Skaven vs lizardmen 160+
Posted: Fri Jan 15, 2010 10:58 pm
This is one particular match-up as skaven that I have absolutely NO idea what to do in. It feels like Lizards have every base covered, whereas I'm grasping at straws to exploit any kind of weakness in the lizards lineup. Here are my current problems.
Obviously I am not going to be throwing many, if any blocks against a team that is primarily loaded up with ST4/AV9 players players with strength access.
My 1 blitz per turn is going to be aimed at any skink that I can hit, but a player with good positioning will make that difficult. I find that my stormvermin are the first players my opponents go after, at the very least marking them and forcing me to attempt 3+ dodge rolls if I want to use them.
Most lizardmen seem to take diving tackle as a first skill choice on skinks, which instantly locks down my offence. Assuming I am running 3-4 GRs on offence that leaves 1 skink per GR, if I'm only running 2-3 then they can sometimes double up.
Stalling their offence does not seem very effective because a skink only needs to be 3 squares forward to be in scoring range.
Running a team with a Rat Ogre seems to be problematic for this match up. He's extremely easy to block down for the lizards and his impact against AV9 is minimal. Complete waste of space.
Kicking deep seems to be more effective than kicking shallow, am I doing the right thing by kicking deep?
Biggest weakness I see is: No sure hands without doubles, so the team is vulnerable to strip ball (of which I currently have none due to recent player deaths, need to skill up replacements ASAP).
QUESTION 1: How should I handle my offence? At the moment my strategy would be best described as "Run around like a headless chicken and hope my opponent rolls lots of 1s". If I move GRs forward, diving tackle skinks will pounce on them. If I try and play patiently and advantage slowly, the skinks pounce on them anyway and I end up getting manhandled by all the saurus. This is when I feel most powerless, and seem to be hanging on by the grace of Nuffle alone.
Question 2: How should I handle my defence? At the moment my strategy would be best described as "Leap towards their ball carrier, cross my fingers and pray I don't roll a skull." I feel more confident on defence because I at least see an option available to me, even if it isn't always an effective one. Should I fail, I assume the foetal position and pray that I still have a team left by the end of the drive.
My team currently stands as;
2 X GR with block/sidestep
1 X GR with wrestle/two heads
1 X GR with +MA/sprint
1X SV with guard
1X SV with guard/mighty blow
1X RO with guard/stand firm
1X TH with accurate
1X LR with kick
5X LR with nothing
Am I missing something obvious?
Obviously I am not going to be throwing many, if any blocks against a team that is primarily loaded up with ST4/AV9 players players with strength access.
My 1 blitz per turn is going to be aimed at any skink that I can hit, but a player with good positioning will make that difficult. I find that my stormvermin are the first players my opponents go after, at the very least marking them and forcing me to attempt 3+ dodge rolls if I want to use them.
Most lizardmen seem to take diving tackle as a first skill choice on skinks, which instantly locks down my offence. Assuming I am running 3-4 GRs on offence that leaves 1 skink per GR, if I'm only running 2-3 then they can sometimes double up.
Stalling their offence does not seem very effective because a skink only needs to be 3 squares forward to be in scoring range.
Running a team with a Rat Ogre seems to be problematic for this match up. He's extremely easy to block down for the lizards and his impact against AV9 is minimal. Complete waste of space.
Kicking deep seems to be more effective than kicking shallow, am I doing the right thing by kicking deep?
Biggest weakness I see is: No sure hands without doubles, so the team is vulnerable to strip ball (of which I currently have none due to recent player deaths, need to skill up replacements ASAP).
QUESTION 1: How should I handle my offence? At the moment my strategy would be best described as "Run around like a headless chicken and hope my opponent rolls lots of 1s". If I move GRs forward, diving tackle skinks will pounce on them. If I try and play patiently and advantage slowly, the skinks pounce on them anyway and I end up getting manhandled by all the saurus. This is when I feel most powerless, and seem to be hanging on by the grace of Nuffle alone.
Question 2: How should I handle my defence? At the moment my strategy would be best described as "Leap towards their ball carrier, cross my fingers and pray I don't roll a skull." I feel more confident on defence because I at least see an option available to me, even if it isn't always an effective one. Should I fail, I assume the foetal position and pray that I still have a team left by the end of the drive.
My team currently stands as;
2 X GR with block/sidestep
1 X GR with wrestle/two heads
1 X GR with +MA/sprint
1X SV with guard
1X SV with guard/mighty blow
1X RO with guard/stand firm
1X TH with accurate
1X LR with kick
5X LR with nothing
Am I missing something obvious?