Grod
Joined: Sep 30, 2003
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  Posted:
May 03, 2004 - 09:32 |
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I am playing a tournament soon with a skaven team. I have 1,100,000 gp to buy the team with. Injuries are NOT carried over, and at the end of each match two random players are given one skill. There is also NO winnings.
The possibilities I have come up with (I have no rat ogre model) are:
a)
4 gutter runners
2 storm vermin
2 throwers
4 line rats
4 rerolls
2 ff
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1,100,000
Players: 12
b)
3 gutter runners
2 storm vermin
2 throwers
7 line rats
3 rerolls
1 ff
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1,100,000
Players: 14
c)
3 gutter runners
2 storm vermin
1 thrower
7 line rats
4 rerolls
2ff
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1,100,000
Players: 13
I would be grateful for suggestions with reasons. I am leaning towards choice a) because I get every positional player and 4 rerolls. Also having maximum gutter runners increases the chance that some will get skills, and in my mind they are the chief playmakers. Thanks in advance! |
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Covertfun
Joined: Aug 02, 2003
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  Posted:
May 03, 2004 - 10:11 |
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I guess a) looks good to me, too, but it's a shame your FF has to be so low in all of them.
If you went with a) but dropped one thrower in favour of having 9 FF, that'd be my quick tip.
Even in a short league, FF makes a difference, and Skaven can really benefit from the occasional Get The Ref. |
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Doowa
Joined: Nov 25, 2003
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  Posted:
May 03, 2004 - 10:23 |
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I would never start a team with low FF. Especially not a team with AV7 that will need cash to buy new players.
My prefered skaven start team is;
2 SV, 1 thrower, 3 GRs, 5 linerats, 3 RR, 8 FF.
A more bashy team could be
2 SV, 3 GRs, 5 linerats, 1 RO, 2 RR, 8FF.
With the new WA rules a Rat Ogre ain't that bad |
_________________ I play the game of life and have never once lost... |
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JanMattys
Joined: Feb 29, 2004
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  Posted:
May 03, 2004 - 10:34 |
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The third is my preferred one. |
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Grod
Joined: Sep 30, 2003
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  Posted:
May 03, 2004 - 10:35 |
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In this league there is NO winnings and players are healed automatically at the end of each match. Whatever team I pick is the same for each game, except I gain two skills each game. Thats why ff is unimportant. |
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dertre
Joined: Aug 02, 2003
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  Posted:
May 03, 2004 - 10:40 |
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not that unimportant for exta rerrols, pitch invasion, rocks and al these kick off table stuff |
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lord_real
Joined: Aug 02, 2003
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  Posted:
May 03, 2004 - 10:43 |
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As he said "There is also NO winnings" then ff is almost unimportant (except for the kick off results concerning fan factor).
There is some really good ones that uses fan factor so put all loose cash into fanfactor and hope that all your opponents have ff of 1.
Use the a) alternative. You dont nead more players than 12 becuase injuries arent as big of a deal as it usually is (you dont have to bring in extra players to count for those missed and dead). |
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Squiggy
Joined: Apr 04, 2004
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  Posted:
May 03, 2004 - 10:45 |
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Doowa wrote: |
Especially not a team with AV7 that will need cash to buy new players.
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Except it's for a real life tournament, and injuries are not carried over between games.
I would either go with Covertfun's suggestion for choice "a", or take choice "b", dropping the extra thrower to get 8ff. The problem I have with the first suggestion is that starting with only 11 players, and armour 7, you run the risk of having a few players in the injury box for the rest of your match, even if they recover for the next game.
With the second choice, you have the buffer of 2 extra players, who can replace injured players in the same game. Also, there's the bonus of starting with 13 players, which as any skaven player knows, is their lucky number!
Although, B dropping a thrower would be the same as D dropping a reroll. Either way, you should only need one thrower, who will generally stay at the back of the pack. If he gets injured, I'd rather have the option to relegate a gutter runner to a thrower than have a second thrower around "just in case".
As for having 4rr/2ff or 3rr/8ff, you have to weigh the pros and cons. sure, an extra reroll will come in handy in many cases, but quite often you will need those rerolls because of the kickoff results you didn't win because of your low fan factor. If you only take 1 or 2 ff, then you will automatically lose any kickoff roll to an opponent who took 7 or 8 ff. With 8ff, YOU could be the one automatically winning those kickoffs, or at least having a reasonable chance to win, and since you might even get a free reroll out of the deal, I think the extra ff is the better way to go. |
_________________ Cuius testicolos habes, habeas cardia et cerebellum.
When you have their full attention in your grip, their hearts and minds will follow.
-Terry Pratchett |
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Grod
Joined: Sep 30, 2003
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  Posted:
May 03, 2004 - 11:08 |
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Hmm. Interesting thoughts about fan factor. The tournament is 6 games long with 50 competitors, so to have a realistic chance of winning, I will need to win all 6 games. One bad pitch invasion could easily blow my chances in a match and thus the whole tournament. Now I am starting to think about a) except dump a reroll and have 8 fan factor. I still get a reserverve and all positional players. Three rerolls is still quite strong (especially with maximum positional players), and I am safeguarding against bad kick-off results. In 6 games, there is bound to be some crucial kick-off rolls. |
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AsperonThorn
Joined: Aug 02, 2003
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  Posted:
May 03, 2004 - 18:23 |
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I don't like any of the rosters. Unless you just have a bunch of gutter runner minitures that you need to use, I wouldn't start out with more than two, you are just giving up too much str on the pitch, and two will be fine for speed.
Also I would bring an apothicary, just in case one of your positions gets hit early in the match. You are going to be in trouble if you lose a SV too early so you are going to need that Apoth to help you out.
I would suggest
Code: |
2 X Gutters = 160,000
2 x Storm Vermin = 180,000
2 x Throwers = 140,000
6 X Linerats = 300,000
4 x RR's = 240,000
Apothicary = 50,000
3 FF = 30,000
Total = 1,100,000
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That is 12 players, but if you want to take thirteen drop a RR and then take another LR and add a FF.
Asperon Thorn |
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