Skaven team doubles

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zakspeed
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Post by zakspeed »

I have a GR with extra arms and he is the highest SPP player in the team. his extra +1 for catching / picking up the ball has been a godsend on many occassions as the GRs are nearly always marked.

I have a thrower with big hands and hail mary who has won at least one game for me by being able to pick up dropped balls in many TZs and then Hail Mary it to the other end of the pitch where the GRs stand a good chance of being the first ones there on their next turn. (Also hail mary only fails on a 1 no matter how many TZ and as a thrower he has pass for a re-roll, so he is an excellent 'last ditch get rid of the ball').

I also have a blitzer with claw, but I'm tending to find I'm not breaking armour that much anyway, so I'm not sure this was a great choice for me.

For a rat ogre, first double would be block, but if I ever got a second double it would be tentacles as combined with prehensile tail he makes an excellent marker.

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mubo
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Post by mubo »

Runners: Horns, 2 Heads.
Blitzers: Claw, Horns. The chance to get claw and MB shouldn't be passed up. Dodge.
Linerats: Guard, Claw (then block!).
Throwers: Possible extra arms for 2+ pickup, dodge
Rat Ogres: Always Block.

Extra arms on runners is ok, it has a similar effect to NOS, and also helps picking the ball up in rain and in TZs.
Never really bothered with foul appearance, but may be an option on runners.

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