effect, missile resistance, and a charge bonus. In the lore, Clan Rictus is the richest of the clans and is known for their Stormvermin, so Tretch's infantry is appropriate. He starts with a Doomwheel for some reason, so I gave him two of those. Perhaps with his wealth, it's trivial to purchase these from Clan Skyre. The Assassin is there because Tretch is a conniving, sneaky rat, and the Chieftan is in to act as a sort of lieutenant for the Stormvermin. The Gutter Runner units' very name sounds in line with Tretch Craventail - a treacherous, slippery creature of lowly origins. @MiniaAr
had the great idea to put the slinger units in with Tretch over the shuriken units, which should go to Snikch.
4) Ikit Claw
Ikit on foot
Ratling Guns x2
Natty Buboe's Sharpshooters
Warp Lightning Cannons
Wheelz of Doom
If this build is difficult to envision, it's because it is almost entirely RoRs and unique units only available to Ikit. Ikit's buffs are absolutely ridiculous; it seems like he uniquely improves about half of the Skaven roster. There's a good amount of units that he buffs that aren't included in his list at all because there are simply too many to choose from. He gets Warpfire Throwers, Ratling Guns, Warplock Jezzails, Doom-Flayers, and Doomwheels. Those units are everything below "Warp-Grinders x3", just to make it easy for you all to read through. His most substanial buffs apply to those units, but I want to talk about the Warp-Grinders. He makes them viable infantry. His very first buff for them grants a whopping +30 melee attack. That's insane. The last point is him being on foot. His jetpack animation is way too sweet to miss out on, and you can put your generic lords on Doomwheels, too. Let Ikit fly.
For this one, I want to showcase the build with only the base units represented to clarify the army composition:
Warpfire Throwers x2
Ratling Guns x4
Warplock Jezzails x3
Warp Lightning Cannons x2
It's really not that crazy of a list, it's just mostly made up of special units and RoRs because they all fit so well with Ikit. @MiniaAr
made a point of saying that the Jezzail RoR belongs with Clan Mors, but I frown at including a single unit when their base unit isn't also incorporated (though I do continue to thank you for any lore that you can scrounge up).
5) Deathmaster Snikch
Eshin Triads x3*
Visktrin's Death Squad
Death Runners x3
Night Runners x2*
Gutter Runners (Poison) x4*
The Avalanche Mortars
Death Globe Bombardiers x2*
*Removed some Bombardiers and Night Runners, increased the number of Death Runners and Gutter Runners, and switched the Gutter Runners to the shuriken variant per @MiniaAr
Snikch doesn't even buff Eshin Triads (unbelievable); his only buff is to upgrade Night Runners and Gutter Runners to have armor-piercing warp projectiles. Snikch's gets the shuriken variants of these because @MiniaAr
pointed out that he should and I felt dumb afterwards.The Eshin Sorcerer and Assassins are obvious choices, as are the Eshin Triads. The Death Runners may be questioned, but the background lore for their RoR supports an Eshin allocation. Anything associated with generic "Death" fits Snikch in my opinion. He's not trying to infect you, or corrupt you with warpstone, or swallow you with monsters. He's just trying to kill you. So, I also gave him the Death Globe Bombardiers, for that reason and because Ikit just didn't have room in his army for them. I like that Snikch's army is 100% infantry so that it can be as sneaky as possible, minus the Bombardiers.
6) Throt the Unclean
Throt on Brood Horror
Packmaster on Brood Horror
Chieftan on Bonebreaker*
Skavenslave Spears x3
Wolf Rats (Poison) x2
Rat Ogres x2*
Pit Fighters of Hell's Deep
Brood Horrors x2
Mutant Rat Ogre x2
Hell Pit Abomination x2
*Removed one unit of Rat Ogres and replaced it with the Chieftan
Throt's army is nasty. I really don't anticipate much heckling on this one since all of these units are solidly in Throt's domain, but I'll address the Skavenslaves. They're used by Throt in the exact way that they are intended to be used; expendable units that tie up the enemy in melee and allow the killing power to do their job. Throt can imbue them with rather useful attributes, as well, which no other lord can do, thus Throt achieves the best utility out of Skavenslaves. I would have included more of them if I had room.
There you go, the Skaven all apportioned according to my whim. Haha no, in all seriousness, please let me know what you think and tell me if you believe that changes are in order. This marks the last core roster to cover until TWW3, so I will either do the Vampire Coast or the Tomb Kings next. Feel free to throw out an opinion on that if you have a preference, but I'll do both. As always, thank you for reading.
Wood Elves: https://forums.totalwar.com/discussion/288448/my-take-on-thematic-army-compositions-wood-elves
Dark Elves: https://forums.totalwar.com/discussion/293037/my-take-on-thematic-army-compositions-dark-elves
High Elves: https://forums.totalwar.com/discussion/293966/my-take-on-thematic-army-compositions-high-elves