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You didnt expect this button to DO anything.. did ya?? 7th Edition Assassins, 7th Edition Assassins
Eshin_Above_All
Posted: Oct 20 2009, 03:48 AM
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Skaven Slave
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Wanted to start by saying hello. New skaven player, Long time Orc.
For those of you who have gotten the opportunity to read/play with the new book,
are Assassins viable hero choices now? If yes, what builds and roles do you think will be seen
with the new book?

Thanks... Sorry for putting post in wrong please forgive my insolence blackskaven01.gif
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Morgoth
Posted: Oct 20 2009, 04:20 AM
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The Ancient Evil
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Welcome to the tunnels. ninja.gif
Topic moved to the Eshin lair. I know we can be hard to find. wink.gif


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chieftainskritchskritch
Posted: Oct 20 2009, 04:37 AM
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The Freshmaker
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Well, to answer the question, yes and no.

The new assassin stats dictate that the little can may be making his way into newer lists. I believe he gets a 4+ ward save to start with, which is always nice. Plus poison h/w, a good WS and the ability to either hide or outflank.

However, at 120pts base and a hero choice, he's going to be competing for room with the likes of warlocks and priests.

It really comes down to how you want to play him, i guess.


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You kids these days have it so easy, what with your Plague Furnaces and your Hellpit Abominations and your Bonebreaker Warlords. Back in MY day, all we had was Slaves and Clanrats!...and auto-hit Ratling Guns...and skirmishing Jezzails...and 2D6 Warp Lightning...and Lead From The Back...wait, what was my arguement again?
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Eshin_Above_All
Posted: Oct 20 2009, 11:43 AM
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Skaven Slave
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Does anyone know if he can join a tunneling unit this edition? Or is it strictly forbidden as was the case in the 6th edition book because a fully ranked NR unit with an assassin seems just to good to pass up! ninja.gif
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chieftainskritchskritch
Posted: Oct 21 2009, 02:47 AM
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The Freshmaker
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QUOTE (Eshin_Above_All @ Oct 20 2009, 06:43 AM)
Does anyone know if he can join a tunneling unit this edition? Or is it strictly forbidden as was the case in the 6th edition book because a fully ranked NR unit with an assassin seems just to good to pass up! ninja.gif

I dont think theres anything that can stop him from joining the team, as I dont think the "suicide" rule is still in effect. I could be wrong though.

A really neat thing you CAN do with the assassin, however, is equip him with the item that gives -1 to hit the bearer with shooting, and deploying him in outflank.

A lone assassin rocking up behind a repeater bolt thrower is enough to put the fear of the horned one into any elf. The crew would need 5's to hit the little guy, AND he'd get a 4+ ward save! biggrin.gif


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You kids these days have it so easy, what with your Plague Furnaces and your Hellpit Abominations and your Bonebreaker Warlords. Back in MY day, all we had was Slaves and Clanrats!...and auto-hit Ratling Guns...and skirmishing Jezzails...and 2D6 Warp Lightning...and Lead From The Back...wait, what was my arguement again?
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Chieftain Quickitt
Posted: Oct 22 2009, 10:48 AM
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I'm goign to use mine with that explosive mine thingie. Any good?


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Eshin_Above_All
Posted: Oct 23 2009, 04:56 AM
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Skaven Slave
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Hellbomb I believe it's called? It looks promising on paper though I don't know how great it'll be on paper. Plus I think it costs all of his points allowence? Still, I'm gonna give it a go.
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ColdBlood666
Posted: Oct 23 2009, 06:05 AM
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Chieftain
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I think id use a assassin in the screaming bell unit to protect the seer. Can you make it so assassins get killing blow at all?
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Eshin_Above_All
Posted: Oct 24 2009, 03:35 AM
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Skaven Slave
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Unfortunately i don't think there is a way to give him killing blow no...
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RatOnFire
Posted: Oct 25 2009, 03:43 AM
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Chieftain
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QUOTE (chieftainskritchskritch @ Oct 20 2009, 09:47 PM)
A lone assassin rocking up behind a repeater bolt thrower is enough to put the fear of the horned one into any elf. The crew would need 5's to hit the little guy, AND he'd get a 4+ ward save! biggrin.gif

I'd suspect gutter runners would be more efficient for taking out those bolt throwers, or cannons for that matter.
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Warlord Arskittar
Posted: Oct 28 2009, 12:03 PM
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Leader of Clan Krilstik
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put an assasin in a unit of gutter runners and they are the bane of all warmachines and lightly armoured heroes, trust me i now! blackskaven01.gif


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Skaven Lord Vinshqueek
Posted: Oct 28 2009, 01:56 PM
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Bunny ear says flop
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... Aside from the fact that it makes your unit of Gutter Runners hideously expensive.

As long as I've played them, Gutter Runners (or, actually, the tunneling variant) have managed to do quite well with just five of themselves. Enough to outnumber a Warmachine Crew and at least well able to keep the Warmachine from firing for a couple of turns. That alone is a victory in itself, in my book, while my main line moves towards the enemy. tongue.gif

Greetz


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Lugburz
Posted: Oct 28 2009, 11:37 PM
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I should remember this, but I don't (and don't have the BRB with me). Could the assassin charge out of a unit of gutter runners, and charge Unit A, at the same time as gutter runners charge unit B?

Probably not I guess tongue.gif
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Warlord Bloodfang
Posted: Oct 29 2009, 01:01 AM
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Officially Awesome
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Mmm, no. From what I remember it's either the character charges out of the squad, leaving it behind (Where it can't charge, it might be able to move) or he charges along with the squad.

You would have to have moved the character out of the squad the turn before to charge two different squads.


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Surbrus
Posted: Oct 30 2009, 04:48 AM
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Clanrat
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Unless an Assassin charged out of a frenzied unit. Would I be correct with that guess?

Unfortunately Eshin got very little love in the new book sad.gif
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