Showing posts with label Skaven Blitzer build. Show all posts
Showing posts with label Skaven Blitzer build. Show all posts

Monday, 3 February 2014

Mutation

After the big game yesterday my Blitzer 'Bubo' was lucky enough to roll a double 5 on the Skills Table. This allows me access to the Mutation table and what a lot there is to consider. I love the idea of the Rats mutating. Its all that time spent in the sewers - you just don't know what is going to happen.



Big Hand - used when picking the ball up. You ignore the negative modifiers of enemy tackle zones. Now if a gutter runner had this - big smiles. Maybe even the Thrower but the Blitzer will be used to hit people and not ball carry.

Claw - Any roll of 8 or more will break armour. Would be good against terms with high armour e.g. the Orcs. At the moment I am playing against Dark Elves and Undead. So - not really any good for me. Would only make a difference when hitting Mummies - and I don't like doing that at the best of times!

Disturbing Presence - if I am within 3 squares any player trying to Pass, Intercept or Catch must subtract 1 from the result of their die roll. This would be great against passing teams and I could see a Gutter Runner who was tasked with man marking taking it but not my Blitzer. It could be useful if I kept him close to the opposition cage as it would make it harder to Throw but ...

Extra Arms - Add 1 to the die roll when picking up, catching or intercepting. Good for the Thrower or a Gutter Runner but not the Blitzer.

Foul Appearance - In order to take an action against a player with Foul Appearance you must first pass a 2+ D6 roll. This could be considered for the Blitzer.

Horns - Add 1 to strength when Blitzing. Would combine well with Mighty Blow.  Turn him into a Killer Blitzer. Also the purpose of a Blitzer to make gaps in the line for the Gutter Runners to take advantage of. Currently I am doing this by moving forward a Gutter Runner / Lineman to be adjacent to the player I am going to Blitz. Then I Blitz using 2 Block dice. Hopefully this creates a hole that the other Gutter Runners can take advantage of. With Horns I would not need to use the support player. I would most likely still have the use of 2 Block dice. In effect this releases that player for other duties. Very valuable.

Prehensile Tail - subtract 1 from Dodge rolls if passing through my tackle zone. Could be interesting but there is not a lot of Dodging going on against me at the moment.

Tentacles - Used against Dodging. The opponent rolls 2D6, adds his player strength and subtracts my strength. On a 5 or less the player is held firm by the Tentacles and his action ends. This would be good on a high Strength player like an Ogre. Not for the Blitzer.

Two Heads - Add 1 to all Dodge Rolls. How fabulous for a Gutter Runner but not my Blitzer.

Very Long Legs - Add 1 to your score for intercept or leap. In order to be useful you would really have to have the Leap skill as well. I think that it would be good for a Gutter Runner. It could be used for Cage bashing. Emmm. Leap allows you to jump to any free square upto 2 squares away. There is no Dodge roll to leave your current square with all those potential tackle zone modifiers. You make a straight Agility roll. For my Blitzer that would be 4+. Very Long legs would it a 3+. If successful you continue your move. An interesting possibility. Jumping over a line of players to put the Blitz on the ball carrier. The Blitzer has access to Strength and General skills. Leap is an Agility skill so I would need to roll another double to get Leap. Not very likely. Agility is a normal skill for the Gutter Runners so that be an interesting combination for them.

I can also consider Agility and Passing skill sets. I had a look at Leader. This gives an extra reroll. They can be very useful indeed. Even a basic Dodge might be worth a thought.

Also the result of rolling a double 5 is 10. That would grant me plus 1 to MA or AV. The AV might be worth consideration. Armour of 9 just like the Orcs. He would be a lot harder to remove from the field of play. I only have the option to take 2 Blitzers and they play an important role so keeping them on the field of play is vital.

So that is a quick discussion on the options. My thoughts are that Horns or AV+1 are the main contenders. But I am always interested in other thoughts so all feedback gratefully received.

Sunday, 2 February 2014

All Hail the Conquering Undead

It has been coming and today saw the Dark Templar do 'the business' with the Gravesend Gutchewers. A lot of research had been done and his 'new look' side with 4 ghouls proved to be a force on the Blood Bowl table. It was a hard fought encounter, very tactical and the Undead snuck out with a 2-1 victory.


I thought I had done enough in the second half to get the draw but it was not to be! I applied so much pressure that I got the ball back with 3 turns to go. It was amazing. On the final turn I only needed to make two 3+ Dodge rolls to make it into the end zone where I would be open to receive the scoring throw but even with my re-roll I failed, tripped up and fell flat on my face. So cruel! So Blood Bowl!

I was present at the game in the form of my new 'coach' model. Very funny - on the touchline, pointing out what needed to be done. I even intimidated the ref, I think ;-). No sendings off this game. I also used Maximus and the Rat as 'Turn' and 'Score' markers. I do love Maximus!


The new terrain was looking good. Both Dugouts in place and the Scoreboard. It really added to the atmosphere. (Obviously - you have to ignore the mug of tea and empty glass of diet coke and all the paperwork)


On the up side I rolled a double 5 for a new skill on my Skaven Blitzer so I can pay a visit to the mutation table. Horns looks a likely candidate and this will really set 'Bubonost Tumor' (I think we will call him 'Bubo' for short) up well for the next game. I can add '1' to his strength when I am Blocking. This will mean that I can have a 2 dice block when one to one with most players.

During the game my Apothecary saved Plagric - my skilled Gutter Runner - that was a real plus. Money well spent!

However after a manic second half with me going all out to get the ball from the Undead cage I finished the game with three in the 'Dead' zone. My Thrower, a Blitzer and a Lineman.


I was fearful that this could do some lasting damage but Nuffle (and McMouring) looked after me and only the Linemen will miss the next game. I only rolled a '1' for cash so I can't afford a replacement at this point. It would have been much worse if the Blitzer or Thrower was missing. So small mercies and all that ....

However I did get a point of 'fan factor' back. I am now back at 5.

It was a fantastic encounter. Hats off to the Dark Templar who did what was needed to win. This can be tough but he had learned a lot during the early matches and he applied the learning here!! As it happens, I have learned much from today. I now know how to go after the 'cage'. I was particularly effective in the second half - I just need to be brave and 'go for it'!! The Boomtown Rats can do it!!

'Tell me why - I don't like Mondays'

Tuesday, 21 January 2014

Skaven after game 1

Thanks for all the really helpful comments and advice.

I have gone with Block for Plagric. I can see that this is the best way to start.


I have had a chance to look at what else happened during the game.

1. My fan factor went down from 5 to 4. This is going to make it difficult to benefit from the FAME modifier in the next few games, which could dampen the cash flows.

2. I didn't roll well at the end for financial reward. But still I had £60k to spend and so have invested in a new Lineman (£50k). As I have learned I am a bit squishy so this should help keep me at full strength for a time.

3. Both my Blitzers gained a casualty and therefore 2 - SPP's. This is a good steady start and puts them in a good place to maybe benefit from a skill after the next game. Their Blocking was very effective and I used them with the Linemen to do some chain blocking to really move around the opposition. I was lucky with some high doubles when rolling for Armour and Injury. Not complaining about this as it gets the Skaven off to a good team building start. I have been thinking Mighty Blow / Tackle for these guys but still more reading to do.

4. A second Gutter Runner scored a touchdown which gives him 3 SPP's. Again this means he has potential to skill up after the next game with potential to head in the Wrestle / Strip Ball direction.

5. Plagric actually gained 9 SPP's. An excellent start for him. I have given him Block as the skill upgrade but importantly he is well on his way towards the next potential skill at 15. If he does anything at all in game 2 and gets MVP (worth 5 SPP's) he will be there. Tackle is awaiting this outcome.

6. Finally - one of the Linemen also scored a casualty for 2 SPP's. I was thinking that if he could get to 5 SPP's I might give him Kick. This would mean a more accurate ball placement after kick off.

I have learned a lot in Game 1. The Skaven have a completely different 'feel' to the Orcs. I think that I will need another couple of games with them to really get into my stride. They are all about movement. The key seems to be to do what is necessary to achieve that movement and only at that stage do other stuff. Open holes, move through and then do other blocks / dodging / whatever.

The dice are your friends but can be fickle. Don't over use them and expect that they will go on forever. ;-)