Experiments in Skaven team development
Posted: Mon Jan 26, 2009 8:09 pm
I'm feeling a bit nonstandard about my current Skaven team development, but I thought I'd get some opinions anyways.
Local league, real players, all club members and friends of mine. Open league, LRB5 rules, free fan factor. Skaven team is my 2nd team in the league, started because my Dark Elf team rating was starting to skyrocket and I wanted a team that was more comparable with the competition.
Sidenote: I think the free fan factor rule for the league was a mistake and will suggest the Commish revisit this decision for next season. How this gets retconned will be his decision. The tier-3 teams do much better if they can buy up some FF so their intial games, even if they lose, can get them some better cash. Keeps them more competetive while they're building. And developed teams that win a lot gain FF, win FAME, earn more cash, build faster, but have no penalty for having double-digit FF.
'Nuf about free FF.
Starting team:
6 Line rats
2 Runners
2 Blitzers
1 Thrower
4 Rerolls
1 Apothecary
Starting logic: With AV7, the linerats are doomed. I plan to bury, fire, or sickleave one per game until the team gets some development on it. Thats what Journeymen are for. My 11-man Skaven logic depends on Journeymen. I'll lose Linerats, but hopefully preserve the few positionals with rerolls and the apothecary. I'll concentrate on scoring, developing the positionals, and once I have some cash I'll start hiring up replacements for the casualties. Since I don't plan to ever use a reroll (or an Apo) on a unskilled Lineman, replacing them with Journeymen is no loss at all to me.
First game: against a developing 'Zon team. I put all my inducement cash into cards, drew an Orcidas Sponsorship, and blew out the score 5-2 thanks to my ability to 1TS with a Runner. When he wasn't lining up to score, he was hiding from the 'Zons. A streak of TDs allowed both Runners to skill, and I gave them Block. The 'Zon fury killed one Linerat and at one point left me with only 4 players on the pitch. I definately lost the CAS battle, but the only long-term injury was the death.
After 1 game:
5 Linerats
2 Runners w/ Block
2 Blitzers
1 Thrower
4 Rerolls
1 Apo
6 FF
$70K
Second game: I lined up a double-header against a developed TV136 Orc team with 4 Blobs and 4 Blitzers, but a reputation as primarily a throwing game with his 2x Pass/SH/Accurate/NOS throwers. Sounds like fun. I'd neglected to pick up the Journeyman Linerat after the first game, hoping to conserve TV for inducements, and this paid off with 360K to spend. I picked up Headsplitter because I thought that a little beef would be useful with all those Blobs. With Headsplitter, I'm back to 11 players.
Mark took Headsplitter as bait, and for most of the game at least 4-6 players were tied up dealing with the big Rat. I'd have a couple Linerats in on the action to keep the big guy from getting ganged up on too bad. It took until T4 of the second half for the Orcs to finally get rid of the Rat Ogre, but that was the first Orc TD of the game. I recieved with only 5 players on the pitch, scored immediately, and then basically stayed out of the way of Mark's hurry-up attempt to make the final 3-2. I lost the CAS battle, but won the war: one linerat MNG, compared to a 2-skill Orc Blitzer earning -AV. Skill on a Linerat = Block. I picked up a Journeyman linerat for next game, hoping to pick up a Star or Merc to bring me back to 11.
Third game: second half of the double header. Mark was giving up less on inducements, so I put everything into a Merc Rat Ogre. I've seen what Headsplitter can do, so lets experiment with a bog standard rookie Rat Ogre. Oddly enough, this attracted even more attention from Mark, and from the start of this game it was clear that Mark's dice were out to get him. Of course the Pouring Rain didn't help. He elected to recieve. Then fumbled the ball in his own endzone. Easy Skaven score. Repeat that a couple times and you have the whole first half in a nutshell. Orcs didn't score until the middle of the second half, and then only after almost wiping the table of Skaven. Final score: 5-1. Again, lost the CAS battle but this time nobody had worse than BH thanks to the Apo.
Haven't played since Saturday. Hired a couple players, rolled a lot of lucky skills. Here's how things stand:
4 Linerats
1 Linerat w/ Block
1 Linerat (new hire)
1 Runner (new hire)
1 Runner w/ Block, <doubles = Disturbing Presence>
1 Runner w/ Block, +AG
1 Thrower w/ +AG
1 Blitzer w/ <skill = Mighty Blow>
1 Blitzer
4 Rerolls
1 Apo
8 FF
$100K
New skills: MB on the Blitzer, and Disturbing Presence on the Runner.
I was looking at Disturbing Presence, Dump Off, and Two Heads on the Runner. I had originally been considering Dauntless on him, and Horns would be a nice combo with Dauntless, but I wanted to do something different. It occurs to me that Disturbing Presence and Pass Block would be extraordinarily annoying. Such a player could really make a mess of passing plays, and at 25SPP he's poised to get his 3rd skill potentially after one more game. If I hadn't rolled +AG on both a Runner and a Thrower, I might have considered Dump Off for a doubles roll. But Dump Off stacks best with NOS. Nah, I'll save that option for the AG5 Runner or maybe as on the Thrower after he gets Dodge.
Skill development plan:
Linerats: I want 2x Block, 2x Wrestle, and 2x Tackle. Somehow. One Linerat has 5SPP (MVP), so hopefully he'll skill up next. Kick? Maybe. Doubles = Guard
AG5 Runner: Leap, Side Step, doubles = Dump Off
AG4 Runner: Pass Block, Side Step, doubles = VLL
AG4 Thrower: Accurate, Dodge, doubles = Big Hands
Blitzers: Mighty Blow, Piling On, doubles = Claw
Local league, real players, all club members and friends of mine. Open league, LRB5 rules, free fan factor. Skaven team is my 2nd team in the league, started because my Dark Elf team rating was starting to skyrocket and I wanted a team that was more comparable with the competition.
Sidenote: I think the free fan factor rule for the league was a mistake and will suggest the Commish revisit this decision for next season. How this gets retconned will be his decision. The tier-3 teams do much better if they can buy up some FF so their intial games, even if they lose, can get them some better cash. Keeps them more competetive while they're building. And developed teams that win a lot gain FF, win FAME, earn more cash, build faster, but have no penalty for having double-digit FF.
'Nuf about free FF.
Starting team:
6 Line rats
2 Runners
2 Blitzers
1 Thrower
4 Rerolls
1 Apothecary
Starting logic: With AV7, the linerats are doomed. I plan to bury, fire, or sickleave one per game until the team gets some development on it. Thats what Journeymen are for. My 11-man Skaven logic depends on Journeymen. I'll lose Linerats, but hopefully preserve the few positionals with rerolls and the apothecary. I'll concentrate on scoring, developing the positionals, and once I have some cash I'll start hiring up replacements for the casualties. Since I don't plan to ever use a reroll (or an Apo) on a unskilled Lineman, replacing them with Journeymen is no loss at all to me.
First game: against a developing 'Zon team. I put all my inducement cash into cards, drew an Orcidas Sponsorship, and blew out the score 5-2 thanks to my ability to 1TS with a Runner. When he wasn't lining up to score, he was hiding from the 'Zons. A streak of TDs allowed both Runners to skill, and I gave them Block. The 'Zon fury killed one Linerat and at one point left me with only 4 players on the pitch. I definately lost the CAS battle, but the only long-term injury was the death.
After 1 game:
5 Linerats
2 Runners w/ Block
2 Blitzers
1 Thrower
4 Rerolls
1 Apo
6 FF
$70K
Second game: I lined up a double-header against a developed TV136 Orc team with 4 Blobs and 4 Blitzers, but a reputation as primarily a throwing game with his 2x Pass/SH/Accurate/NOS throwers. Sounds like fun. I'd neglected to pick up the Journeyman Linerat after the first game, hoping to conserve TV for inducements, and this paid off with 360K to spend. I picked up Headsplitter because I thought that a little beef would be useful with all those Blobs. With Headsplitter, I'm back to 11 players.
Mark took Headsplitter as bait, and for most of the game at least 4-6 players were tied up dealing with the big Rat. I'd have a couple Linerats in on the action to keep the big guy from getting ganged up on too bad. It took until T4 of the second half for the Orcs to finally get rid of the Rat Ogre, but that was the first Orc TD of the game. I recieved with only 5 players on the pitch, scored immediately, and then basically stayed out of the way of Mark's hurry-up attempt to make the final 3-2. I lost the CAS battle, but won the war: one linerat MNG, compared to a 2-skill Orc Blitzer earning -AV. Skill on a Linerat = Block. I picked up a Journeyman linerat for next game, hoping to pick up a Star or Merc to bring me back to 11.
Third game: second half of the double header. Mark was giving up less on inducements, so I put everything into a Merc Rat Ogre. I've seen what Headsplitter can do, so lets experiment with a bog standard rookie Rat Ogre. Oddly enough, this attracted even more attention from Mark, and from the start of this game it was clear that Mark's dice were out to get him. Of course the Pouring Rain didn't help. He elected to recieve. Then fumbled the ball in his own endzone. Easy Skaven score. Repeat that a couple times and you have the whole first half in a nutshell. Orcs didn't score until the middle of the second half, and then only after almost wiping the table of Skaven. Final score: 5-1. Again, lost the CAS battle but this time nobody had worse than BH thanks to the Apo.
Haven't played since Saturday. Hired a couple players, rolled a lot of lucky skills. Here's how things stand:
4 Linerats
1 Linerat w/ Block
1 Linerat (new hire)
1 Runner (new hire)
1 Runner w/ Block, <doubles = Disturbing Presence>
1 Runner w/ Block, +AG
1 Thrower w/ +AG
1 Blitzer w/ <skill = Mighty Blow>
1 Blitzer
4 Rerolls
1 Apo
8 FF
$100K
New skills: MB on the Blitzer, and Disturbing Presence on the Runner.
I was looking at Disturbing Presence, Dump Off, and Two Heads on the Runner. I had originally been considering Dauntless on him, and Horns would be a nice combo with Dauntless, but I wanted to do something different. It occurs to me that Disturbing Presence and Pass Block would be extraordinarily annoying. Such a player could really make a mess of passing plays, and at 25SPP he's poised to get his 3rd skill potentially after one more game. If I hadn't rolled +AG on both a Runner and a Thrower, I might have considered Dump Off for a doubles roll. But Dump Off stacks best with NOS. Nah, I'll save that option for the AG5 Runner or maybe as on the Thrower after he gets Dodge.
Skill development plan:
Linerats: I want 2x Block, 2x Wrestle, and 2x Tackle. Somehow. One Linerat has 5SPP (MVP), so hopefully he'll skill up next. Kick? Maybe. Doubles = Guard
AG5 Runner: Leap, Side Step, doubles = Dump Off
AG4 Runner: Pass Block, Side Step, doubles = VLL
AG4 Thrower: Accurate, Dodge, doubles = Big Hands
Blitzers: Mighty Blow, Piling On, doubles = Claw