Skittershank's Clawpack
Welcome to our rundown of Skittershank’s Clawpack. Make sure you catch our podcast coverage of the release. For everything out with this release window, follow these links:
More release rundowns! >> 18 warbands + 2 decks = 20 rundowns!
Thanks go to GW for providing a review copy to make this content possible.
Introduction
[D]AVY, [P]HIL, [B]RIAN, [S]KYLER & [Z]ACH
Z: Leaders everywhere beware! The rats are back. Will they still strike fear in the hearts of all leader-centric warbands?
WARSCROLl
Z: Similar to Slynk and Snyp's inspires before, but one less damage now. Assuming inspiring as early as possible is the goal, you should often be able to do this in the first round.
P: A risky proposition in some match ups but it's their thing so can't shy away from it, go get that leader!
Z: An ability that was previously only on the leader while uninspired. This seems like a fantastic ability to just have all of the time.
P: This should make bringing down that leader a lot easier, huge upside with no downside. This ability demands placing your leader as safely as possible when fighting against these ratssassins.
Z: The barb token staying for the whole round seems crazy strong considering we just saw Kammandora. View this as either +1 damage on your melee weapons or the target doesn't get to move for the rest of the round.
P: Diabolical with range 2 melee weapon upgrades! I really like this kind of design, putting your opponent in a bind.
Z: Another ability that belonged to a single fighter last edition that can be used with anyone now. I think you pop this early since that'll be the most likely time to get multiple staggers. Double up on re-rolls against the enemy leader for maximum early assassination chances.
P: Not an amazing ability but certainly has its applications. Would like to see this in action to get a better judge of it's usefulness.
Z: I don't want to diminish pushing an enemy fighter, but the previous version of this was 2 hexes and could be played before your activation. That would probably be too good now, so this will have to suffice (which I think it does).
P: A distraction effect for you old heads, always a good thing to have. So powerful in fact it barely exists in the game anymore!
Z: Keeping you're important fighters completely safe for a turn still seems really good. Worth noting that this includes being target by ploys too now.
P: This will almost certainly elicit some groans at one point or another, a definite sign of a powerful ability.
FIGHTERS
Uninspired
Z: Pretty solid attack to start off with, especially when you consider the re-roll you get on the enemy leader. Only 4 move now, but that has more often than not been totally fine at the start of the game.
P: Feels downright terrifying to me with the reroll factored in
Inspired
Z: I'm going to assume that the enemy leader is slain when viewing the inspired sides of these fighters. but I don't want to assume a re-roll for these attacks like I would for the uninspired sides. Extra die and an extra move for inspiration here. I'd basically view this as getting Marked for Death on all fighters, which is pretty good.
P: Yep, same thought. The accuracy you had against leaders is now roughly the same against everyone.
Uninspired
Z: Same as Slynk, just without the grievous. Still pretty solid, especially considering the re-roll.
P: When you take the snare ability into account your leader threatens 4 damage and Snyp threatens 3. That is very solid.
Inspired
Z: Extra move and cleave. A nice boost to help put out more barb tokens later in the game.
P: Oh cleave is so nice with the rest of this profile.
Uninspired
Z: Worth noting again that Kreep can't use the Spiketraps and Snares ability since he doesn't have a melee attack. This unfortunately makes him less appealing as a fighter than he previously was. 2 dodge and 4 health might make him an ideal candidate for an early charge onto a token into a beefy enemy leader to try to get a stagger out.
P: Definitely looks like the setup piece. Or could potentially help clear fighters off tokens from range.
Inspired
Z: 3 hammers is rather accurate and the resulting stagger will help your more impactful attacks go through.
P: Will just keep harassing fighters with that kind of accuracy
Uninspired
Z: The re-roll means this attack isn't as bad as it looks on the surface. 2 damage and a barb on what essentially amounts to a 50-50 is a tantalizing prospect and one I'd certainly try to avoid on the other side. The 1 dodge defense and 2 health does mean he will just explode to the slightest effort, so be careful to not leave him out in the breeze if you intend to get something out of him.
P: Probably a bit player at best, though the damage potential is still high if you want to risk it
Inspired
Z: A respectable attack and 2 defense? Don't mind if I do. I'm guessing he'll be long gone before seeing this side in a lot of games, but certainly nothing sneeze at here for the little guy.
P: Inspires to a pretty decent rat, wouldn't mind having him around later in the game still.
Uninspired
Z: Pretty standard little ranged profile here. Once again, 1 dodge, 2 health is just asking to get slain. Probably a good dangle option if you want it.
P: Has some utility being ranged but still not amazing. Pop fighters off tokens when you can.
Inspired
Z: For some reason, Skaven keep having a fighter go from 2 hammers to 3 swords (which is statistically a worse attack now) once they inspire. It's not a big difference, but interesting that it has happened again. Also, 2 defense dice, yay!
P: I'll take the defense, just need to get in position to keep lobbing shots.
Summary
B: And assassin rats they remain! Marked for Death, Traps, smoke bombs and Skittering Blur! They retained the highlights of their identity and abilities. Many of those abilities got buffs in their versatility and effectiveness. Mollog must fear these rats. Eager to see how these ratties rattle the meta!