Skaven Inducements Suggestions

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Wylder
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Skaven Inducements Suggestions

Post by Wylder »

Hi Guys,

I have a league match coming up, where I will have a 130k inducements against an undead team, with a coach who REALLY likes to cage.

My current team is:

2x Stormvermin
1x Runner (Block, +1mv)
1x Runner (Block)
1x Thrower
1x Rat Ogre
4x Linerats
1x Journeyman
3x RRs

I've lost a couple of runners so far in this league, hence the lack of skills and only two runners.

Anyway, my choices come down to two options:

Either: A merc gutter runner.

Or: Fezglitch and Bloodweiser babes.

Obviously a merc runner brings me to 3 runners which is nice, but Im not so keen on having a loner runner with no skills. Meanwhile Fezglitch might be nice to hit cages with, but then he's a secret weapon so I will only get to use him for a single defense.

Thoughts?

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DoubleSkulls
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Post by DoubleSkulls »

I'd suggest that two babes is the best option.

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Ian 'Double Skulls' Williams
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Post by Grumbledook »

ianwilliams wrote:I'd suggest that two babes is the best option.
+1

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Wylder
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Post by Wylder »

Really? Even with only two runners?

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Post by DoubleSkulls »

Merc gutter doesn't really do that much for me - loner means all your ball handling & blocking is risky. Also he might score SPPs.

If you take Fez into an 11 rat av7 roster then you really run the risk of fielding him on a very short drive.

2 babes are better value than an apoth because that means you are making every KO roll a 2+ - and an bashy undead team are likely to get a few KOs against you. So you'll have more players per drive than any alternative.

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Post by Wylder »

Yeah. You're probably right. I probably just want to use the star/mercs because my opponent won't expect me to.

With only 11 rats plus the SW star, I wouldn't elect to receive. So the only way I can see Fez getting fielded for a short drive, is if I turn him over quickly and score. If he receives and scores, its likely to be a 6+ turn TD meaning Fez should get a decent run. If I do turn him over quickly and score, its likely he's served his purpose.

Of course, that puts me in danger of not having any runners left for the second half when I do receive, but Im probably in danger of that anyway.

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Ullis
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Post by Ullis »

I would also advise against a merc Gutter Runner. The Loner really makes Gutter Runners too unreliable. His role would most likely be restricted to an assist in offence to give some other GR a 1-d block or something. Otherwise he'd be just one extra player.

I think 2 Babes is probably the best option, but consider these:

a) 2 Dirty tricks cards. This might be good if you think you can force the opponent to worry about them and there is some really good stuff there.

b) A merc linerat with Dirty Player (exactly 130k). A DP isn't too good against an undead team as there aren't too many easy to hurt positionals. A gangfoul on a mummy or two might be good and you might be able to do it when they're on the los. The presence of the player (and you constantly talking about looking for fouling targets) might throw him off his game somewhat. The linerat would be another warm body as well even if you don't foul once.

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Post by Carnis »

A trick & a babe. 3+ for a KO is reliable enough. You can get the mine or trampoline trap which can both work as 50k versions of wizard's spells. He'll have to worry about it a bit as well.

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Post by Smeborg »

I would be tempted to go with Fezglitch and a Babe.

I have played against Fezglitch a couple of times with Nurgle, and I found him a pain (my High Elves found it easier to deal with him). So I am guessing he would also be a pain for Orcs. Especially for an Orc player who loves to cage (play Fezglitch on defense).

Just make sure you give Fezglitch a little support so that your opponent cannot easily get a one die block or better on him.

The Disturbing Presence is also nice to have.

Hope this helps.

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Post by Gorbad »

ianwilliams wrote:I'd suggest that two babes is the best option.
This is nearly always true, even outside of bloodbowl....

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