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Old December 15th, 2009, 04:37 PM

Trumanator Trumanator is offline
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Default Re: Strategy guide for the Skaven mod by Sombre “Die manthings die!”

W9 is actually rather good since your censer bearers hit so hard, and you'll get two poison clouds.
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Old December 15th, 2009, 05:23 PM
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Default Re: Strategy guide for the Skaven mod by Sombre “Die manthings die!”

Are you sure? I was under the assumption that the poison clouds couldn't stack...
That would be great.

If so, I guess you should go for N6 at least unless you want to see your censers drop like flies from your clouds.

They already take 1-2 dmg/turn as it is, I can't imagine them surviving it without a good regen. I shall test it though
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Old December 16th, 2009, 04:12 AM

chrispedersen chrispedersen is offline
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Default Re: Strategy guide for the Skaven mod by Sombre “Die manthings die!”

Quote:
Originally Posted by Kheldron View Post
Are you sure? I was under the assumption that the poison clouds couldn't stack...
That would be great.

If so, I guess you should go for N6 at least unless you want to see your censers drop like flies from your clouds.

They already take 1-2 dmg/turn as it is, I can't imagine them surviving it without a good regen. I shall test it though
I had no problem expanding with either of the pretenders designs I mentioned.

However, after playing a bit more, I also like..

W9d4n6 D7 ish frost father. With or without Air/blood.

Anyone that doesn't take a w bless with these guys is just nuts.


1. Two flavors of sacreds. Both with big weapons. These guys hit *hard*.
2. You are going to get tore up by missile fire. Close. ASAP.
Water helps you do this.
If you go with the Air Bless, you can let your sacreds act as archer decoys. It does WORLDS for skaven survival.

3. Censers have a secondary effect. Bite has a secondary affect. Death blessing *seems* (vfb should check this) to increase the afflictoin chances of both hit and secondary effect.

4. I've been playing with kind of quirky build as well.
D9 or F9.

When blesses, it replaces poison secondary effect.
When NOT blessed, you have billowing clouds of poison.

Wierdly, I'm still getting *some* poison clouds, even with a divine blessing.....

Still, someday I'd like to try to use something like this in a mod.
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Old December 16th, 2009, 04:14 AM

chrispedersen chrispedersen is offline
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Default Re: Strategy guide for the Skaven mod by Sombre “Die manthings die!”

Might be worth giving sacreds (and sacred cmdrs) recuperation.

Oh also I'd rather see the warpstone consistently be either

Death/Blood
Blood/Nature
Death/Nature

rather than fire/death. I also really didn't follow astral for a mostly underground race.
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Old December 16th, 2009, 09:54 AM
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Default Re: Strategy guide for the Skaven mod by Sombre “Die manthings die!”

Quote:
Originally Posted by chrispedersen View Post
Anyone that doesn't take a w bless with these guys is just nuts.
Thanks.

Quote:
Originally Posted by chrispedersen View Post
If you go with the Air Bless, you can let your sacreds act as archer decoys. It does WORLDS for skaven survival.
I totally agree about the Air bless (I said as much in the guide) but I'm not sure to follow you. You seem to advise Water over anything then promote Air in the same sentence or so, then Fire and in a previous post Astral (which indeed rocks imo)...

---> ???

Anyway, one good point about Air is that it will open up a nice magic path for the mid-late game.
Air bless also gives you SR 75 which synergizes well with skaven friendly firing constructs.
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Last edited by Kheldron; December 16th, 2009 at 10:11 AM..
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