Skaven - Diversifying GRs

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Thridi
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Skaven - Diversifying GRs

Post by Thridi »

Hey all

The Alleyway Stabbers are in their second season and I need some guidance. The SVs, Thrower and LRs are all on a normal skill path but I have a quandary with my GRs. Nuffle smiled on me twice so currently the squad looks like:

GR A: +ST, Block
GR B: +ST
GR C: Block, Sure Feet
GR D: Block

So the path I am thinking of assuming no doubles or stats:

GR A: Side Step
GR B: Block
GR C: Sprint
GR D: Pass Block

So the questions:
Should B get Block as default or Wrestle to provide some options on a Block ball carrier? Or Guard even?
All I can think of with D is to go for a deep backfield defensive role, or is that a waste given how quickly I can get pressure on the ball?
Anything I'm missing?

Any advice gratefully received.
Cheers

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Fondu77
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Post by Fondu77 »

wrestle is way better skill as it is able to create holes ! :D

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Post by Ironjaw »

GRA must be strip ball next!!

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Post by stormmaster1 »

wrsetle and tackle for 1 gutter. strip ball for 1 gutter. side step if in doubt.

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Ullis
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Re: Skaven - Diversifying GRs

Post by Ullis »

Thridi wrote:Hey all

The Alleyway Stabbers are in their second season and I need some guidance. The SVs, Thrower and LRs are all on a normal skill path but I have a quandary with my GRs. Nuffle smiled on me twice so currently the squad looks like:

GR A: +ST, Block
GR B: +ST
GR C: Block, Sure Feet
GR D: Block

So the path I am thinking of assuming no doubles or stats:

GR A: Side Step
GR B: Block
GR C: Sprint
GR D: Pass Block

So the questions:
Should B get Block as default or Wrestle to provide some options on a Block ball carrier? Or Guard even?
All I can think of with D is to go for a deep backfield defensive role, or is that a waste given how quickly I can get pressure on the ball?
Anything I'm missing?

Any advice gratefully received.
Cheers
Here's my ideas:

B: Wrestle next, then Strip Ball to make him a dedicated ball harasser. With +ST he's perfectly suited to that role.
C: DO NOT TAKE SPRINT NEXT. I used caps because I do feel strongly about that. I think you should only aim to make a one turner when you roll +MA (on a 6+4) for a GR. Trying to make a 1 turn push score easier by using two skills on it on your team's most important players is a big waste. Side step or Strip Ball next.
D: Do not take Pass block. I feel strongly about this too. Pass block looks nice but it's not a good skill and there are a lot better skills out there for you to take. Side step followed by Diving Tackle is much better if you have lots of agile teams you're facing.
A: Side step or Leap. Leap would allow you to leap in for a hit on a ball carrier. Kinda like a wardancer.

You have 4 GR's, so having redundancy is not a bad thing. Redundancy is good because, first of all, not all of your GR's will be able to get close to a ball carrier. Secondly, due to ST 2 (or ST3 in your case) and AV7, they will leave the pitch. GR's should be built with defence in mind because they already excel at offence and don't really need any skills for it generally.

I hope Nuffle has some more surprises in store for you, such as +AG on one of the ST3 GR's.

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Post by Grumbledook »

this is a good guide for gutter runners

I'd have taken wrestle on two of them though rather than getting block on 3, i'm sure one will die soon enough so you can do it on the next on instead though ;]

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Thridi
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Post by Thridi »

OK cool, well that mostly aligns with what I was thinking I should be thinking. Thanks for the feedback. I agree totally that I have no problems on offence and defence is where the GRs shine, I just felt I should diversify them on defence.

Ullis though your point is well made about redundancy, guess I should keep or have kept that in mind. I was always tossing up between Pass Block and Diving Tackle for GR C so that may be the way I go.

Grumble, thanks for your positivity! As soon as one does die I'll be sure to give it Wrestle and name it after you. I had read that guide at some stage, but thanks again for the link.

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Post by Wylder »

My usual style for gutter runners, is to build the following.

Two for scoring. Scoring GRs need: Block, Sidestep, Fend as a minimum (in that order). Doubles are for big hand or nerves of steel, depending on wether you prefer the running or passing game. Further skills include shadowing & leap to give yourself further positioning advantages.

One as a blitzer. Blitzing GRs need: Wrestle, Tackle, Dauntless, Strip Ball, Jump Up, Leap, Sidestep. Obviously this is seven skills, so take your own pick on what your priorities are. Personally, I just forget strip ball. It seems overkill if you have maybe 2-3 guarders in your team.

That leaves you one GR spot left for either a defensive safety (Block, Sidestep, Diving Tackle, Tackle, Shadowing) or a Pass Blocker (Block, Sidestep, Pass Block, Shadowing plus VLL on doubles).

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