This time I want discuss Skeleton roles and skill choices. We must know how many skeletons we have on the field, before assigning roles to them. I will concentrate on defensive lineup (because in offense lineups are much more flexible).
Defensive lineup
Lets count.
4 TG is must.
2 B-Ra is must.
We have 5 free positions for skeletons and T-Ras. Options:
a) 2 T-Ra + 3 Skellies.
b) 1 T-Ra + 4 Skellies.
c) 5 Skellies
a) Is bad idea in general (may be ok with some special skills/stats combination on T-Ras). So, the choice is between b) and c) - 1 T-Ra or none at all.
Another thing to consider is defensive formation. Or to be even more specific - what to put on LOS. Skellies or TGs? I think, putting TGs on LOS, especially in BlackBox environment, is bad starting plan. It can be done vs. some team (especially the ones lacking guard, perfect example was my
first Black cup game). But skellies should be LOS folders in general, and we should develop them accordingly.
So, on defense we have 4 or 5 skellies, 3 of them are LOS folders. That leaves space for 1 or 2 specialist.
LOS folders (3)
Skills: Wrestle,(Fend)
IMHO Wrestle is best LOS folder skill, better than block. 1/12 of 2D LOS blocks will be skull+both down or 2x both down, and much more often than not, opponent will save reroll, and your skellie will wrestle down much stronger opponent. Block doesn't give this benefit, skellie will probably be blocked by another player.
After second skill, skellie has few options:
1) Retire
2) If skill is normal, take fend and stay LOS folder.
3) If skill is normal, take DP and become Fouler.
4) If skill is +ST, become Sweeper
5) If skill is double, ignore it and go 2) or 3)
6) If skill is double, go Sidesteps or dodge and stay LOS specialis
7) If skill is normal...
8) If skill is double...
9) ...
First few are pretty much straightforward. 1) helps you to keep TV in check. 2-5) are obvious progress paths. I'm not sure about 6). Looks very annoying on paper, but I'm not sure TV cost is worth it. 7-9) are for your offers.
Kicker
Skills: Kick
After long years of coaching WEs in TT league, I become kick fan. Khemries are opposite of WE, but I find Kick equally useful. Offense has initiative for first 2 turns. After that, positional game starts. Deep kick delays opponent advancement, after 2 turns ball is still in opponents side. So, opponent kind of loses advantage of starting first.
Kicker is almost always has another function, depending from skill rolls:
1) Normal: DP, and he becomes Fouler.
2) Double: Guard
3) ...
Can you offer other options?
Fouler
Skills: DP, (Block/Wrestle, Sneaky Gits)
Fouler is dream job of every skeleton. You get to kill other players, and if referee bans you from game, you can start drinking Bloodwiser earlier. And no risk of getting killed.
Options after second skill:
1) Retire
2) If skill is normal, get Block or Wrestle, and become "Harder to kill Fouler"
3) If skill roll is normal, become Kicker
4) If skill roll is double, take Sneaky gits and become "Maniac Fouler"
5) ...
I don't like 1). You can't have enough DP. Better take Wrestle and become LOS folder with DP. We already discussed 3). I'm not sure about 4). Is it worth it, TV wise? Also, maybe you have other ideas?
Guard skeleton
Skills: Guard, Block, (Dodge, STR if you get lucky).
Guard is always useful. To bad, Khemries does not have much space for Guard skellies. Putting Guard on LOS is not very useful. Even if he wont be knocked out after few turn, he will be stuck next to some Big Guy. Mixing Fouler with Guard is also huge waste.
So, one Guard skelly fits into 5 skellies 0 T-Ra setup, with 3 LOS folder skellies and Fouler.
Sweeper
Skills: +STR, Wrestle, Tackle, Break Tackle.
I had one such
skelly (died before BT), and he was amazing. I hope I will get another one soon.
You can develop Sweeper, if your 1st skill roll is +STR, or if your LOS folder with Wrestle gets +STR as second skill.
This Skelly is perfect for 5 Skellies 0 T-Ra setup (together with 3 LOS folders + Kicker/Fouler).
Ball Carrier
Skills: +AG, Block, Sure Hands, Kick-off Return
You can develop this skelly, if you get +AG as 1st skill roll. I did not had such skelly so far, so its hard to say. +AG, +MA, Sure hands skelly is same as T-Ra +AG, without Leader access, with Thick skull for 20k. And extra 2 skill slots taken. Not very impressive on paper. But +AG T-Ras are hard to get.