Swindon Wargamers And Tacticians

Home Page Home Page Home Page Home Page
  Register
Login 
View unanswered posts View active topics

Delete all board cookies

All times are UTC




Home Page Home Page  [ 2 posts ] 
  Print view
Previous topic | Next topic 
Author Message
Offline 
 Post subject: skaven team selection / advice
PostPosted: Wed Dec 24, 2008 11:08 am 
User avatar

Joined: Mon Jun 30, 2008 7:28 pm
Posts: 185
Having just "aquired" a Skaven team (& having very limited experience against them) Looking for suggestions comment on selection, limited to the models listed below (dont paint and dont want to pay extra!! ) I have the following available/......

1x Rat Ogre (+1 star R/O)
6 Line Rats
2 Blitzers (used to be called strom vermin)
2 Throwers
3 Gutter runners (probably would only ever take 3 Max!)
Hackflem skuttlespike (Star player 2 heads/extra arms)
also the following Mutations (Not useable until i roll a double but which to take?)
Big hand (ignore tackle zones/rain when picking up the ball)
Very long legs (+1 to intercept/leap & negates safe throw!)
Extra arms (+1 to pick up/catch/intercept)
Claw (Breaks armour on 8 )
that gives me 13 players to start with, team build is 100K so thinking

2 Blitzers 180
2 gutter runners 160
2 Throwers 140
6 Line rats 300
2 R/R 120
1 Apoth 50
1 C/L & 1 A/C 20
30 Banked (for replacements!!)

Only 2 R/R is bad for me, however the throwers come with Pass/sure hands so unless I roll a double then leader would probably be a first skill choice for them, the only way i can get 3 R/R is drop a thrower which means starting with 11 players (no more linerat models) which is probably a bad idea with 5 Av 7 players on the squad...

ideas/comments welcome ( dont "lift"them from TBB, been there/done that!!)


If you dont know your ass from a hole in the ground...never engage in trench warfare, its could prove painful!!
VICTORY requires no explaination.....
DEFEAT allows none


Top
 Profile  
 
Offline 
 Post subject: Re: skaven team selection / advice
PostPosted: Fri Jan 09, 2009 2:53 pm 
User avatar

Joined: Thu Aug 23, 2007 8:37 am
Posts: 501
Hi Simon,

Welcome to the world of AG 4 - I think you'll grow to love the runners so I'd reccommend dropping at least 1 thrower and using some spare cash to upgrade to get another gutter runner on your starting team - They get better the more you have of them, and it's a lot easier for an opponent to counter 2 than it is with 4.

The Skaven's strength is it's speed so I'd save for the 4th as soon as I can - I would suggest using the Very Long Legs mutant as a proxy gutter runner if you don't want to get any more models.

The difference between picking up the ball and making a short pass with the thrower with his inbuilt rerolls v.s. the AG 4 of the gutter runners is quite small... The gutters are much more mobile though, with higher movement and dodge, so ideally you can have at least 1 back as a ball handler and 2 waiting for passes/handoffs a few squares into the opponent's pitch.

They're much more survivable in starting games due to the dodge skill, where less opponenents have got block or tackle, so are easier to skill up.

I'd also start with either an apoth or a 12th player, and squeeze a 3rd reroll in if I could... I know it's risky if you have a bad first game but it pays off longer term. Remember a journey rat does just as good a job of dying as the team's line fodder!

I'm looking forward to seeing them on the pitch! :-)

Thanks
Steven


Top
 Profile  
 
Search for:
Display posts from previous:  Sort by  
Home Page Home Page  [ 2 posts ] 

All times are UTC


Who is online

Users browsing this forum: No registered users and 1 guest


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum
Jump to:  
cron