
1 Thrower
2 StormVermin
3 GutterRunner
6 Linemen
2 rerolls
4 fanfactor
1 apothicary
the 4 in fanfactor is a gambble but I can have 12 players ... I think I will try this one ...

I disagree, since Storm Vermin are the only guys on your team with access to ST skills, they should take them. Mighty Blow and Guard especially. Having a couple of guys with guard on the team can make all the difference on defence! Tackle and so on are nice too, but the first skill or two they take should be ST. I also recommend Pro for them very highly. You ask a lot of your StormVermin. They have to dodge, blitz, pick up the ball sometimes, and even catch the occasional pass. They're very versatile types, and you only get 2. Having Pro on them makes them a little better at everything.Thadrin wrote:2 Stormvermin 180
Stormvermin get stuff like Strip Ball, Tackle, Pass Block, Sure hands. Their job is to go after opposing ball carriers.
In the Australian Championships (held last weekend) I used this starting team except that I dropped one line rat to have an apothecary in the first game, so I only had 11 players. I only received 40,000 in the first game so I could not have bought an apothecary until the 3rd game if I had taken the extra line rat.mrinprophet wrote:My preferred startup (for longer-term league) is this:
8 Linerats,
1 Thrower,
1 Gutter Runner,
2 Storm Vermin
3 Rerolls
9 Fan Factor
GRs can score without much help, but the Storm Vermin need to develop and only having one GR will force you to use the SV. The next purchase should be an apoth.
Djengis_Khan wrote:I think it also realy sucks !!
But if you use a rat ogre and it get's surounded you could also don't stand up with it !!
Then many models of the other team have to stay with him and then is the rest of the team free to go were they want !
That means you don't have to lose al your mathes with a rat ogre !
But I think it wil still cause a lot of turnovers because of that stupid Wild Animal thing !!