Skaven advancement advice?

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JCook119
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Skaven advancement advice?

Post by JCook119 »

Hi folks,

I had 4 players advance in my last game, and was hoping for some assistance in figuring out what to give them. Here they are:

1) GR w Blodge and Sprint, rolled a skill
2) GR w Blodge, Sprint, Sure Feet, VLL, rolled a skill
3) SV w Block, Tackle, Guard, rolled a double
4) Linerat, rolled a double

I already have a Blodge, Horns, Strip Ball GR, and a linerat with DP and Kick.

For #1, I am thinking Side Step or Sure Feet. He was originally going to be my one-turner's under-study, but there may be a better way to go.
#2 is my classic one-turner. Am thinking about Side Step or Pass Block. The only issue I have with PB is that he rarely comes onto the field on defense, as he has a huge bounty on his head. In order to get anything out of PB, I'd have to keep him on the pitch alot.
#3 Claw is very tempting, but so is Dodge, RSC and Dauntless. Help!
#4 Guard or Claw is what I'm considering at the moment.

Any assistance is appreciated.

Thanks,
James

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Thadrin
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Post by Thadrin »

Number 1 has lots of options. Shadowing would make him a pain in the backside, as would diving tackle, but I'd go for the single most irritating skill in BB - Sidestep.
Number 2 gets CATCH. He's a one turn scorer and this ensures against the ones getting him the ball.
Number 3 - I so want to say a set of Razor Sharp Claws. Stand Firm is very much worth your consideration, making him the pivot on your line.
Number 4 - Big Hand (ball retrieval pretty much anywhere on pitch)...tentacles (to follow up with pass block, tackle, shadowing)...RSC (cos its EVIL)...Horns (makes him your big hitter on the defensive back field, freeing up that GR to go after the thrower)...Dauntless (Big guy killer)...the choices here are almost unlimited.

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Post by Balrog »

The Storm Vermin might want to consider taking Diving Tackle...

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Post by everyman »

Personally, I'd do this:

1: Sidestep or Sure Feet
2: Catch or Leap (depending upon how your opponents typically setup D against him)
3: Claw
4: Guard

If your league is AG heavy, I'd really consider taking FA on both of your double rolls. When you have 3-5 FA players on the pitch your opponent is *really* discouraged from passing the ball. If you don't think you can realistically get at least 3 players with FA, or your league isn't very AG-ish, don't go the FA route. Otherwise, it's worth consideration.

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Post by Grumbledook »

1) sidestep
2) catch
3) foul appearence or horns, depends how you use him
4) foul appearence

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Post by sean newboy »

3) Dodge
4) Foul Appearance

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Post by Mortalman »

For the SV I'd think you most likely want Dauntless if there are any teams out there with big solid lines (ie Orcs/chaos/undead) otherwise spikes or if your league is really dodgy think about prehensile tail (if that's still a PA - can't remember off the top of my head).

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Post by Grumbledook »

dauntless is what you give to gutter runners :p

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JCook119
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OK, I think I have it...

Post by JCook119 »

I guess I'm going for:

#1: Side Step
#2: Catch
#3: Claw
#4: Guard, hoping that he'll get one more advance before our league is over. I've got about 5 games left, and I don't think that I'd be able to get enough FA players to make a difference.

Thanks,
James

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Post by sean newboy »

Its amazing what just one can do sometimes.

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