Well I have read through the thread on doubles and gutter runners http://talkfantasyfootball.org/viewtopi ... 25&t=32639 and it gives options but I'm still not sure what to do.
I have my first skaven team, featuring rat Ogre so intend to run with 12, maybe 13 if 12 doesn't work, rats. 1 rat ogre, 1 thrower, 2 stormvermin, 4 gutter runners and 4 linemen (and really want a kicker soon!).
So far one of the stormvermin has guard which I'm thinking hasn't worked too well. One gutter runner picked up +1 ag for its first skill and the second GR block. The other so far only has -1AV and the forth bought it in its first game. I do want one to have +1mv at some point and don't know should I make a linerat or a gutter runner into a dirty player? The lr can get dirty player and hope for a double, while the GR can get sneaky git and dirty player with no drama and skill up rapidly.
The thrower I'm looking for kick off return then a few passing skills.
Otherwise the GR with block has rolled a double for its second skill.
So questions
Gutter runner with block - 2nd skill? Claws to be a bit random, some other mutation? Guard? Dump off? Or ignore and go for a regular skill. I was thinking of him as the de-facto ball carrier hence block as the first skill.
Skaven gutter runner/team advice requested
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Skaven gutter runner/team advice requested
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Re: Skaven gutter runner/team advice requested
Okay, here are some thoughts:
- I consider 13 players the absolute minimum for Skaven, Rat Ogre or not. In fact, I recommend 14 in a league setting. The Line Rats are extremely squishy and defending becomes increasingly hard when down on players.
- Dirty Player should always and exclusively go on a Line Rat. GR are too valuable to risk in a foul (unless you have a bribe) and Sneaky Git only helps when you don't break armor. Actually, I'd never choose Sneaky Git, as there is always a more powerful skill choice available.
- Replace the -AV GR asap, and try not to pile on too many SPP until then.
- Claws is suboptimal on a GR, because it really needs MB to work to its full potential, never mind the lack of ST.
- For you Block GR, I would go for Guard, followed by Side Step. I've had a Block, Guard GR for two league seasons now and it has been invaluable. I wouldn't mind two GRs with Guard! If you insist on a mutation, I'd go for Two Heads or Big Hand. Both are great, with Two Heads being more universally useful whereas a Big Hand GR is a dedicated ball retriever. Horns is also an interesting choice for a blitzing GR, but it's much better with Wrestle instead of Block.
- I consider 13 players the absolute minimum for Skaven, Rat Ogre or not. In fact, I recommend 14 in a league setting. The Line Rats are extremely squishy and defending becomes increasingly hard when down on players.
- Dirty Player should always and exclusively go on a Line Rat. GR are too valuable to risk in a foul (unless you have a bribe) and Sneaky Git only helps when you don't break armor. Actually, I'd never choose Sneaky Git, as there is always a more powerful skill choice available.
- Replace the -AV GR asap, and try not to pile on too many SPP until then.
- Claws is suboptimal on a GR, because it really needs MB to work to its full potential, never mind the lack of ST.
- For you Block GR, I would go for Guard, followed by Side Step. I've had a Block, Guard GR for two league seasons now and it has been invaluable. I wouldn't mind two GRs with Guard! If you insist on a mutation, I'd go for Two Heads or Big Hand. Both are great, with Two Heads being more universally useful whereas a Big Hand GR is a dedicated ball retriever. Horns is also an interesting choice for a blitzing GR, but it's much better with Wrestle instead of Block.
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Re: Skaven gutter runner/team advice requested
http://www.plasmoids.dk/bbowl/LRB6Playbooks.htm
Have a read through the Skaven playbook here - http://www.plasmoids.dk/bbowl/LRB6Playbooks.htm
Have a read through the Skaven playbook here - http://www.plasmoids.dk/bbowl/LRB6Playbooks.htm
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Re: Skaven gutter runner/team advice requested
Gutter runner with block: should get horns or guard. Probably horns early in a season, guard if you play in a longer running league and have other GRs with wrestle or stripball.
Your GR's need to be able to attack or at least threaten to attack the opposing ball carrier. Horns+block does this.
Don't make a FR into a dirt player. They're offensive and defensive specialists, not foulers. Further, fouling with Skaven is generally a bad idea in most cases anyway. Your bench is usually needed within the first half and while it's tempting to get some CAS revenge, that's not your ideal game. Just score, rinse, repeat.
BTW, Guard on the StormVermin is a good pick. You're probably just in need of a slightly more skilled supporting cast to maximize the effectiveness of one well-placed assist to spring the TD or attack the ball.
Your GR's need to be able to attack or at least threaten to attack the opposing ball carrier. Horns+block does this.
Don't make a FR into a dirt player. They're offensive and defensive specialists, not foulers. Further, fouling with Skaven is generally a bad idea in most cases anyway. Your bench is usually needed within the first half and while it's tempting to get some CAS revenge, that's not your ideal game. Just score, rinse, repeat.

BTW, Guard on the StormVermin is a good pick. You're probably just in need of a slightly more skilled supporting cast to maximize the effectiveness of one well-placed assist to spring the TD or attack the ball.
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Re: Skaven gutter runner/team advice requested
for development purposes I think a good question to ask is what are you going to Blitz with on turns you don't have a shot at the ball carrier... or are on offense and have a walk in TD and a TRR left...
A Stormvermin, Horns or Dauntless Gutter Runner or the Rat Ogre.
If you want the reliability of the Storm Vermin then make one a great killer with Mighty Blow/Tackle/Piling On and hope for Doubles for Claw. This guy can become a horror show...
If you want the movement and "sniping" of the Gutter Runner, Block, then go for Horns or Dauntless (Horns is a double). This is my least preferred approach.
Finally, if you want the fun and sometimes frustration of the Rat Ogre, you can Guard up your two SV and then do Juggernaut/Break Tackle on your Rat Ogre and take Claws on Doubles. (Block if your first roll is doubles)
but be prepared to lose 1 in 6 blitzes!
A Stormvermin, Horns or Dauntless Gutter Runner or the Rat Ogre.
If you want the reliability of the Storm Vermin then make one a great killer with Mighty Blow/Tackle/Piling On and hope for Doubles for Claw. This guy can become a horror show...
If you want the movement and "sniping" of the Gutter Runner, Block, then go for Horns or Dauntless (Horns is a double). This is my least preferred approach.
Finally, if you want the fun and sometimes frustration of the Rat Ogre, you can Guard up your two SV and then do Juggernaut/Break Tackle on your Rat Ogre and take Claws on Doubles. (Block if your first roll is doubles)
but be prepared to lose 1 in 6 blitzes!
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Re: Skaven gutter runner/team advice requested
I'll mostly echo the others.
Guard on the Block GR.
No Dirty Player for GR's but give it to a linerat. Any 50k lino is ideally suited for Dirty Player.
Don't take KoR for the thrower. Skaven are fast so you don't need the 3 extra squares as you can already reach anywhere on the pitch on the first turn and on the second turn you can give the ball to a Gutter Runner in the center if needed. Getting the 50% chance of catching the ball at times isn't enough either. Accurate will let the thrower move the ball more reliably and will help on all turns, not just on kick offs.
Guard on the Block GR.
No Dirty Player for GR's but give it to a linerat. Any 50k lino is ideally suited for Dirty Player.
Don't take KoR for the thrower. Skaven are fast so you don't need the 3 extra squares as you can already reach anywhere on the pitch on the first turn and on the second turn you can give the ball to a Gutter Runner in the center if needed. Getting the 50% chance of catching the ball at times isn't enough either. Accurate will let the thrower move the ball more reliably and will help on all turns, not just on kick offs.
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