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Various questions on Rats and league
Posted: Wed Jun 24, 2009 6:48 am
by Fondu77
- What is the best 1million roster?
- Is 15 game + playoff a long league?
- Rat ogre or one more blitzer+reroll
- How Should evolve players. I'd say :
RO : juggernaut
V : MB
V : tackle
GR X2 : wrestle
GR X2 : block
LI : block
LI : wrestle
-What to buy first? Blitzer ou line?
- Who got kick?
- 11 player + apo is it enough?
-2 reroll or 3 reroll and no rat ogre?
Thx per advance
Pierre
Re: Various questions on Rats and league
Posted: Wed Jun 24, 2009 7:34 am
by Carnis
15 + play offs is a rather long season. Not a long league though.
I'd start with
2 Blitzers 180k -> Customize
4 Gutters 320k -> Block, Sidestep
1 Thrower 70k -> Leader, Kick (block)
5 Linerats 250k -> Wrestle, Fend
3 Rerolls 180k
=1000k
Buy apoth first, RO then. 12 players will get you through game1. 11+ apoth is not enough with skaven.
Go block on all the gutters, if you really want to you can make one with wrestle/strip. Get wrestle on linerats instead. Blitzers there is no general guideline, but if you have an AV heavy league you should take claw if you roll doubles & go for mb piling on claw. Otherwise normal blitzerskills tackle, guard, stand firm etc.
The reason you want the above positionals is that the gutters + vermin are your most resilient players (start with block or dodge), and with 4 AG4 players its easier to get max use of freeblocks and avoid being bogged down with TZs. Extra linoes are better than an apoth, but if you really want the apoth on game #1, then skip a lino for the apoth.
If you're having trouble with WD's or the like, you might wanna try thrower-running game with block thrower & guard vermin. Don't get a 2nd thrower though, and generally, your gutter runners should always handle the ball (in passing as well as catching). A leader-kick thrower works as a great underpriced lineman (110k for a "lineman" +reroll + kick + surehands + pass).
Posted: Thu Jun 25, 2009 7:29 am
by Fondu77
You don't think RO is valuable is a bashy league?

Posted: Thu Jun 25, 2009 8:19 am
by miko
Safety:
2 x blitzer
4 x gutter runner
5 x lineman
3 RR
Apo
2 FF or cash
Save money for the rat Ogre.
Risky: (Mainstreaming is a illness

)
blitzer - mighty blow, tackle
4 x gutter runner - first one strip ball, block, side step
5 x lineman - first one kick, block
Rat Ogre - Break tackle is important
3 RR
First by an apo. Then the second blitzer. Then a 6th lineman or a thrower. The thrower is not useful but good to get leader.
Posted: Thu Jun 25, 2009 8:19 am
by Carnis
Fondu77 wrote:You don't think RO is valuable is a bashy league?

Unreliable, expensive, not worth it in a startup roster. Also RO is so easy to counter with a lineman or a BOB for instance.
You want to have the 4 gutters with blodge asap. This makes your opponents bash game so much harder. Traditionally, catchers are the weakest position in a team. In the rat team the catchers (Gutters) are the most resilient (same armor as rest of team, start with dodge + AG4 means 2+ dodges, which means you can avoid up to 4 freeblocks/turn).
Also, you want to play your own game, if you focus on bash play you will lose. Every time.
4 Gutters means 4 less easy targets in the field + you can afford to lose 1-2 before your running/passing play is ruined. Also means if you turnover, you will frequently score on the same turn/next turn.
Blitzers you want for the same reason as gutters, resilience + they are reliable in blitzing, you won't have to waste rerolls as often as you would without them.
RO is nice, but not really that big a deal. Adds frenzy, nice to have for surfing, but wild animal loner is not the best possible surfer. Mighty blow is quickly countered by the fact that he gets tied up so easily.
If you start with 7 positionals, might be worthwhile to take the apoth in the start after all. A big risk of statminuses on the first game is probably not worth it.
Re: Various questions on Rats and league
Posted: Thu Jun 25, 2009 10:17 am
by Teydyn
Fondu77 wrote:RO : juggernaut
Maybe consider Break Tackle & Stand Firm? You want him where you need him.
Posted: Thu Jun 25, 2009 12:07 pm
by Fondu77
@ Carnis : I'd consider the w/RO roster. I schedule already a test match with that 2blitzer roster. Thx for the advice we'll see if it do the trick
@ Teydyn : Ty for the advice too. I'll try that too. Howver I am not sur stand firm can do it. You can easily breack the wall so it's not such bad news if he stays there na?
Posted: Thu Jun 25, 2009 1:17 pm
by mattgslater
Rat Ogres are really cool, but only if they're properly supported. I don't think you should start with one either: get Block on at least 2 Gutter Runners and get a couple of skills on Stormvermin (Guard, but try to get one of them at least half-way to Grab) before you hire that Rat Ogre.
Stand Firm is WAY better than Juggernaut on a RO: it's a very good skill to begin with, and it combines well with ST5, Frenzy and Prehensile Tail, and mitigates the impact of Wild Animal (can't push him into the clear) and AV8/160k (he'll get hit less).
Posted: Thu Jun 25, 2009 3:32 pm
by Setomidor
I just played a 11 game + play off season with Skaven, and did really really well (didn't loose a game whole season, but lost a really crazy game during the play-offs).
First, I think the lenght of the league is great. Somewhere around 11-15 games seems about right, and the teams are all decent value at that stage. We where also allowed to distribute MVPs freely, which made it a lot easier to get SPPs to other players then gutters.
I had the following team after ~10 games (it is the most recent version available from where I am now), and the order of the skills indicates the order in which I picked them:
Rat Ogre Jugger, BT
Blitzer Guard, Claws, MB
Blitzer Claws, MB, Dodge
Thrower Kick-off return
Thrower Guard
Gutter Runner +MA, Sprint, SF
Gutter Runner VLL, Leap, Block
Gutter Runner NoS, Block
Gutter Runner Wrestle
Linerat
Linerat
Linerat Block
Linerat
Linerat Kick
The RO worked well with Break Tackle and Juggernaut, even doing the occational dodge into a full cage if there was no other alternative (he makes it on 4+ with Break Tackle and gets to hit the ball carrier twice, without fear of Both Down). My Blitzers and RO where killing machines, and between the three of them they generated 23 CAS in 10 games by blocks alone (41 with the entire team, also counting fouls and pushes). This made me the league's second besh basher!
The skills on the Gutters might seem a bit strange, but served me very well. The obvious one-turn guy only played one turn at a time, so he didn't really need block. The 2+ leaper was used both to blitz and to leap over intervening defenders, the NoS guy as a early threat for a passing game and the Wrestler as a safety.
I gave Kick to a linerat, because he skilled up very quickly and I think Kick is fundamental to a Skaven team.
Throwers got Kick-off return and Guard. Kick-off return because it makes one turners easier (especially against teams with Kick), and Guard because that was what I would have given a Linerat who scored a double. I actually regard Throwers as Linerats with two starting skills, and by using them as such I think they are well worth the extra 20k compared to an ordinary Linerat.
Our league was low on dodgers, but lacking Tackle in the entire team might not be the best idea. Doing it again, I probably would make sure to have at least one tackler.
Hope this gives you some idea of what a more developed team might look like!