I'm not sure you have to reveal your assassin to get the magic resistance on the group. As any character with magic resistance joins a unit. They automatically receive the bonus
I'm not sure you have to reveal your assassin to get the magic resistance on the group. As any character with magic resistance joins a unit. They automatically receive the bonus
Would be good but it isn't.
It's in the rules for assassins that they do not count for anything so long as they are not revealed. They are not as every character which has joined a unit because they are not really there.
Would it be so than this would be the case:
Enemy: Cast a spell (fireball etc.) at the unit.
Skaven: did not dispell it. "No problem, I will use my MR 3 to stop some wounds"
Enemy: Where did it come from, there is no character in this unit and it has no special rule for it?
Skaven: Mmmmmmmmmmmmmhhhhhhhh ???
What are they casting on your gutter runners that doesn't need LOS-if the spells do need LOS then the question is- Why are your gutter runners in the arc of fire of the caster- I admit that sometimes this is impossible, but that's why you have your GR's show up from behind on later turns-
Adding in an assassin, plus MR makes for a very (ridiculously for Skaven) expensive unit- MR 2 plus assassin plus 15 GR's= 400 yikes!!! that's 200 slaves.
Last edited by russellmoo; 15-04-2012 at 18:04.
Some mages are very mobile: Tzeentch Mage on Disc, some lone Lev. Fire wizard on foot etc. - or another GS on bell will have 360° LOS, so there is ever a chance that a mage will cast something on the GR.
And yes, a unit with an assassin is very expensive. And because an assassin with some gear will be more than 150 points, so most will not include him ...
Anyone have a good use for the assassin? I have been running a dozen gutter runners with a naked assassin to mess with small enemy units. Not great.
The assassin just doesn't kill much for the points.
I tend to use 2 units of Gutter Runners with 5 or 9-10 in each unit. They work great all-round and they never let me down.
Good builds for Assassins are Potion of Strength + Weeping Blade, Blade of Corruption + Other Trickster's Shard or just Warpstone Stars. Works great for killing Characters or being a nuisance on his own. Remember that he can't kill the most tankish Character's if he isn't lucky.
the caster can ever use magic on the GR? :S .. he just turns and shoots?.. what the problem in that ?.. i think i will use the assassin, im just not sure he is worth it... my friend ever keeps a unit of 10-15 archers behind with a caster... with my GR goes on the table they can only shoot, taking that its my turn 2, he can have moved more than 12 away and be out of range or long range, having moved (returning on the table) and multiple shots, that leaves me 30 shots that hits on 6... thats not enough to kill his unit :/
Dwarfs: 2W-0D-0L
Skaven: 4W-1D-0L
Sisters of Battle: 2W-0D-1L
Necrons: 2W-0D-0L / (5th: 3W-3D-1L)
(Tyranids: 6th: 1W-0D-0L / 5th: 9W-4D-9L) (Army sold)
Almost always 2 units of 9+ gutter runners. In games where the enemy has war machines or weak shooty units I use sneaky infiltration on both units. Versus more aggressive armies I usually scout infiltrate one unit and one unit (unless 1st turn is important and I would otherwise finish deploying first).
Having at least one gutter runner unit in infiltrate is really handy as the opponent cannot risk hiding weak units (such as single characters, wizard bunkers, eagles, hapies and so on) near the board edge.
It is also usually hard to find good places to scout more than a single gutter runner unit.
damn, suuuper dissapointed, 10 archers shot at my gutterunners, killed 4 out of 14, panic and they ran... caused panic into a unit of 10 gutterrunners who ran..... - great -.- they really need to be kept out of fire for them to work :/
Dwarfs: 2W-0D-0L
Skaven: 4W-1D-0L
Sisters of Battle: 2W-0D-1L
Necrons: 2W-0D-0L / (5th: 3W-3D-1L)
(Tyranids: 6th: 1W-0D-0L / 5th: 9W-4D-9L) (Army sold)
the archers got minus 1? .. hit on what? 4+ wound on 4+? he is ever lucky![]()
You SHOULDN'T be on the front arc of an archer unit, so usualy is (at least) 5+ to hit, 4+ to wound and 6++ ward save, so 10 archers should kill 1,3889 gutterrunners on average...
Dwarfs: 2W-0D-0L
Skaven: 4W-1D-0L
Sisters of Battle: 2W-0D-1L
Necrons: 2W-0D-0L / (5th: 3W-3D-1L)
(Tyranids: 6th: 1W-0D-0L / 5th: 9W-4D-9L) (Army sold)
Well all Skaven players know that s--t happens... and often in spectacular fashion at times when you least expect it! This is why I never deploy my GRs as scouts if an enemy missile unit or war machine can get a clean shot at them. Archers are always dangerous because they can move & shoot, particularly those of the pointy eared freak variety with their uber-shooty, high BS skillz.
they were build up in a 2 lvl building... and i had to deploy there - i was hunting his character in another archer unit! :b - i played it out as i should, chances was very slim IMO, i just didnt realize how "easy" they could break