Skaven starting team - short league

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gonzolo
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Skaven starting team - short league

Post by gonzolo »

I've come up with two possible lists for what I imagine will be a short-term league with a small group of friends and myself and am caught deciding between the two (both 1mil lists, LRB 5):

Option 1

1 Thrower
3 Gutter Runner
1 Blitzer
7 Linemen
4 RR
1 FF

Option 2

1 Thrower
3 Gutter Runner
1 Rat Ogre
7 Linemen
3 RR
0 FF

Whilst it's a small change the implications of each seem rather big to me.

The first list has re-rolls aplenty, and 1 blitzer can do the drive down the wide zone to open the gap for a few skaven to slip through. Only problem I forsee is that a single ST 3 Blitzer isn't exactly imposing and I'm probably going to end up using one re-roll on the first turn to even have a chance at creating that hole as I'm probably looking at a one dice block.

The second list deals with that problem by taking the rat ogre, which is hopefully going to be good at making holes, but at the same time I'm also losing a re-roll, and chances are I may have to end up using the few remaining on wild animal rolls...

My problem here is that on the one hand I can't really see being able to afford a rat ogre in a short league if I don't take him to start (and I'm pretty sold on wanting to) but on the other hand if he ends up dead (no apoth...) then I'm in a whole heap of trouble. is cutting a lineman for an apo a good idea with that list? :S

any thoughts or changes would be most appreciated :)

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Brokje
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Post by Brokje »

OF the first lineup I would swap the thrower for a Lino, 1 CL and 1 AC.
Alternatively, you can take an APO instead of the extra Lino and save your positionals from injury.

Good luck!

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Leipziger
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Post by Leipziger »

I'd go with your first line-up, but probably drop a reroll and take an apo and FF 2.

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wesleytj
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Post by wesleytj »

Why only one Storm Vermin? I still don't call them blitzers, sorry. And only 3 GR? In a short league you want to wax out the positionals, you won't have time to buy them later! The only thing I'd do without is the rat ogre...he often does more harm than good early on.

How about this:

4 GR 320
2 SV 180
2 Thr 140
3 Line 150
4 rr
1 ff

Then as time goes you can build a bench, or get a rat ogre. It's not as necessary to start with more than 11 anymore, since you get free journey-rats if you want them. I'd start with the best 11 you can have and go from there. If you really want a bench, dump one of the rerolls for a line rat. 3 rr is still pretty good for tv100.

As an opponent, I'd be a lot more worried about this roster than either one you suggested.

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Post by Warpstone »

wesleytj wrote: How about this:

4 GR 320
2 SV 180
2 Thr 140
3 Line 150
4 rr
1 ff
I'd go with a similar lineup to this too. The ROgre is gratifying to have (since he helps get some revenge for your rats getting squished), but he won't help you win games as much as an extra SV and reroll will.

Though, I'd probably only go with 1 Thrower, buy a linerat with the same money and hold onto the 20kgp for helping buy a linerat/apoth for the second match.

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Cramy
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Post by Cramy »

Warpstone wrote:
wesleytj wrote: How about this:

4 GR 320
2 SV 180
2 Thr 140
3 Line 150
4 rr
1 ff
I'd go with a similar lineup to this too. The ROgre is gratifying to have (since he helps get some revenge for your rats getting squished), but he won't help you win games as much as an extra SV and reroll will.

Though, I'd probably only go with 1 Thrower, buy a linerat with the same money and hold onto the 20kgp for helping buy a linerat/apoth for the second match.
I'd use wesleytj's or Warpstone's rosters. The RO is problematic early on. At 160kgp, don't bother.

The two Blitzers are key, as they have block (i.e. hole punchers) and get access to strength skills which is nice. 4GRs cause tons of havoc on the field, on offence and on defence.

Another alternative if you are worried about players is to let go of a reroll and get another Linerat. Then give leader to a thrower as his first skill. Not sure that I'd do that, but it's an option to consider.

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