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Skaven Defense

Posted: Fri Aug 13, 2004 6:43 pm
by Zyad
I just started a skaven team, and am having trouble defensively. I am used to playing dwarves, so obviously the defensive strategies are going to be quite differemt. My team is still very new, and i havent gotten to advance any of the players yet, except my thrower, for whom i got accurate, and am planning on giveing safe throw. I dont have much trouble on offence, but defensively, i just get run over and scored on. It is farily easy for my opponents to knock my team down, and then beat thier armor, which is only 7 or 8...

can anyone give me a few tips on good strategies for staying alive and stopping the other team from scoring, as well as good skills to choose for this.


i want to get a gutterrunner with dauntless and strip ball to create turnovers. is this a good idea?

Posted: Fri Aug 13, 2004 7:14 pm
by IronAge_Man
It's similar to Wood Elves, but there are a few differences. Read the In-game tactics on this page:

http://fumbbl.com/modules.php?op=modloa ... lfStrategy

Edit: I updated the Skaven strategies - I employed a little judicious cut'n'paste...

http://fumbbl.com/modules.php?op=modloa ... enStrategy

The major difference is that Skaven linemen, unlike Wood Elves, cannot easily dodge away - if you must, do it for a good reason, and keep a reroll handy.

Skaven don't get Wardancers, so must use a combination of Storm Vermin hitting, Gutter Runners' speed and mutations to shake the ball free.

Posted: Fri Aug 13, 2004 10:07 pm
by DoubleSkulls
Against bashing teams your best defence is to take Kick asap. Then kick deep into one corner or the other and flood the backfield with Gutter Runners. A mistake or bit of bad luck can easily see you turn your opponent over and win.

By keeping play spread out to maximise your main advantage - speed. Try not to get dragged into a blocking war as the long term consequences can be painful.

Generally try to build skaven teams to defend. Ignore "offensive" skills on Gutter Runners in favour of Block, Sidestep, Diving Tackle and Shadowing. Pass Block can also come in useful. Doubles ought to go on Dauntless (then horns) and one GR ought to take Strip Ball too.

Posted: Fri Aug 13, 2004 11:07 pm
by Zyad
Thanks, ill try that stuff. the only problem is, at the beginning, my gutter runners are so breakable, with only 2 strenght and 7 AV... i find it hard to get the strengths to be even, let alone get myself a strength advantage. I am having enough trouble keepin my guys alive... fortunately, the only injuries i have suffered are badly hurts... no SI or death yet. it seems like i am gonna have a lot of trouble until my gutters get like 31 SPP's and can get block, diving tackle, etc...

gotta pray for doubles....

Posted: Sat Aug 14, 2004 8:26 am
by DoubleSkulls
In the early stages you are really looking for your opponent to make a mistake or have a bit of bad luck. If the ball is on the ground you ought to have the speed and agility to get to it.

Don't be afraid of 2 dice opponent choice blocks, particularly if you have strip ball or you have block and your opponent doesn't.

Posted: Mon Aug 16, 2004 3:00 am
by Zyad
whenever i flood the backfield with gutter runners, they get taken out by my opposing players, because of the two dice opponent choice blocks. i cant keep them in the game long enough to gain SPP's and get new skills. i just got one of them block, and am probably going to get strip ball or diving tackle next for him, unless i roll a double, in which case i will take dauntless, but at this rate it seems i will never get there... i have just about no defense, even with the two stormvermin and the rat ogre. ive tried everything, and i just get run over.

My TR is 131, and my next opponenet is a TR 136 necro team.

His roster is:
1 Lineman - Regenerate, Guard
7 Linemen - Regenerate
2 Wight - Block, Regenerate
1 Ghoul - Block, Dodge
1 Ghoul - Dodge
2 WereWolves - Catch, Frenzy, Claws
2 Flesh Golems - Stand Firm, Regenerate, Thick Skull

Mine is:
1 Rat Ogre - Mighty Blow, Frenzy, Prehensile Tail
1 Thrower - Sure Hands, Pass, Safe Throw
1 Stormvermin - Block (the other is missing this game due to a serious injury)
1 GutterRunner - block, dodge
3 Gutterrunners - dodge
5 Linerats (one with kick)


He usually gives the ball to his werewolves, and just plows up one side, leading the way with wights and zombies, and uses the flesh golems to break up the from line.
On Defense, he just tries to kill everyhting that moves, althoughm from what i have seen/heard, his defense is not the greatest, and i can easily outrun him.

Can anyone suggest a way to counter this on defense?
Thanks

Posted: Mon Aug 16, 2004 1:26 pm
by Wonder
Could be a good thing to aim your ratogre at his werewolves. They both don't have block so it should be possible.
AG3 without dodge against prehensile tail : the WW won't go far.

Then block and let the FO5+mighty blow do the job.

W

Posted: Mon Aug 16, 2004 1:28 pm
by Kheldar
Take his werewolfs out, and noone can stop your gutter runners.

Posted: Mon Aug 16, 2004 4:35 pm
by kithor2002
Stay away from his players and dodge away.

And spread your players wide around the field.Your big advantage is your speed.