| Tournament Advice (please); Skaven BB team (of course) | |
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| Tweet Topic Started: 1st September 2009 - 12:24 PM (284 Views) | |
| Xh!n Tarat | 1st September 2009 - 12:24 PM Post #1 |
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(Mostly) Overatted.
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I have been completely sucked in by the wondrous Blood Bowl PC game (by Cyanide), and despite starting out with (and falling hopelessly in love with) Lizardmen, I am now hearing the Call of the Fur once more. My newly rekindled passion for Blood Bowl has resulted in my seeking more games in Real-Life, so I will be playing in a tournament on 3-4 October (the oldest rat in The UnderEmpire turns 52 on the second day of the event). And after preparing to play coldbloods for the event (with the 'Xiveel Serpents'), I am now wondering whether I should surrender to the sweet & utter anarchy of Skavendom & raise (once more) my 'Ratland Tailblazers'? The rules of the event are that it is a 6 round resurrection tournament (all teams are resurrected after each round) of 1,150,00 GP teams using LRB 5.0. Inducements will be available. Limited Skill Progression is available: * Rounds 1-2: 1 normal skill may be allocated to a player of choice (but not to any player previously assigned a skill in this way); * Round 3: 1 normal skill may be assigned to 2 players of choice (as above), or a second normal skill may be assigned to a player who has previously been upgraded; * Round 4-5: 1 normal or 'doubles' skill may be assigned to a player of choice (but not to any player previously assigned a skill in this way). So my questions are: * What would be a competitive and fun Skaven team to use in this event, and how should I play them in games? and * How do I progress their skills during the course of the competition? All suggestions gratefully looted. |
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| Skaven Lord Vinshqueek | 1st September 2009 - 01:39 PM Post #2 |
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Bunny ear says flop
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Inducements are tempting, but IMO for Skaven not worth it. As such, my list would be: 1 RO, 2 SV, 4 GR, 1 TH, 4 LR = $930k + 3 RR = $1110k, which gives you a bit of room to play with FF, CL or AC. Normal skills: Kick for Thrower (keep him back), Block for Gutter Runners, Mighty Blow for Stormvermin Double skill: Block/ Claw for Rat Ogre Will follow at a later time with a tactica for the team, though in advance would like to refer to the tactica in the SBG on using Skaven teams. ![]() Greetz |
In the Horned One we trust, all others we monitor. ![]() Skaven track record [W/D/L] @ 17th of August, 2014: BB 34/19/55; MH 9/2/6; WHF 17/8/30 | |
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| rhonono | 1st September 2009 - 02:34 PM Post #3 |
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Chieftain
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the same but will have take another thrower in place of a linerat (2 more skill in the team)
I prefer guard for SV to provide some help in block edit : another option can be tackle or strip ball as the number of block/dodge is high in the last rounds (the proposition of block on GR is an evidence of that) tackle double the chance to knock down an block/dodge player (33.33% instead of 16.66%) strip ball give 83.33% chance that the ball carrier will loose the ball if he didn't have block and sure hand (with an ball carrier with block it's only 66.66%) (all statistics are done for a block at one dice)
will go for block before Claw just to be sure that the RO stay up |
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Brain : "Come we have work to do." Pinky : "Oh, right. Taking over the world and all." Brain : "No , Pinky. Tonight we must save the world." Pinky : " Eh , gad , Brain . Save the world??????" Brain : "YES!!! So it is available to take over tomorrow night." | |
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| Skaven Lord Vinshqueek | 2nd September 2009 - 10:47 AM Post #4 |
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Bunny ear says flop
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I disagree on taking two Throwers in a Skaven team. With Skaven tournament teams, the main requirement would be to ensure you've got three team re-rolls and four Gutter Runners in your team. Of either, you don't want to take any less. Next to that, two Stormvermin will follow and if there's room, you'd add a Rat Ogre as a cage-buster, simply due to the fact you can frenzy (two blocks in the best scenario) and have a high enough strength to deal with a few defensive assists when blocking/ blitzing... Throwers, in my book, always come last. Why? Simple. Despite the fact that Throwers are mathematically one of the better players in a Skaven team due to the Pass and Sure Hands skill, I'd have to say that AG4 makes a world of difference. Picking up on a 2+ compared to a 3+ (with skill re-roll) might seem a bit obvious, but from my experience playing stunties, I can assure you that rolling 2s becomes a horror when needing 3s. That is why in tournaments, you see so (very) little Throwers (unless people don't take the Rat Ogre, in which case Throwers become a more obvious part of a team again) as one of the four Gutter Runners simply hang back. MV9 + AG4 >>> MV7 + AG3, even when the latter one has skill re-rolls for picking up and passing! The Block versus Claws debate is something of a personal opinion. It is always nice to bring people down more easier (I know the trouble a Rat Ogre can cause offensively), but if you don't go through the armour that easily, it's not of much use. (As an example, I played against Slann with my Lizardmen last week and knocked the living daylights out of my opponent, but kept failing going through his armour, which meant he kept having a slight advantage). Claws in combination with Mighty Blow means you beat someones armour on a 7/8. ALWAYS. Skill choices for me usually depend on what the range of opponents are. If Norse, Undead or Dwarf take up a large percentage of the participants, then several players with Block are an obvious choice... Kick is always usefull, as it means you can kick the ball further downfield, which means your opponent always has to run further back. (Combine that with a Blitz kick-off result and MV9 of a Gutter Runner ).As to the sort of play... Three Linerats on the line of scrimmage and the rest further back to ensure when suffering a Quick Pass kick-off result, you won't be having any trouble against the more 'bashy' teams getting directly in your tackle zones... Try to be kicking first, so you have the last turn in the second half (always usefull). Greetz |
In the Horned One we trust, all others we monitor. ![]() Skaven track record [W/D/L] @ 17th of August, 2014: BB 34/19/55; MH 9/2/6; WHF 17/8/30 | |
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