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Skaven starting roster. 1 M. Rat ogre + 4 gutters?

Posted: Fri Jun 06, 2008 9:05 am
by ulvardar
Hey,



I'm considering a different starting roster for the cool and lovely rats. Rat ogre, 2 blitzers, 4 gutters, thrower and 4 linerats. 1 RR and 1 Staff/FF. That's exactly 1.000.000.

It would be nice for tourneys, where you can buy or put skills on your players. I would be able to put Leader on the thrower (that's the main reason of him being there), so i can use 2 RR. Even in a league enviroment, if you play correctly you can reach leader in the thrower at the same time you can buy your 2nd RR (3-4 matches), so you have a really powerful team.

The idea is that i have reservers (a single rat, but it's more than other teams get in the starting roster), i have a bit more hitting power with the rat ogre, and still have the speed and agility of 4 gutters.

In the beginning it can be risky if you have to play dwarves or similar, they can crush your team and you have just 1 reserve, but in the usual 13 players, 2 RR, 4 gutters, no rat ogre team i use, i have just 2 reserves, so it can crushed same way.


Would my roster be suicidal? Could it be useful? It's just an alcoholic dream?

Any advice will be welcomed.

Posted: Fri Jun 06, 2008 9:43 am
by horekim
A single RR will hurt you. I would never start skaven in a league without 3 RR's. And forget about the ratogre. He's a nice addition later on, but he is too expensive in the start

Posted: Fri Jun 06, 2008 11:15 am
by Kheldar
Its a tourney team he talks about.

Never played skaven in a tournament. So no adive from me here, but I think rat ogre is only a liability in TV 100 tournaments.

Posted: Fri Jun 06, 2008 11:41 am
by rodders
I'd rather go 2 linerats and an extra rr instead of the RO he's an expensive and unreliable trunover machine

imo this is your alcoholic dream nice on paper self destructive on the pitch

Posted: Fri Jun 06, 2008 12:34 pm
by wesleytj
I've used a similar roster in tourneys, but without the 12th rat. I think it was:

4GR 320
2Bl 180
1RO 160
1Thr 70
3Line 150
2RR

Then with Leader on the thrower, you have 3RR. It definitely leaves no room for error playerwise, but I'm used to playing shorthanded. I have a solid tourney record with that roster.

Posted: Fri Jun 06, 2008 12:41 pm
by Darkson
I've found I playh better in both league and tourneys without the RO, which is a shame. :(

Posted: Fri Jun 06, 2008 12:55 pm
by Rab
For a (I presume resurrection?) tourney, I've had some success with the same roster as wesleytj (ie, scrub one LR, take an extra RR).

The rat ogre often eats rerolls (I nearly leave him out every time, but then include him at the last moment), but when he works he's great 8)

The four gutter runners will win you your games without a doubt; they rock. The blitzers and RO will tie the other team in place and take the punishment or try and spill the ball for you.

Posted: Fri Jun 06, 2008 3:09 pm
by horekim
Kheldar wrote:Its a tourney team he talks about.
He talks of both

Posted: Sat Jun 07, 2008 1:33 am
by mattgslater
You have guts to field a RO at 1M, or to go at 1RR at 1M. It might work, but I'm not that bold.

Posted: Mon Jun 09, 2008 8:06 am
by Ullis
You're playing against Undead. You're going first and your sorry fool of an opponent places a zombie on the wide zone just one square from the crowd. Chuckling gleefully, you place your Rat ogre so he can crowd push the zombie and because of his speed, still get away from the wide zone, making a formidable road block to the other undead. Almost as a bonus, the rat ogre creates room for your Gutter runners to swarm to the undead back field, guaranteeing a two turn goal.

That zombie + ST5 + Frenzy = win? Wrong. That zombie + ST5 + Frenzy = fail.

1. Blitz. 1 in 6 chance of fail.
2. First push. 1 in 9 chance of fail.
3. Second push. 1 in 9 chance of fail.

What do those ones add up to? A staggering 34 % chance of failure! Failure in this case either meaning a missed blitz or a knock down for the Rat ogre. With a reroll those odds fall slightly below 20 % (mainly because of Loner) and now you have no rerolls for picking up the ball.

Wild Animal, no block and Frenzy creates a unique combination of trouble. You can't move the thing without a blitz, but if you blitz, you are bound to fail. Prehensile tail actually adds to your worries as it makes you feel like you should move the Rat ogre.

Lastly, in the Rat ogres defence, if you get Block on one they are superb.