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for my first skill roll for my skaven lineman i made a double. i wanted to give him a mutation but what would be usefull. i got a RO waiting for his last point to get block. i got 2 gutterrunner with M 10, one of them with jump, 2 thrower, 1 with accurate, 1 with dump off. i clearly have a rapid pass game scoring.
i'd like to put a bit of strength since against strong teams i rarely finish with 10 players on the field.
i was wondering between +2 for armour or +2 for wounds
help me
Well tbh with you guard would be really useful, as would dauntless but if you want to take claw/rsc then fine both have their uses. Its more of a question would you rather break their armour and get them stunned, or hope to break their armour and hopefully at least get them a KO. You could always take the other one on your next double. I would probably go for guard myself though.
Guard is a really useful skill that helps generate more blocks - and therefore more casualties. Its also really good for helping create the holes for your GR's to run through.
Spikes helps protect that rat and gives you someone to stick on the line with less chance of them getting hurt.
Foul Appearence also helps since 1/6 blocks won't be allowed. In addition it helps prevents opponents passing around him
Dodge is an option too - helping to protect him from Blocks and giving him a bit more manuverability. Block as a next skill makes a great combo.
With a line rat Claw is better than RSF if you want to even the numbers up. RSF will generate about 20% more casualties, but Claw generates a lot more stuns and KOs. Have a look at http://www.irwilliams.com/ecbbl/injury.php.
Your choice but I'd probably go for Guard or Dodge.
Gaurd is of use, But with armour 7 he can get nailed easily, as its his first skill and he has no defensive ones ( block,dodge)
I'd take a mutation, claw, then build him into a real hitter or foul appearance then add passblock so he can start annoying catchers.
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thanx guys. i also thithink that with 7 AV he won't last long. so guard is not that helpful. i'll go for claw. it increases the number of pass armour rolls. at least you get players stunned or even better much more easely.
There is another choice (just to overwhelm you ), and that's what I gave my first Linerat that advanced:
HORNS
makes him quite a nice defensive blitzer when kept deep (or really just outside the play) coz he'll get 2 dice on just about any runner/catcher in the game (unless your opponent's running with them pesky Black Orcs again ).
When he's on offense he can bust you a hole near anywhere in the opponent's line; if he can't do it by himself, then put another Linerat there to lend a hand.
Just don't try and throw him at a Norseman (mine died when blitzing; double pushback...I'll use my RR coz I want him down... DOUBLE F******G SKULL .....opponent rolls 10....11....6.....no apoth.
interesting but what 's the point with a RO that takes most of my blitz?
i prefer claws to keep a guy backward to put someone down for 2 turns or more when i can.
and without block i don't want to make him a blitzer.
i keep horns for a Vermin ro a linerat with block.
And for your storm vermin, forget about horns. Go for RSF, then if he rolls another double, give him claw. If not, get him pilling on and he'll get +3/+2!
Foul appearance is useful but I haven't found it to be the be-all and end-all for linerat doubles. You really need to get 3-4 of them and then, preferably, get them passblock to really make it stick. This means you're fielding 3-4 linerats without block and you can find yourself getting unstuck in a really unfunny way against running teams.
I'd be inclined to pick Guard. It's far more useful across the entire life of the team. Claw is also useful in as much as it creates more stuns which give your rats more room to operate.
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Foul appearance is indeed stronger when combined with pass block, but it's pretty good with block alone. You can place a couple of these in strategic places when setting up on defense, and your opponent will think twice before blitzing a hole through them, because he needs to roll 2+ just to be able to hit them and not lose his blitz action. They also cover a lot of space without pass block, since they cause a -1 from 3 squares away (basically the same range as pass block, but without any dodge needed to apply the -1).
I don't like given linerats guard on a double, because storm vermins can get it without said double.
In 3rd ed, i used to alternate linerat double rolls between hypnotic gaze, foul appearance and regeneration. Since the other two are now racial caracteristics, foul appearance now becomes my number one choice for doubles.
My second choice would probably be claw or tentacles.
You can probably tell by the variety of answers that there really is no one sure choice here. If you are a new team low on rerolls (2-3), Leader is not a bad choice. I did this with my Skaven team, and it caused them to really take off. The extra reroll made all the difference in two or three games.