Witness them exulting in their vile victory! Note a couple of Assassins lurking around each flank.
The Baron Von Refn will be furious, but before his Knights and Rangers can arrive to mete out justice, the vile Ratman infiltrators will doubtless have burnt the little strongpoint and slipped back over The Black River, returning to safety of their fortress in The Flea Fells.
Night of the Long Knives! Here a troop of Gutter Runners, led by an Assassin, wave their stabbing blades above their tick-ridden scalps in triumph!
Here is one of the Gutter Runners that initially scaled the walls of the outpost, taking the sleepy human sentries by surprize!
Gutter Runners are scouts, who can deploy hidden onto the board before the game begins. This makes them excellent for surprize flank and rear attacks, or for denying key terrain to the enemy.
Another crew of Gutter Runners prepares a whithering volley of sling-stars to support their mates.
Skaven have few missile troops and depend on being able to close with the enemy very quickly and in large numbers. These Gutter Runners make excellent pests, however, being able to launch swift surprize attacks against vulnerable points in the enemy line or just holing up in a building or copse and infuriating an enemy with a hail of nuisance missiles.
"Kill-Kill! Kill-Kill!"
Another crew of Gutter Runners prepares a whithering volley of sling-stars to support their mates.
Skaven have few missile troops and depend on being able to close with the enemy very quickly and in large numbers. These Gutter Runners make excellent pests, however, being able to launch swift surprize attacks against vulnerable points in the enemy line or just holing up in a building or copse and infuriating an enemy with a hail of nuisance missiles.
A little extra muscle travels with the Gutter Runners in the form of this band of Night Runners. Night Runners are not infiltrators, at least not as far as I can tell, but they are +1 shock elite (so +1 weapon skill) and do benefit from the +1 strength bonus that all Clan Eshin troops get for using poisoned attacks, which makes them okay. They are still Skaven, though, and won't win any great battles on their own, They can be considered 'elite' only in the context of their own army, and not anybody else's. The effectiveness of the Clan Eshin troops is hobbled by the fact that they can only be deployed in very limited numbers, no more than 10 Rats per unit, not counting characters. I have painted up all the 3rd edition Clan Eshin troops army list allows, plus 4 extra assassins because...? I just like them, I guess.
I confess I chose to field the Night Runners mainly because the image of the Clan Eshin "Dagger Standard", caught my fancy. I think it looks pretty solid as a regimental standard. I also wanted a good gig for the two types of trooper models I used in the unit, as they look a bit chunky, scarred and mean compared to their Clan Rat Brethren.
"Victory is ours!"
For the first time ever, I think I was rather happy with my attempt at doing some shield designs free-hand. Not brilliant, but I think they look ok.
I still need another Clan Rat regiment to meet the army list requirements. The models are all sitting in a zip lock bag in a cardboard box near my feet as I type this and glaring at me rather accusingly. All right, all right, boys. I'll get around to you soon.
"Victory is ours!"
For the first time ever, I think I was rather happy with my attempt at doing some shield designs free-hand. Not brilliant, but I think they look ok.
I still need another Clan Rat regiment to meet the army list requirements. The models are all sitting in a zip lock bag in a cardboard box near my feet as I type this and glaring at me rather accusingly. All right, all right, boys. I'll get around to you soon.