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Just picked up the storms of chaos book, and Dizamn some flayerkin. Those guys are crazy, 2 killing blow attacks at ws4/str4? And climbing walls, useful for slapping those damn spiderriders off them walls they love to climb so much. Now here are a few of my questions-
1. Just making sure- are they worth the 14 or so points they cost to field?
2. I have a lot of left over zombie pirates/zombie/skeleton/chaos warrior/goblin bits just lying around, and i've already made 2 flayerkin out of just straight up zombie parts, or skeleton/chaos warrior parts and they seem to look alright, but the question is...does it really matter what they're made out of?
3. How many should I field in a regiment? Im assuming 5, to break off marchs on turn 1 (if i go first). But I believe i can field as many as 10-15 with all the leftover bits I have. Or should i just make 3 units of five? BTW, we play big points so rare/special slots arent a factor.
4. What types of units should i deploy them near? Goblin infantry regiments? A unit of 20 Orges? Ok, that last one was a joke, but still. It'd be pretty funny.
Thanks in advance.
1. They can be worth their points, just like anything, especially if you're the attacker in a siege of course. They can be quite dangerous, but they are quite fragile, having only T3 and no armour save. If you do field some, try not to get them shot up or caught by fast enemy units.
2. As long as they look like mutated humans with claws for hands, it doesn't make much difference what you make them from. If you and others can look at your creations and say "ah, Flayerkin then...", you're on the right track.
3. Five if you're tight on points, but ideally about 10 or so, you need a few extra so you can absorb some casualties and still keep that magic 5+ Unit Strength for getting the flank/rear combat res bonus.
4. Don't deploy them near anything specific, they should probably stick to the flanks and remain in cover while on the hunt for targets of opportunity. Obviously a unit of Flayerkin won't be able to take on blocks of combat troops or cavalry on their own. They can be used to hit enemy units in the flanks once your warriors or marauders have engaged them in the front. If they can get close enough without getting caught (tricky), they can also try and attack enemy war machine crews (though most opponents wouldn't let any Flayerkin get that close!).
"Peace, through superior firepower."
You could make some really different Flayerkin with the Goblin parts. make them look little like their creeping and crawling, and like they more ambush/jump people from behind. Use the Goblin torso and Legs, you'll have to trim a bit to make it look good with a mututed face/chaos helmet. Clip the hands, add claws and have the dragging chains. Since they are on the 25 base not the 20 you could even go 2 on a base, or make some neat action scenes with the zombie pirate parts.
40K-Beakies(9-14-4),Guard(4-7-2),Orks(34-12-11). FANTASY-Dwarves(15-6-7),Beasts (14-14-1), Skaven (17-17-10) DoC (6-1-2). CYGNAR (28-15-1)
They can look like anything really, just so long as they fit on the base and have claws. Remember that they are made by the twisted genius that is Clan Moulder, so they could look like anything.