Skaven skill-ups

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klauser
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Skaven skill-ups

Post by klauser »

This is my Skaven team in a perpetual scheduled league on Cyanide (UKBBL). They are in the top division and still in the running for the play-offs with a 3-1-0 record. Got a bunch of level-ups after last game and would like some input (all normal rolls).

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Next matches are against Hi Elves, Dwarves, Humans, Dark Elves, Lizards, Chaos, Halfing.

I'm also debating whether to cut my Thrower to reduce my TV and run the ball with GRs only.

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van der vaart
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Re: Skaven skill-ups

Post by van der vaart »

Although its not skill up advice, I would personally cut the 7 MA gutter runner. Yes he has guard, block and side step but you pay for that 9 move. Hes just too slow for me.

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Iranian Spy
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Re: Skaven skill-ups

Post by Iranian Spy »

On the wrestler gutter, I'd normally say strip ball though there's a fair whack of sure hands in there. Depends on how the non-starting surehands teams have built.

For team management, I agree, I would cut the 7MV gutter but keep the thrower for now while you are levelling the new gutter replacement.

For the stormvermin, I like either standfirm or fend if no doubles emerge at that stage of development. I think piling on is ok but generally I like my stormvermin standing, particularly with 2 passive skills like tackle and guard on him. He doesn't have claw to make the piling on option sexier so I'd definitely avoid it on that rat for this skill. Fend is to keep him alive versus other piling on players but has the added advantage of giving him more mobility to move that guard and tackle around if people are throwing blocks at him and not following up or man-marking him. Having said that the only teams that are likely to use it are your Chaos match up and *possibly* your Dwarves and Humans. Standfirm is just gravy really :) I'd probably take that.

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klauser
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Re: Skaven skill-ups

Post by klauser »

Iranian Spy wrote:On the wrestler gutter, I'd normally say strip ball though there's a fair whack of sure hands in there. Depends on how the non-starting surehands teams have built.
No Sure Hands on any of the teams not starting with it, so Strip Ball seems nice on the Wrestle GR. However, I'm also lacking Tackle in this Dodge-heavy division, which would also go nicely on this piece (followed by Dauntless).

Kinda torn regarding the MV7 Guard GR. He's slow, but usually he's in the middle of the scrum, so his lack of movement is not much of a restriction. I think I will keep him until the other GRs have developped somewhat.

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Porkus_Maximus
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Re: Skaven skill-ups

Post by Porkus_Maximus »

You COULD be big sissy and take fend to protect your stormvermin from clawpombers... or you could just make him a pomber of your own and kill the other clawpombers before they kill you! To be honest with ST3, AV8 that guy is probably going to get taken off the pitch sooner or later even if your opponent doesn't have any piling on. I always try to take advantage of making my storm vermin at least a LITTLE bit killy... and from the looks of your division there are definitely opportunities to bash your opponents a little bit.

Your opponents are probably already worrying about trying to shut down your gutter runners, so give them an extra problem with a killy stormvermin.
No Sure Hands on any of the teams not starting with it, so Strip Ball seems nice on the Wrestle GR. However, I'm also lacking Tackle in this Dodge-heavy division, which would also go nicely on this piece (followed by Dauntless).
You're light on tackle but you've got a few players with wrestle at least, which is a poor-mans tackle.

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