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MenionLeah |
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Post subject: Skaven Advancement? Semi Vet Squad...
Posted: May 06, 2003 - 01:59 PM
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Joined: Feb 15, 2003
Posts: 4
Status: Offline
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I'm in a St. Louis league, and I'm fielding a Skaven team. I already have a one turn scorer (GR +1M, Sprint, Block) and my team consists of one thrower (with Hail Mary), 4 gutters, and 10 linerats (no skills): light and fast. My question is, I have quite a few guys with upcoming skills, mostly linerats and my thrower...since I use my gutters for most of the finesse stuff (throwing, carrying the ball, etc.) my thrower seems to be just another linerat.
What is the first skill I should take with all these players? I'm leaning towards Block, but I'm not sure. And why should I take a pass skill like accurate with my thrower when he hardly ever throws?
Thoughts? |
_________________ Tell Griff to his face what you think of his goofy birdhat!
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BloodGore |
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Post subject: Skills
Posted: May 06, 2003 - 02:04 PM
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Joined: Mar 24, 2003
Posts: 23
Status: Offline
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One can never go wrong giing block to any player. I have seen more uses for this skill in more games than i can count. Of course I am a block convert as a good first skill with a non double roll. |
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Dave |
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Post subject:
Posted: May 06, 2003 - 02:08 PM
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da Veiz-Prez
Joined: Feb 10, 2003
Netherlands
Posts: 895
Location: Netherlands
Status: Offline
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block is good. Kick, dirty player are very nice choices as well. Kick the ball far back and get as many GR's as possible out there.
Sure feet for the one turner (duh)
Sure hands on other scoring players |
_________________ First ever poster on the NAF site, Former Prez' proverbial pain in the bum and NTO-Netherlands
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jmccubbin |
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Post subject:
Posted: May 06, 2003 - 02:11 PM
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Joined: Mar 12, 2003
Posts: 152
Status: Offline
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Claw if you got doubles. |
_________________ Officially 0-1-1 in NAF.
At least my team looked good.
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Dave |
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Post subject:
Posted: May 06, 2003 - 02:16 PM
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da Veiz-Prez
Joined: Feb 10, 2003
Netherlands
Posts: 895
Location: Netherlands
Status: Offline
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or guard, leader |
_________________ First ever poster on the NAF site, Former Prez' proverbial pain in the bum and NTO-Netherlands
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skummy |
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Post subject:
Posted: May 06, 2003 - 02:54 PM
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Joined: Feb 11, 2003
Posts: 506
Status: Offline
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Or Big Hand, on a Thrower. Block is a must on the linerats, but you really do need to pick up those two Storm Vermin as soon as you can. They're indespensible once they pick up guard. |
_________________ The only thing to do with good advice is pass it on. It is never any use to oneself.
-Oscar Wilde
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BenArd |
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Post subject:
Posted: May 07, 2003 - 06:33 AM
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Joined: Apr 28, 2003
Posts: 42
Status: Offline
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Don't underestimate the throwers, sure hands and the pass skill to start, then give him accurate and strong arm if you throw a double, maybe even +1 AG if you get lucky, but a reroll on a failed pass without having to sacrifice a team reroll is never a bad thing. Also, for yuor one turner...diving catch, increase his range even further, plus this is indespensible with hail mary.
Other than that, the linerats really need block first off, unles you roll a double, kick and leader are also very useful along with tackle. Storm vermin would be a useful addition to your side, plus maybe a Rat Ogre for sweeping up at the back.
obviously sure feet would be another good addition to your 1 turner and for the other GR's any mutation is good (i.e. extra arms, two heads, spikes) or skills like Jump up and sidestep, and sure hands. |
_________________ Ruislip Manor Bloodbowl Confederation
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Doubleskulls |
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Post subject:
Posted: May 08, 2003 - 04:07 AM
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Ex-Rulz Committee
Joined: Mar 05, 2003
Undisclosed
Posts: 2627
Location: Kent, UK
Status: Offline
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Kick is a really useful skill for skaven because with the GR's you can put a lot of pressure on the ball even when its very deep. It also means you have a way to stop the cage forming.
Accurate on the thrower is important because it makes him less likely to fumble as well as increasing the chances of being accurate. A long passing game is a good thing to have. Doubles I'd be torn between Big Hand (which works very well if you don't let TZ effect HMP) and strong arm.
You may want to consider a dirty player too - very much in the fluff of the team. |
_________________ Ian 'Double Skulls' Williams
SLOBB
NAF Racial Results
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