skaven 5.0
- wesleytj
- Legend
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we're talking about tourney rosters cramy...there is no saving money for purchases later generally.
Reason: ''
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Chinese Relativity Axiom: No matter how great your achievements, or how miserable your failures, there will always be about 1 Billion people in China who won't give a damn.
Chinese Relativity Axiom: No matter how great your achievements, or how miserable your failures, there will always be about 1 Billion people in China who won't give a damn.
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- Emerging Star
- Posts: 412
- Joined: Mon Jun 07, 2004 10:05 am
- Location: Still enjoying the bliss of finishing his PhD...
I believe you can not use Leader Rerolls for Big Guys (Loners) in both LRB 4 and 5 (if that's what you mean, of course).only the two reasons for which it is worth the pain taking the thrower are: for leader when the RO is played or for the fear to meet many wardancer with strip ball…
Greets!
M
Reason: ''
'Millions of pieces, pieces for free.
Millions of pieces, pieces for me!'
Millions of pieces, pieces for me!'
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I know that the rerol they cannot be used on the RO but if you play the RO you have only 2 RR and the 3° given from the leader me he nearly seems indispensableBrokje wrote:I believe you can not use Leader Rerolls for Big Guys (Loners) in both LRB 4 and 5 (if that's what you mean, of course).only the two reasons for which it is worth the pain taking the thrower are: for leader when the RO is played or for the fear to meet many wardancer with strip ball…
Greets!
M
Reason: ''
[url=http://www.blood-bowl.info][img]http://www.blood-bowl.info/forum/ext_images/batista.jpg[/img][/url]
[b]Hasta la Paperoga siempre ![/b]
[b]Hasta la Paperoga siempre ![/b]
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- Emerging Star
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the options for the Cockerel of the skaven to TR110 are two to choose if to play or not RO and thrower… to Tr 100 dipend from that team expects to us to meet but they have lost then the 4.0
Reason: ''
[url=http://www.blood-bowl.info][img]http://www.blood-bowl.info/forum/ext_images/batista.jpg[/img][/url]
[b]Hasta la Paperoga siempre ![/b]
[b]Hasta la Paperoga siempre ![/b]
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- Veteran
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- Joined: Sat Sep 16, 2006 2:59 pm
- Location: Tokyo
I have not started a league or tournament with a Skaven thrower in a very long time. With agility 4, your Gutter Runners are your throwers, runners, and catchers. Take 4 of them. They are the best players on the skaven roster, hands down. You just need to take care of them.
When kicking, I usually place two near the center and one in each wide zone, all of them a square back from the line of scrimage. When recieving, it depends on the deffense's set-up, but I usually put one in each wide zone again a square back from the line and one on the far left and far right of the center but near the back of the field.
note: if you stager them, ie one of them two squares from the endzone and the other five squares from the endzone, the opposing coach is much less likely to aim his kick for the center of the field, which greatly increases your likelyhood of getting a touchback, in which case you will want to give the ball to your more forward of the back field Runners.
I used to not be able to resist starting with a Rat Ogre on the team, even when "Wild Animal" was the worst liablility imaginable. But now, with them costing 30k more, I think I would take 2 Storm Vermin (Blitzers) instead. After all, they are quicker and start with "Block".
When on defense, put both of them on the line of scrimmage to the immediate left and right of a single Linemen. This will help minimize the damage inflicted on you. When recieving, place them near one another on either the left or the right of the line of scrimage, and when you make a hole with the first one and his Linemen buddies, run the second one through it to blitz, giving the defense headaches and forming the first corner of your cage.
So, 4 Gutter Runners and 2 Storm Vermin are a potent combo. But what about the rest?
Well it is a tough call, there. Bacause you can no longer leech off your opponent's Fan Factor to help with your winnings, your own is that much more important. Also, with FAME now and adding it only to a D3 for kickoff table happenings, it can be very important to have a higher Fan Factor than your opponent. The other thing to consider is that it is much less likely now that your players will suffer any potent injuries or even miss the next game. And even if your roster ever drops below 11 functional members, you get temps for free.
So I would go with only 5 Linemen, 3 rerolls, and 7 Fan Factor. Your first game or two may be rough, so be carefull. But after that you will make it up in spades. Your first purchases should be a 6th Linemen and then an apothecary to help keep your Gutter Runners in the game. After that you can save up for a Rat Ogre or whatever you like.
Thats:
4 Gutter Runners
2 Storm Vermin (Blitzers)
5 Linemen
3 Rerolls
7 Fan Factor
and an empty treasury
Enjoy!
When kicking, I usually place two near the center and one in each wide zone, all of them a square back from the line of scrimage. When recieving, it depends on the deffense's set-up, but I usually put one in each wide zone again a square back from the line and one on the far left and far right of the center but near the back of the field.
note: if you stager them, ie one of them two squares from the endzone and the other five squares from the endzone, the opposing coach is much less likely to aim his kick for the center of the field, which greatly increases your likelyhood of getting a touchback, in which case you will want to give the ball to your more forward of the back field Runners.
I used to not be able to resist starting with a Rat Ogre on the team, even when "Wild Animal" was the worst liablility imaginable. But now, with them costing 30k more, I think I would take 2 Storm Vermin (Blitzers) instead. After all, they are quicker and start with "Block".
When on defense, put both of them on the line of scrimmage to the immediate left and right of a single Linemen. This will help minimize the damage inflicted on you. When recieving, place them near one another on either the left or the right of the line of scrimage, and when you make a hole with the first one and his Linemen buddies, run the second one through it to blitz, giving the defense headaches and forming the first corner of your cage.
So, 4 Gutter Runners and 2 Storm Vermin are a potent combo. But what about the rest?
Well it is a tough call, there. Bacause you can no longer leech off your opponent's Fan Factor to help with your winnings, your own is that much more important. Also, with FAME now and adding it only to a D3 for kickoff table happenings, it can be very important to have a higher Fan Factor than your opponent. The other thing to consider is that it is much less likely now that your players will suffer any potent injuries or even miss the next game. And even if your roster ever drops below 11 functional members, you get temps for free.
So I would go with only 5 Linemen, 3 rerolls, and 7 Fan Factor. Your first game or two may be rough, so be carefull. But after that you will make it up in spades. Your first purchases should be a 6th Linemen and then an apothecary to help keep your Gutter Runners in the game. After that you can save up for a Rat Ogre or whatever you like.
Thats:
4 Gutter Runners
2 Storm Vermin (Blitzers)
5 Linemen
3 Rerolls
7 Fan Factor
and an empty treasury
Enjoy!
Reason: ''
- l_dauguet
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- Veteran
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l_dauguet wrote:If we're talking about LRB5 tournament roster then 1 assistant and 1 cheerleader is a good option. More is always better
That's true. Now that that "Cheering Fans" and "Brilliant Coaching" are 6 and 8 on the kickoff table, your cheerleaders and assistant coaches will be far more useful. I might buy a couple after my first game or two.
Reason: ''
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- l_dauguet
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Well the real reason is that it's on a D3 no ?Quadrasonic wrote:l_dauguet wrote:If we're talking about LRB5 tournament roster then 1 assistant and 1 cheerleader is a good option. More is always better
That's true. Now that that "Cheering Fans" and "Brilliant Coaching" are 6 and 8 on the kickoff table, your cheerleaders and assistant coaches will be far more useful. I might buy a couple after my first game or two.

Reason: ''
Next time I win !!!
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- Legend
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It doesn't. The D3 is only used for the reroll related rolls. But FAME does apply to other rolls outside of the reroll rolls. (Throw a Rock and Pitch Invasion)Quadrasonic wrote:but the D3 applies to all FAME related rolls.
The difficulty lies in the reliative rarity of these events (1/12 kick off results) and the amount of FF you need to be sure of the +1 (Which is approx 5 FF) or have a good shot at the +2 (9FF) And the +1 result on the two reroll 'givers' is easily beaten by someone who's taken 2 ACs and 2CLs (these also match the +2 FAME, making it even odds) and that just costs 40K.
In addition league play has the whole problem of getting decent returns for FF invested. Winning is more important than +1FAME, Drawing is the same. So the argument seems to lay in favour of low FF, better team. So you can win the match.
So there's a lot of arguments against bothering with FF in tournament and league play. Time will tell how people end up.
Hmm, maybe I should calculate all the odds of this. It would be decent stats practice.
Reason: ''
- Richy
- Veteran
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- Joined: Wed Jul 07, 2004 3:08 pm
- Location: London
I've only recently started playing LRB5, but I'm convinced that low FF is the way to start, for the reasons given above.
A further argument against starting with a very high FF (8 or 9 - to aim for the +2 FAME), is that if you lose your first game or two, your FF is practically guaranteed to go down. Conversely, if you start low (0 or 1) your FF can't drop in the first game or two and is practically guaranteed to go up if you win or draw.
A further argument against starting with a very high FF (8 or 9 - to aim for the +2 FAME), is that if you lose your first game or two, your FF is practically guaranteed to go down. Conversely, if you start low (0 or 1) your FF can't drop in the first game or two and is practically guaranteed to go up if you win or draw.
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