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my team standing part 2
Posted: Mon Jan 27, 2003 10:58 pm
by khorneskulls
hello all,
my store started its leage this week, and im looking for ome advice.
here is my team as of now:
1 thrower with kick
5 linerats one misses next game
rat orge misses next game
2 gutter runners
2 storm vermin one almost has a skill
apoth
5ff
3rr
70k
so heres my questions:
one runner just got 2 skills(no dubbles) and i;d like to make him a 1 turner so im looking at sprint and sure feet. also kinda looking at leap.
so my question here is, what should i give him?.
also, i will probably want to use my apoth on my orge next game(looks like itl be agenced a gobblin team wit 2 trolls) so i need a new player. im thinking a thrower just becuase for 20k more than a linerat i get 2 more skills. but im not sure, so what would u do?
so far im 2-0, with almost all str teams in the leage. that and big guy teams(gobbos and halflings) plus i think theres one highelf player, but heres never there on the days im there.
thanks for your help
-glenn
o yah, I HATE MASTER CHEFS!!!!!
Re: my team standing(skaven)
Posted: Tue Jan 28, 2003 10:13 pm
by Matsu
khorneskulls wrote:so heres my questions:
one runner just got 2 skills(no dubbles) and i;d like to make him a 1 turner so im looking at sprint and sure feet. also kinda looking at leap.
so my question here is, what should i give him?.
One-turner's are nice, but they require some luck on the roll. Until you get that lucky roll, I don't think it's worth grabbbing sprint - it's just not that great on its own. I'd highly recommend Block so that he stays up longer (and maybe survives long enough to get the long legs or +1 MV). Sure Feet is good, but you could also look to sidestep or shadow.
As for your purchase, I'm not sure I'd bother with the 2nd thrower. You don't need 2 on the field at the same time, so it would only be a backup for if he gets hurt during the game - you can always replace him for next game if he gets killed. That being said, I think putting kick on your thrower wasn't the best call - that's better put on a linerat who doesn't have access to the cool thrower skills and won't be holding the ball every play. Dump off or accurate would have been a better choice, I think, waiting for a linerat to get the kick skill.
Re: my team standing(skaven)
Posted: Tue Jan 28, 2003 10:17 pm
by Matsu
khorneskulls wrote:so heres my questions:
one runner just got 2 skills(no dubbles) and i;d like to make him a 1 turner so im looking at sprint and sure feet. also kinda looking at leap.
so my question here is, what should i give him?.
One-turner's are nice, but they require some luck on the roll. Until you get that lucky roll, I don't think it's worth grabbbing sprint - it's just not that great on its own. I'd highly recommend Block so that he stays up longer (and maybe survives long enough to get the long legs or +1 MV). Sure Feet is good, but you could also look to sidestep or shadow.
Posted: Tue Jan 28, 2003 11:49 pm
by Darkson
I'd disagree. If I have the money I would always buy a 2nd thrower over a lineman on Skaven teams (well, just about any really). Having 2 throwers is a good idea for any team, and both can be developed in different way, one offensive (accurate, strong arm, AG), one defensive (dump-off, block, safe throw)
Each to their own of course

Posted: Tue Jan 28, 2003 11:55 pm
by Matsu
I agree with you, somewhat. That's a great strategy long-term, but he's only 2 games in and that extra money can be used for something that will help his team immediately.
Posted: Wed Jan 29, 2003 12:07 am
by Darkson
Yeah, well, the way my team building goes I'd buy the 2nd thrower. If I didn't I know the 1st will definetly be kiled in the next game when I couldn't afford to replace him. Happened to my TR250 Norse team twice

Posted: Wed Jan 29, 2003 2:21 am
by khorneskulls
i think im gonna go with a thrower.... still thinking tho.
as for the kick stuff... i have 2 reasons as to y i did what i did:
1. i couldnt get on the site and as this is my first leage, i hade absolootly no idea what to do

.
2. pretty much every team in the leage is some slow team. and most dont even have throwers. and my 2nd game was vs halflings. kick did win me the game in ot though.....
thanks for the help
-glenn
Posted: Wed Jan 29, 2003 10:55 am
by Marcus
Thoughts from the coach of the Red Guard Rats:
Thrower with Kick: It's not a bad idea. I often have kick on my 2nd string thrower. Usually your kicking lineman just has kick and nothing else so having a kicking thrower on the pitch (2nd skill usually block) you've always got a sure hands pass player available on D while you keep your gun thrower out of harm
2nd Thrower: Buy one now. Start building him up as a gun passer. Accurate, Safe Throw, Strong Arm, etc. Godsend.
Rat Ogre: I would not field your rat ogre at all against Trolls. You can't claim assists with a Ratogre so they'll never get better than a 1 die block. At the start of your turn with no rerolls that's a very, very dangerous risk.
All this aside, I'm not sure what you mean by using your apoth on him. You can only use your apoth on players missing through niggling injuries - or to heal the injury at the time it occurs. You can't wait until the end of the game and then use your apoth.
Gutter Runners: 1 Turn TDers are born, not made. Wait until you roll +MA or doubles for your first skill - then give them sprint, then sure feet. If the doubles don't pan out you've pretty much wasted the skill choices if you get sprint first. My preferred GR skill progression for Gutter Runners is Block, Sidestep, Shadow (assuming no doubles). Use them to charge down throwers in the backfield and harrass the rear of the cage. If I get doubles I usually choose Dauntless. Doubles again I take Horns, otherwise Strip Ball.
Posted: Wed Jan 29, 2003 3:25 pm
by khorneskulls
ok, thanks a lot.
as for the apoth, i thought u could use him at the beginning of a game to let a player missing the game to play. or is it only if they have a nig? both the rat orge and the linerat got broken ribs/broken jaw..... so it just says they miss next game. so i thought i could use the apoth on one of them.
thanks a lot for the help. i have my next game today and ill just keep posting my standings here so i dont have to keep reposting.
Posted: Wed Jan 29, 2003 3:28 pm
by Djengis_Khan
An Apo is verry important !!
it might save a rat !:D
So I should buy it in the beginning or after 1 or 2 matches but not verry much later else your little rats are getting kicked !!
Posted: Wed Jan 29, 2003 3:37 pm
by Skummy
Sorry to dissapoint you, but you can't use the apoth to make the Rat Ogre or the linerat make the game. He's only good for fixing niggles and repairing injuries on the pitch right after it happened.
Posted: Sun Feb 02, 2003 3:38 am
by khorneskulls
ok, i just played my 3rd gave vs orks and won 2-1 in OT.
as of now my team is this:
rat orge
2 SV 1 lost a mv.
2 throwers 1 with kick
2 gutter runners 1 with block + side step, one just got a skill
5 linerats 1 just got a skill
3RR
6FF
100k to spend
my next game will be tomarrow vs eather goblins, or halflings.
im thinking to just give the GR block or shadowing, and give the linerat block or dirty player. as for the cash, im thinking eather a nether GR, or 2 more linerats. but as i alreddy have 12 players, im thinking more about the GR(one more chance to roll dubbles

)
thanks alot for your help
-glenn
Posted: Mon Feb 03, 2003 6:03 pm
by Matsu
khorneskulls wrote:as of now my team is this:
rat orge
2 SV 1 lost a mv.
2 throwers 1 with kick
2 gutter runners 1 with block + side step, one just got a skill
5 linerats 1 just got a skill
3RR
6FF
100k to spend
im thinking to just give the GR block or shadowing, and give the linerat block or dirty player. as for the cash, im thinking eather a nether GR, or 2 more linerats. but as i alreddy have 12 players, im thinking more about the GR(one more chance to roll dubbles

)
I like the GR with the cash. With 12 players you should be fine with adding just 1, and the GR is MUCH more valuable than another linerat. I don't see an apothecary listed, but I'll assume you have one. If not, forget the GR and grab a linerat and the Apoth.
Your skill selections look just fine to me, although I highly recommend block for the GR - keeps him upright longer.
Posted: Mon Feb 03, 2003 10:09 pm
by khorneskulls
im goin for teh GR with cash, and i do have an apoth, sorry bout that.
as it turns out, my game fell through both times and i wont get to play a game till like the 1st or so...
thanks for the help though.....
-glenn
Posted: Tue Feb 04, 2003 10:46 am
by martynq
How about dumping the Storm Vermin with -1MA and replacing him? I'm guessing that he doesn't have any skills, so it would be better to get a replacement before you get too attached to him.
If the next match is against gobbos or halflings, then it is a perfect opportunity for your replacement to gain some SPPs. (Assuming you don't roll as badly as I do!)
Martyn