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Chaos Pact - Skaven w/ extra arms, what next?

Posted: Tue May 05, 2009 3:09 pm
by Gaixo
Due to some opportunistic scoring and an MVP, the skaven player for my Chaos Pact team has gotten his second skill (standard roll, no doubles) while most of his mates have none (the ogre has guard and a marauder has block, that's it).

For his first skill I took extra arms, only because I like the model corresponding to that mutation. I'd sort of like to develop the player as a safety/blitzer type, but I realize that probably doesn't fit in well with his first skill.

So...any advice on this player or general development of Pact skaven would be appreciated. My main league rivals are Underworld and Lizardman, for whatever that's worth.

Posted: Tue May 05, 2009 3:22 pm
by Grumbledook
kind of depends on how you have built the rest of the team to some extent

and giving him extra arms wasn't the best choice imo, he has animosity which will be a pain if you make use of extra arms to pick it up, though could be useful as a receiver

could also be used in combination to go and get a loose ball after you knocked it loose in the opposing backfield

two heads would be useful for getting those 2+ dodges

this will let him get places to assist, to get to loose balls, to get away from being thumped (big hand as a follow up will really let him get at loose balls)

of course this all leaves him without block/wrestle etc

given you are against underworld and lizards, tackle would be helpful against both, though doesn't really go well with extra arms

Marauders can get st skills easily and passing, so building one of them as a passer and the rest for blitzing/guarding etc makes the most sense

The elf, goblin and the skaven are best used as receivers due to the fact they can't get ST skills easily and have animosity. The mutations are useful to aid this role as well and the skaven is also the fastest so will be useful for when you need the two turn scores.

Based on all that, I take the two heads ;]

hope that makes sense and helps

Posted: Tue May 05, 2009 3:29 pm
by Joemanji
Grum makes a good point on Two Heads. However, with AV7 he is a massive target for the opposition, so you might want to get him Wrestle or Block asap. It's a long way to 31 SPPs and I doubt he'll make it without.

Posted: Tue May 05, 2009 3:35 pm
by Grumbledook
There is merit in that as well, I'd have taken extra arms as the last of the 3 skills personally ;]

Posted: Tue May 05, 2009 3:37 pm
by Joemanji
Yeah, EA was a bad choice. :wink:

Posted: Tue May 05, 2009 3:46 pm
by Gaixo
Tthanks for the tips. I realize that extra arms isn't the best skill, especially for the use I'd prefer to make of him. The theme of the entire team is basically making the best out of awkward initial skill choices, as the majority of the players will be given their first skill(s) based on the mutation(s) represented on their models. This means I can't give him another head, unfortunately...

I guess I'll consider block or tackle.

Posted: Tue May 05, 2009 3:51 pm
by Grumbledook
you can convert him ;]

Posted: Tue May 05, 2009 5:45 pm
by mattgslater
Block. Makes him useful as a blitzing safety or a recovery guy after the blitz is done. Good on offense too, as it combines well with XA on a secondary ball-carrier. Wrestle + Extra Arms = self-defeating.

Posted: Wed May 06, 2009 2:53 am
by Gaixo
I gave him block and he got SI'd into retirement in the next game. I suppose I'll make the next one the same way, I never learn.