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Skaven lineups

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Starting Rosters

 Skaven Roster 
 Positional  MA  ST  AG  AV  Skills  Normal  Double  Price 
   0-16  Linemen  7  3  3  7    G  ASPM  50k 
   0-2  Blitzers  7  3  3  8  Block  GS  APM  90k 
   0-4  Gutter Runners  9  2  4  7  Dodge, Weeping Dagger  GA  SPM  80k 
   0-2  Throwers  7  3  3  7  Pass, Sure Hands  GP  ASM  70k 
   0-1  Rat Ogre  6  5  2  8  Loner, Frenzy, Mighty Blow, Prehensile Tail, Wild Animal  S  GAPM  150k 
 Re-Rolls  60k (120k after team creation) 
 Apothecary  Yes 
 Stars available for inducement 
 Star Player  MA  ST  AG  AV  Skills  Price 
   Fezglitch  4  7  3  7  Loner, Ball & Chain, Disturbing Presence, Foul Appearance, No Hands, Secret Weapon  100k 
   Rasta Tailspike  8  3  3  7  Loner, Catch, Extra Arms  120k 
   Kreek Rustgouger  5  7  2  9  Mighty Blow, Prehensile Tail, Ball & Chain, Loner, No Hands, Secret Weapon  130k 
   Skitter Stab-Stab  9  2  4  7  Loner, Dodge, Prehensile Tail, Shadowing, Stab  160k 
   Glart Smashrip  5  4  2  8  Block, Grab, Juggernaut, Stand Firm, Claw, Loner  190k 
   Hakflem Skuttlespike  9  3  4  7  Loner, Dodge, Extra Arms, Prehensile Tail, Two Heads  200k 
   Glart Smashrip Jr  7  4  3  8  Loner, Block, Claw, Juggernaut  210k 
   Headsplitter  6  6  3  8  Loner, Frenzy, Mighty Blow, Prehensile Tail  340k 
   Morg 'n' Thorg  6  6  3  10  Loner, Block, Mighty Blow, Thick Skull, Throw Team-Mate  430k 

Comments on Skaven Starting Rosters

The core to any Skaven team is getting 3 Gutter Runners, 2 Blitzers and 3 re-rolls - what you fill the rest with is largely a matter of personal preference. Deviate from this recommendation at your own risk.

Not every coach believes that the Rat Ogre is a desirable positional in a new or developed Skaven team, whether it's really worth that much in added TV. Likewise many coaches believe a Thrower is really only ever better at moving the ball forward than a gutter runner if he rolls a +AG.

Despite rats' tendency to fall apart in a stiff breeze, unless you're playing in a League or Tournament don't worry too much about taking an apo or spare players. The risk of losing a positional before you can scrape up 50k for an apo isn't that great, and in any open play setting* you can always re-roll the team in a worst case scenario. Go for quality positionals or more RR's if you can.

(* i.e. in Blackbox, in Ranked outside of tourneys, and in League outside of an actual active league, anywhere you can retire the team and just start over if the first couple/few games go horribly wrong.)

Variation 1 (11 players, apo, 3 RR)

  • 2 Blitzers
  • 4 Gutter Runners
  • 1 Thrower
  • 4 Lineman
  • 3 Rerolls
  • 1 Apothecary
  • Total 1,000k

All 4 GR's.

 

Variation 2 (12 players, apo, 3 RR)

  • 2 Blitzers
  • 3 Gutter Runners
  • 7 Lineman
  • 3 Rerolls
  • 1 Apothecary
  • Total 1000k

Good for entering tough leagues or tourneys where early casualties can be expected.

 

Variation 3 (11 players, 4 Rerolls)

  • 2 Blitzers
  • 3 Gutter Runners
  • 1 or 2 Thrower(s)
  • 4 or 5 Linemen
  • 4 Rerolls
  • Total 980-1000k

Either you get 2 throwers, or 1 thrower and 20k in the bank towards a fast apo.

 

Variation 4 (3 RR, Rat Ogre)

  • 1 Rat Ogre
  • 2 Blitzers
  • 3 Gutter Runners
  • 5 Lineman
  • 3 Rerolls
  • Total 1000k

Getting the ROgre early increases the chances of getting MVP on him, and having a St 5 is not a bad thing.

 

Variation 5 (2 RR, Rat Ogre, Apo)

  • 1 Rat Ogre
  • 2 Blitzers
  • 3 Gutter Runners
  • 5 Lineman
  • 2 Rerolls
  • 1 Apothecary
  • Total 990k

Sacrifices a RR for the apo. With only 2 RR's (and the no-skill Frenzy ROgre), conservative play is well advised - not recommended for new coaches.

 

Last update: March 1, 2020