Balrog tries out the Skaven - part II

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Balrog
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Balrog tries out the Skaven - part II

Post by Balrog »

Hey all,
OK, so after my eight first games with my Skaven team - The Brotherhood of Evil Rodents - my record is an astounding 7-0-1 (W-L-T)!! This is my first time playing Skaven, and I have to say that Nuffle approved, because my luck with this team so far has been incredible.

Here's my complete roster, and I was wondering if any experienced Skaven coach could give me some pointers on what kind of players I will need for a longer lasting team.

Rat Ogre - 39 SPPs - Block, Pro, Tackle (140k bounty on his head)
Gutter Runner 1 - 20 SPPs - Block, +1 MA
Gutter Runner 2 - 25 SPPs - Block, +1 AG
Gutter Runner 3 - 0 SPPs
Thrower 1 - 6 SPPs - +1 MA or skill (undecided)
Thrower 2 - 24 SPPs - Accurate, Big Hand
Storm Vermin 1 - 12 SPPs - Guard
Storm Vermin 2 - 17 SPPs - Guard, Tackle
Linerat 1 - 8 SPPs - Block
Linerat 2 - 6 SPPs - Block
Linerat 3 - 5 SPPs
Linerat 4 - 9 SPPs - Kick
Linerat 5 to 8 - 0 SPPs

Here's what I'm thinking for the players' development:
Rat Ogre - normal roll: Break Tackle, doubles: Dodge
Gutter 1 - make him a 1 turn scorer (Sprint or Very Long Legs)
Gutter 2 - normal: Leap, doubles: Dauntless

As for the others, it's still too early, but I'd like to make one of the Blitzers a Shadower.

Thoughts?

-Balrog

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Post by sean newboy »

1 thot, yep thats how to do it, baring mutations.

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Post by everyman »

It looks like you're using your RO to throw the majority of your blitzes, and your GRs to swoop in and snatch loose balls. If this is the case, I think your advancement plans are looking strong. I'm very hesitant to do anything even moderately risky with my RO, which is why Break Tackle would worry me a bit. Anytime you dodge using Break Tackle with your RO your turn will end prematurely ~9.8% of the time (taking into account Pro).

Personally, I use my RO as a casualty machine, and use my GRs to strip ball the ball carrier. Using my tactics, Piling On would be the way to go on the RO. PO is surprisingly useful in decreasing him as a liability because when he's on the ground you don't need to worry about him forcing an early turnover. I consider it a bonus that he gets +5 to armour. I would also probably take Strip Ball before Leap on the +AG gutter runner, mainly because I find Strip Ball invaluable for scoring on defense. A half die block using Strip Ball will get the ball released ~44% of the time against someone without Sure Hands. If you are willing to RR the half die block, your odds increase to ~69%.

No doubt about turning your +MA GR into a one-turner, just be sure to only field him when you need to (or do so with caution). He *will* be targeted.

I would highly consider Leader for doubles on your RO. Leader on the RO ensures that it will always be available when he might need it, and *really* helps with preventing unlikely turnovers. I've gone the PO/RSC route on several ROs, but everytime I suffer a two die skull turnover I long for Leader.

Dauntless is my typical doubles choice for GRs, but with the +AG I would consider Two Heads as well. Dodging into two tackle zones on 2+ with the dodge RR is fairly amazing.

I would take the +MA on the thrower. The +MA will pay off in spades over the longterm every time he reduces the passing range at no risk.

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Post by Balrog »

Our league doesn't play with the regular Wild Animal rule, we use the following rule:

Wild Animal
Wild Animals must move first. Roll a die (substract 1 if this player was Wild last turn), if the modified result is <=1 then he goes Wild! The Wild Animal will block/blitz the nearest player, friend or foe, and without any team mate assists. If there are several players within the same distance then choose the target at random from those players (always choosing foe over friend). If there are no player’s within normal blitzing distance then the Wild Animal can do nothing that turn (he’s too busy gnawing on a bone he found). If the Wild Animal blitzes, this uses up his team's blitz action for that turn. If the Wild Animal is knocked over, no turnover occurs. However, if the Wild Animal attacks a teammate and knocks him down, then a turnover occurs.

Hence why Piling On isn't a good idea, it would chew up my Blitz more often. The reason I'd go for Break Tackle on a regular roll is that from time to time I really really need my Rat Ogre somewhere else, and without a way to get him there I can't afford to run the risk. On doubles I am considering Dodge or Spikes, anything to make him less vulnerable - because of the huge bounty on his head (140k), and the fact that he's inflicted 13 casualties in 8 games, he has a big big target on his head - and I don't plan on having him die anytime soon.

As for the Thrower with the +1 MA option, I am torn between the +1 MA and Block, seeing as my other Thrower doesn't have Block either...

In any case, I am having a lot of fun playing this team, they are a turnover machine. At least half my games I scored in two turns on the first drive, after kicking to my opponent. :D

-Balrog

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Post by victorvoncarstien »

Your teams development is waaaaaaaaaaay ahead of schedule, and I am in favour of PO on the rat ogre. Mine has had it for about 8 odd games, and has caused about 10 casualties, then again I have been playing elves more than usual.

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Post by Matsu »

I don't think I'd bother with Dodge on the Rat Ogre. The doubles can be used in so many better ways - Razor Sharp Claws is a personal favorite and drastically kicked up the number of casualties mine was inflicting. I agree others that Pro is great to have on the RO - at LEAST get it on a linerat you intend to keep away from the line of scrimmage.

Look to put pass block on your +AG runner - he'll be a monster defensive specialist and drive the elfies crazy. VLL is also great for a guy like this. You'll quickly find that your gutter runners become very much a specialist - I had 1 for offense (1-turner), 1 for defense (interceptor), and 1 dirty player (works GREAT on gutter runners - they can get to any prone player and since you don't need good STR to kick someone in the head...)

I read a 'guide to skaven' that suggested setting up a 'big hands' thrower as a defensive player whose job is to dig into a scrum, pick up a ball and get back out. I really liked the idea, even though I didn't get a chance to try it out. Appopriate skills: big hands, leap, safe throw.

I put break tackle onto my RO, but I found that I used it less than I thought I was going to.

I REALLY encourage strip ball on couple players - you've already discovered that as soon as you can put the ball on the ground you've switched from defense to offense. I didn't get strip ball early in the season and really wish I had - it's SO effective.

Good Luck!

- Matsu (Head Coach of the 12-0 Rattsburgh Squealers).

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Post by Darkson »

Matsu wrote:I read a 'guide to skaven' that suggested setting up a 'big hands' thrower as a defensive player whose job is to dig into a scrum, pick up a ball and get back out. I really liked the idea, even though I didn't get a chance to try it out. Appopriate skills: big hands, leap, safe throw.
NOS would be a good choice here to.

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Post by Matsu »

Good point, darkson. Add Nerves of Steel to that wishlist.

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