The Flying Beaver:
Post your tips for fighting Skaven armies here.
Send some BC’s with extra hand weapons into their flank. They won’t last long against those suckers!
The Flying Beaver
Well, Skaven tend to rely a lot on the bait and flee tactic with the Skaven slaves. You could do much the same tactic using Hobgoblins, and if they don’t take the bait just shoot them to death with your bolt throwers/Earth Shaker/whatever.
Outhording them with Hobgoblins might not be a bad idea. Soak up shots, bait and redirect. Basically use their sneaky slave tactics against them, but with a green tinge.
Stand fast, hold your ground, pound them with missile fire and watch them run.
-Earthshaker one of the flanks repeatedly to prevent these models reaching combat. Skaven thrive on bringing multiple large units into combat, upping their CR. Deny them this.
-Blunderbusses are your friend here. Consider multiple smaller units, as their toughness isn’t brilliant, and you’ll need all the shooting you can get!
-Remember that under the new rules weapons teams are more easily targeted.Make sure to take full advantage of this!
-Either use your BCs as a strong flanking unit (as was suggested), or keep them in reserve to quickly counter the tunneling teams.
-If you have a unit of wolf riders, put them on march-blocking duty.
This is all of course from a theoryhammer point of view.
I would say go a little cheesey. Skaven like cheese (they are rats.) Two Earthshakers, at least four bolt throwers, maybe a death rocket, some Big Uns or Orc Arrer Boyz, A couple of big blocks of warriors several units of 10 BBs (S3 but with a width of 10 models or a width of 5 at S4, x however many units, x models in their units=lots of wounds!) and a few srocerers. That is also theoryhammer.
the terror causing taurus is the place to begin…
and if allowed take a hellcannon… good bye rat boyz…
Have naked hobgoblins infront of your CD blocks, if you position them right, you can now get it so that they have to charge the hobgoblins instead of the CD (at which point the hobgoblins flee, forcing a fail charge which allows you a charge in the next turn); or they get charged by Both the Hobgoblins and the CD (note, it has to either be both or just the HGs for this to work)