Skaven Starting Team

Want to know how to beat your opponents, then get advice, or give advice here.

Moderators: Valen, TFF Mods

User avatar
Bentaye
Rookie
Rookie
Posts: 14
Joined: Fri Jun 28, 2002 9:31 am

Post by Bentaye »

I changed again my team anyway :o) and there is no more Rat Ogre ..

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 ...

:o)

Reason: ''
Deathwing
The Voice of Reason
Posts: 6449
Joined: Tue Jun 26, 2001 12:00 am
Contact:

Post by Deathwing »

FF4? :o No no no no no no...
Drop a lineman or the apoth and start FF9. it'll pay for itself very quickly.
You can pick up an apoth or another linerat in a game or two, how long will it take to pick up +5FF?

Reason: ''
Image

"Deathwing treats newcomers like sh*t"
"...the brain dead Mod.."
User avatar
Bentaye
Rookie
Rookie
Posts: 14
Joined: Fri Jun 28, 2002 9:31 am

Post by Bentaye »

If I drop a lineman I find the team too weak ...
maybe I could convert a runner in a lineman ..
I would have a 7FF ... this is correct .. don't you think ?

but only two runners means only two targets for the opposing team ...
buying a third one will be my priority ...

Reason: ''
Deathwing
The Voice of Reason
Posts: 6449
Joined: Tue Jun 26, 2001 12:00 am
Contact:

Post by Deathwing »

I'd drop the apoth, cross my fingers and pick one up ASAP. That way you still start with 12 players, 3 GR and FF9.

Reason: ''
Image

"Deathwing treats newcomers like sh*t"
"...the brain dead Mod.."
User avatar
Bentaye
Rookie
Rookie
Posts: 14
Joined: Fri Jun 28, 2002 9:31 am

Post by Bentaye »

I'll see if I feel optimistic or not when the league starts :) ..
thanks :)

Reason: ''
Sputnik
Loretta
Posts: 761
Joined: Thu Jun 13, 2002 6:47 am
Location: Germany

Post by Sputnik »

Hi!

Maybe you could also drop a linerat and start with 11 players to get 3 rr instead. Skaven are cheap enough to get the masses in short terms. But I found rr important for starting skaven :P .

With a high ff you should then hopefully get an apo after game 1 and another rat after game 2 or3. With a bit of luck, you can even win the games :lol: .

Sputnik

Reason: ''
DaFrenchCoach
Super Star
Super Star
Posts: 1068
Joined: Thu Jan 01, 1970 12:00 am
Location: Saint-Etienne, France
Contact:

Post by DaFrenchCoach »

Bentaye,

I think it depends on the format of your league, the rules set used (2K1 rules ? House rules -it seems, due to the allies... hum, maybe you're the people who writes experimental ally rules in BBM 3 ;) - ? ), and as you said in the beginning with the team inside.

It seems you're the only AV7 team, so to my mind an apo is really needed... Of course, you would purchased it after the first match, but I guess there's a law behind this which makes you loose 2 or 3 players if you wait ;) Of course, if you purchase one at the beginning, you wwon't need him ;)

So I think this team roster should be OK:

2 Stormvermin 180
1 Thrower 70
2 Gutter Runners 160
7 Linerats 350
2 rerolls 120
1 Apothecary 50
7 fan Factor 40
total 1000

I realized it was your proposal... Sorry. A good one, I think ;) BTW, your teddy bear is very kind ;)

Reason: ''
McDeth
Legend
Legend
Posts: 3016
Joined: Thu Jan 01, 1970 12:00 am
Location: Worcester, England
Contact:

Post by McDeth »

I like The one in DFC's post 12 men and an apoth. From experience the rat boys can get hurt quickly so you need cover. My only alternate would maybe be a Rat Ogre instead of 2 linemen. Only 11 starting players but your apoth should keep them fir for the next game, and a decent FF means you should have no trouble getting enough money from the first game to get a spare lineman.

Reason: ''
User avatar
wesleytj
Legend
Legend
Posts: 3260
Joined: Sun Jul 07, 2002 3:41 pm
Location: Terre Haute, IN USA
Contact:

Post by wesleytj »

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.
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.

Reason: ''
____________________________________
Chinese Relativity Axiom: No matter how great your achievements, or how miserable your failures, there will always be about 1 Billion people in China who won't give a damn.
User avatar
Korhil
Experienced
Experienced
Posts: 117
Joined: Tue Aug 20, 2002 3:02 am
Location: New Zealand
Contact:

My way :)

Post by Korhil »

Being an Elf Player normally I'm use to not starting with that many positional Players and I'd go for:

1 Thrower 70
2 Storm Vermin 180
1 Gutter Runner 80
7 Line Rats 350
4 Re-Rolls 240
8 Fan Factor 80

The difference between 8 & 9 fan factor isn't huge, I'd be content with 8.
I'd take the Risk of no Apothacary in the first game, I never bother taking one in Elf teams (I'll admit its alot tighter starting them). Theres strong chance of winning 50GP in your first game anyway.
Most people seam to aggree with 1 Thrower & 2 Storm Vermin, so I wont explain those choices.
Just 1 Gutter Runner... someone else mentioned the fact they are capable of racking up the TD's easily if you hire them later... like Catchers are in Elf teams. Starting with just 1 means your team on average is stronger. And if your opponent goes after the Runner then you can score with the Storm Vermin or Line Rats like you want to be doing anyway early on. People who say only 1 Runner makes you team slow are are missing something with Scaven... MV 7 is damn fast all arround. Elf teams only start with MV 7 players as there fastest and they manage (Wood Elves will start with one MV8).
The AG difference with Elves and Scaven is what seperates them. 4 Re-Rolls looks to smooth that (given most Elven teams start with only 2) you can be more aggressive in using the Line Rats to get them a pass or a TD to set them up for the MVP and getting a skill.
I wouldnt be too fussed about getting the Rat Ogre Right away. Get the Apothacary first, then a 2nd Runner, then the Rat Ogre.

--- Korhil

[Edit] Typo

Reason: ''
Djengis_Khan
Legend
Legend
Posts: 2427
Joined: Wed Jan 22, 2003 7:17 pm
Location: Playing Blood Bowl on the Mongolian Plains
Contact:

Post by Djengis_Khan »

I think a Skaven team should have many players on the field becuase they get kicked ! That's why I don't like to put a Rat Ogre on the field because they are verry expensive and have WA.
I rather have an apo instead ! but because the lack of money I would buy an apo after the first or the second match ( just hope no one dies the first match) I also like to have 2 throwers !! I think I will him after some matches.
8)
This is my team I've started the league with:
1 thrower
2 vermins
2 gutters
7 linerats

3 rerols
6 FF


You like it ??? :P

Reason: ''
The Future of Dutch Blood Bowl.
Djengis_Khan
Legend
Legend
Posts: 2427
Joined: Wed Jan 22, 2003 7:17 pm
Location: Playing Blood Bowl on the Mongolian Plains
Contact:

Post by Djengis_Khan »

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 !!
:puke:

Reason: ''
The Future of Dutch Blood Bowl.
User avatar
Bevan
Veteran
Veteran
Posts: 191
Joined: Tue Jul 30, 2002 7:12 am
Location: Tasmania

Post by Bevan »

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.
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.

I only used the apothecary for SIs and deaths and did end up short of players in the first 2 games, which I lost, but then won the remaining 5 games.

I used all 3 rerolls in almost every half and would never start the team with only 2 rerolls. A 12th player would be handy but not as useful as the extra reroll. I didn't use a Big Guy Rat Ogre but the other teams Ogres never caused me any trouble.

This starting team is not only good for longer term leagues but satisfactory in a short series.

Reason: ''
holybinch
Rookie
Rookie
Posts: 5
Joined: Thu Jan 30, 2003 10:49 am
Location: Cork, Ireland
Contact:

Post by holybinch »

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 !!
:puke:


:evil:
I really agree with you !!!
You don't have to put your RO in a situation where the WA is a problem, and even though (as discussed in another topic) the amount of players required to make him useless is enough to free soime space in the field...
Another thing, if you don't take your RO from the beginning, you'd better say goodbye to him for good, as he really needs to improve ASAP...
:evil:

Reason: ''
Post Reply