Rat linemen doubles?

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Ullis
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Post by Ullis »

AV7 + Guard = Target = Good thing for Runners and Blitzers :wink:

I must say that I'm still thinking about Horns and I could see merit in Claw and MB as well (probably MB), but for all those three skills you need at least one more skill to be useful. Guard is great right away and even with Dodge he's likely die soon anyway. He is still just a linerat after all.

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mattgslater
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Post by mattgslater »

MB is a good skill in a low-AV league or on a team that can take a lot of it. If you were in a format that had you considering it for your Stormvermin and picking up an RO, I'd recommend it. But if your league is "rather killy" take a pass.

Horns is solid once this guy gets some stuff to combo with: it commits you to getting Wrestle next. Horns works well in conjunction with lots of G skills, like Pro and Frenzy. But in the short run it's a bit weak.

Guard would be better in a lower-ST league, as even with 3 of them and a RO you'll be outstrengthed by most bash teams. But in a high ST league it's good too. Just don't put him on the LOS.

Dodge is mostly good for building another scoring option: nothing wrong with a Ghoul on top of your 4x GRs.

One ST3 Side-Stepper is a great skill for a speed team with no ST3/A-access. You can use him to push your opponent to build one-sided offenses, which is good for directional kicking. It'll also keep him out of scrums and will make it harder to hem you in, a real concern when facing bash teams with the mostly-AG3 Skaven. One or two players with positioning skills can also help you keep your scoring target from getting marked, letting you control your development more fluidly (this is a major selling point for all four elf teams). But sadly, GRs are poor hedgers, as they can get picked off by just one guy. Linerats with doubles have no such disadvantage.

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Post by Carnis »

mattgslater wrote: Guard would be better in a lower-ST league, as even with 3 of them and a RO you'll be outstrengthed by most bash teams. But in a high ST league it's good too. Just don't put him on the LOS.

Dodge is mostly good for building another scoring option: nothing wrong with a Ghoul on top of your 4x GRs.

But sadly, GRs are poor hedgers, as they can get picked off by just one guy. Linerats with doubles have no such disadvantage.
The first sentence is the reason I'm not too sold about guard either, the str-teams will just laugh at it and his AV7 anyway. Dodge would make him a "ghoul", which is actually a pretty strong case on its own.

I have to disagree about SS & ST3 though. Runners are the better hedgers, and with a large margin, because they can *always* get there with their MA9/AG4. They get to blodge&ss pretty fast -> they arent likely to even fall down. The AG3 player will still be stuck after the SS if he's standing, he won't get a 2+ with a reroll to run away like the runner will.

Edit: on second thought guard is just so immensely obvious, simply due to the fact that the team has none of it at the moment.. For first turn blocks, oneturn-attempts & development of the blitzers..

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mattgslater
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Post by mattgslater »

Just remember that if you make a loose screen with an SS'er and he falls, you often open at least a partial hole (certainly not always). If your opponent has three guys to get through the hole, he's in better shape than if he has only two, especially if he had to clog his route to get an assist. ST2 is a huge handicap on a hedging player, because forcing actions is such an important subgame when building a hedge.

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Post by Storch »

I've said it before in other threads, Guard is not a skill choice it's a theme.
One guy with Guard is a target.
You need to take Guard on at least two, preferably three players before it really starts to change things.
If you're willing to commit all you lino doubles to Guard go for it.
Otherwise, pick something that may be a little less optimal, but requires less commitment later on to make it work.

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Post by Darkson »

Guard for linos on doubles is a clear winner imo.

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Post by Baduk »

If you give him guard, keep him of the LoS and use him for assists. Then wait for him to get block.

Claw is good too but would also need block to be reliable. Same goes for dodge. Linerats with skills other than block and wrestle require carefulness to develop. That's something which you already have to take care of with the GR's and Stormvermin.

So just pick one and keep him alive, unlike your other linerats :D

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Ullis
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Post by Ullis »

Storch wrote:I've said it before in other threads, Guard is not a skill choice it's a theme.
One guy with Guard is a target.
You need to take Guard on at least two, preferably three players before it really starts to change things.
I don't think Guard works like this in a skaven team. At least one Guard can be invaluable. As Carnis stated, it helps in the first turn of offence and it's especially useful for setting up one-turn attempts.

A skaven team will never win a Guard race anyway, so I don't think this commits the rest of the linerat doubles into anything. If you start taking Dodge, then you should go all the way and take Dodge for most other doubles too, but not so with Guard. Not that there will be too much Guard around ever and even this linerat will probably die next game too.

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Post by besters »

Ullis wrote:even this linerat will probably die next game too.
This is probably right, why worry, either dodge, guard or some other skill will be useful while he's alive! Take your pick or roll a dice?

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