Suggestions to TR 110 Tournement Skaven team
- Piepgrass
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Suggestions to TR 110 Tournement Skaven team
Hi fellas.
since i am totally new to ´skaven a few pointers would be nice.
I tried this against Norse
3 Gutterrunners
2 Stromvermins
1 Thrower
8 Linerats
3 RR
3 FF
After the game i decided that this might be better:
(having seen Norse win 3 Cheering famns and one throw a rock because of his higher FF)
3 Gutterrunners
2 Stromvermins
1 Thrower
7 Linerats
3 RR
8 FF
So what are peoples feelings about TT 110 Skavens.
Any and all help is most welcome.
Regards Poul
since i am totally new to ´skaven a few pointers would be nice.
I tried this against Norse
3 Gutterrunners
2 Stromvermins
1 Thrower
8 Linerats
3 RR
3 FF
After the game i decided that this might be better:
(having seen Norse win 3 Cheering famns and one throw a rock because of his higher FF)
3 Gutterrunners
2 Stromvermins
1 Thrower
7 Linerats
3 RR
8 FF
So what are peoples feelings about TT 110 Skavens.
Any and all help is most welcome.
Regards Poul
Reason: ''
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- Piepgrass
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- Posts: 910
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- Location: Denmark. Copenhagen
Thanks for the input.
So far i am reluctant to go to low at the FF. At a Tournement all it takes is 1 Pitchinvasion to waste your team.
As for dropping the thrower think that he is better to get the ball with due to the Sure hands. Having to waste a RR on the pickup can really hurt the you with only 3 of them.
Keep the advice comming
Poul
So far i am reluctant to go to low at the FF. At a Tournement all it takes is 1 Pitchinvasion to waste your team.
As for dropping the thrower think that he is better to get the ball with due to the Sure hands. Having to waste a RR on the pickup can really hurt the you with only 3 of them.
Keep the advice comming

Reason: ''
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Why go with a 14 man roster? I'd drop a linerat and go with a 12 man roster and an apothecary. Even in tourneys that don' t keep permenant injuries, the apoth serves the purpose of a reserve, only it lets you keep you best player on the pitch instead of bringing out a lineman backup the next turn. 12 should almost certainly be enough for you to win, and if you drop the FF down to 7, you can have 4 rerolls for the GR's.
The only problem I see is that you are going to have a very hard time against the strength teams if they cage up. You may want to playtest with and without a rat ogre against Khemri or Orc, to see which roster seves you better against the bashers.
The only problem I see is that you are going to have a very hard time against the strength teams if they cage up. You may want to playtest with and without a rat ogre against Khemri or Orc, to see which roster seves you better against the bashers.
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- Piepgrass
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i'd go:
6 FF
4 RR
4 GR
2 SV
6 L
pick the ball with one GR, attack with the 3 others, protect with the regular linemen, make a break with the vermins.
if injuries aren't kept from one match to another, i seriously think you don't need an apothecary, and i think 12 players are enough... if you don't feel comfortable with only 12, take one instead of a 4th RR.
6 FF
4 RR
4 GR
2 SV
6 L
pick the ball with one GR, attack with the 3 others, protect with the regular linemen, make a break with the vermins.
if injuries aren't kept from one match to another, i seriously think you don't need an apothecary, and i think 12 players are enough... if you don't feel comfortable with only 12, take one instead of a 4th RR.
Reason: ''
- grotemuis
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