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#11
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| Personally, not a big fan of the Throwers. The 4AG on the Gutterrunners make picking up, throwing, and catching a breeze. Don't worry about even giving them skills with the free picks, they score so easy- I always go block, sidestep- makes them hard to bring down- and puts them where you need them. I also wrote a post about favoring Linemen over Blitzers, I rarely try to bash with the Skaven- so would rather have a 50K Linemen with Wrestle any day. So many teams come with Block, you wind up with both of you still standing. Wrestle linemen open holes, but once again- probably not the biggest use for a starting skill. Mutation wise for a double skill- really like Horns as someone else said. Gives you a 4 Str Blitz if the Rat Ogre is unavailible. I always give my Rat Ogres Break Tackle to make them more capable of getting to the ball carrier, busting up cages. The other route you could go is build a Mighty Blow/Claw Stormvermin. That lets you break armor easily on tough teams and he comes with Block already. Haven't been able to test out that combo yet (ie, I never pay for Stormvermin). My theory is basically that if I can keep my points lower than my opponents I can field a wizard. I try to stay as trim as possible and just work with 11 Linemen, Rat Ogre, pair of Gutter-runners to handle the ball, and four rerolls. That way I have the magic number 13 players. Apothocaries cost too much for me too, lol. I never get too attached to players |
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#12
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| You can only give one skill max to a player so Claw + Might Blow Blitzer isn't possible.
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