Page 1 of 1

Help with Vault Skaven development needed

Posted: Wed Aug 31, 2005 1:14 am
by Lofwyr
Hi,

In our Vault league i have a 16 games old Skaven team.
I´m nr. 1 at the moment with a winning rate of 75%.
So far so good.

My big problem are the lasting injuries my players gain all the time.
With my game tody, where i got 3 lasting injuries the team makes it to 7 total on 13 Players.

This is a sreenshot of the team:

Image

As you see, I own 80K at the moment, 10K to few to replace the vermin.

I have no idea what to do next and then in the near future.

I can´t replace the OTS.
I can´t and don´t want to replace the dauntless GR, with -AV AND Ni he´s just a really cool slayer type player :-)

I have to replace the Vermin.
I have to replace linerat nr. 10, but he´s got 2 skills :-(
Same for linerat nr. 13 and 14 (5 Pts!)

Please help me!
What shall I do with my money and whats the plan for the next games?

Tobi

Ps: I don´t know against which team i´ll play next.

Corrections

Posted: Wed Aug 31, 2005 3:31 pm
by Jimmy Nids
Just a thought but arent the Vault rules Gutter Runners 90k each now?

Along with some other miscalculations, by the list shown as is your TR should also be 171 not 164.

Beyond that, BUY LINERATS!!!

The more Linerats you have, the fewer Gutter Runners you need to put in harms way when playing defense. And its generally given with Skaven especially: You WILL lose men to the KO and Injury boxes; having backup players is always a must. You have 5 rerolls so worry about filling up your roster before firing anything else(which is why linerats are so cheap).

Also, your linerats have movement 7 for the most part. Use them to score so they get some skills! Dont rely on your AG 4 players - Heck 15 out of the 20 different teams in the game don't even get AG4 players and have to use their linemen for the first few games as scoring threats. Now your runners are targets okay, so you need a solid backup plan. MOVEMENT 7!!! Thats all you need with 5 rerolls to make certain the ball gets there. Above all else, NEVER leave a gutter runner in base contact(especially dauntless guy), Dodge them away!

As for firing the Dauntless GR... don't althought I don't see why you didn't give him something more supportive on that doubles roll like Nerves of Steel or Thick Skull since you do want him staying on the field as long as possible(TS) and he is a scorer/interceptor(NoS).

Posted: Wed Aug 31, 2005 3:57 pm
by Lofwyr
At first, thanks for your answer.

But some remarks:

1) We play 1.8, so gutter runners are 80K
2) I think the listed TV is correct with 164. Where do you get your 171?
The only thing wrong are the 2 MA increases on 1 player as we didn´t realise that every player can only get 1 caracter increase.
3) the dauntless gutter runner: In the vault there are no traits, so the dauntless skill was a normal skill roll.
Btw. I can only recommend dauntless on a gutter runner, on defense he´s by far my best player!
4) Not letting the gutter runners stay in base contact: Mhhh, thats a problem, I never let the dauntless gr or the 1TS in base-contact.
But the other 2 guys are made for basecontact with the opponents ballcarrier. :-)


So your advice would be buying as much linerats, as i can and not replacing the injured players?

Tobi

Correction

Posted: Wed Aug 31, 2005 4:06 pm
by Jimmy Nids
Sorry, didn't realized you use 1.8. As for the linerats YES BUY MORE. Strength in #s and gives you a chance to build up more players on random casualties and gives them more targets if you get a few KOs against ya.

TR as I currently understand was Cost of Team/10[115]+SPP/5[45]+Cash/10[8]=168... 171 was with the 90k runners so 171-3=168. Unless my formula isn't the one you were using. That is only counting costs of players not missing and costs of SPP for said players.

Posted: Wed Aug 31, 2005 4:30 pm
by Lofwyr
Your formula is the LRB Teamrating.
In vault TR is replaced by a better formula, the Team Value (TV).
It´s Cost of Team/10.000 + (nr of normal skills)*2 + (nr. of doubles or MA increases)*3 + (nr. of AG)*4 + (nr. of Str) * 5 + Cash/10.000
Missing players don´t count.

Any other advices?

Tobi

Posted: Wed Aug 31, 2005 5:19 pm
by Mad Jackal
The vault dauntless is not so good on 2 strength players. Or is that a new change (post 1.8) ??

So I think he is "expendable". Besides, like you said - it is a regular skill so a new GR can get is easily. What is 16 spp to a gutter runner?

You do want to develop your linemen more. It took me a while to learn that at higher ratings a skaven team needs good line rats.

Where is your "Kick" skill???

You'd be amazed at how that will really help your defense. By controling the placement of the kick, you can maximize your penetration and coverage of the ballcarier (from one step back - not next too. )
With 4 GR and SV to flood the back field your opponents will have to divert men to cover the ball (and not beat on you with them) or sacrifice the TD.

As for what to do next it does look like a lie rat for numbers is best now.

But to me it depends on many factors.

What are the approximate team values of the league ? What types of squads are there ? What is your cap ??? -That is important.

For example if the chances are you'll play a team with higher value than you, you could consider dropping little and playing with induced line fodder. Frankly the guys you "need to cut" don't look like needs to me, other than maybe the SV. They are all worth more on pitch than the inducement merc you'd get instead. Those rats are meat shields. Line em up on the LOS and dare your opponent to lower your TV. Stand them next to the ball carrier.


I'd get number 15 "kick" as soon as you can. and concentrate on him and the new line rat you buy now. Then cut the SV and replace him. Then we'll have to see after you answer questions above.

cheers

Posted: Wed Aug 31, 2005 5:34 pm
by Lofwyr
Thanks for the answer.

At first I should say something about the "linerat-problem"
As you see, on my roster are 3 empty linerat spots.
Few games ago these were nicely developed linerats, but nuffle seems to hate skilled Skaven Linemen :-)

Dauntless on Str 2: It´s Str + W6 > Str. of Op, so it´s 5/6 against Str 3 and 2/3 against Str 4 which is pretty good in my oppinion as there are very few Str4 ball carriers.


Our league: Most or the teams are about the same TV as I am (my "true" TV without the Missings is about 190) Capping begins at 150 with each step 20 Points of TV.
There are also 3 rather new teams with TV around 120-130, but we found inducements to be very effective.
So far we saw some great games with different TVs with some victories from the underdog!


Tobi

Posted: Thu Sep 01, 2005 6:17 am
by Markus
I'd buy a new linerat for the next game. otherwise you start it shorthanded, and the possibility of having more players injured will increase.
Those lasting injuries don't hamper the on-pitch performance of your team a lot. A Mv 6 player still isn't too slow to play in a lightningfast team as skaven. The av 6 players are more likely to get of the pitch easily and possibly injured. It's not immediatly nescessary to replace the SV or your 2skill lino, cause the later will die sooner or later. I'd try to get the SV the next skill and see what comes out. If it's nice keep him otherwise ditch him as soon as you got at least 2 more linos and the cash. To have more than 11 players is nescessary to have your ots on the bench on defense. The dauntless runner is more of a problem as you use him as blitzer. He will get in harms way and blocked a lot so his av-decrease is the worst of all your lasting injuries. He should be replaced even before the SV. If you have problems with the cap, let go a rr. 5 rr are way to much with all those skilled players. You need them only for doubleskulls, failed catch-rolls, dauntless rolls, 6gfi with the ots or linerat dodges i would not rr anyway.