Standard Guidelines to Starting Skills choices for all teams

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everyman
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Post by everyman »

Skaven:

Rat Ogre: Guard, Tackle
Doubles: Block

Gutter Runners: Block, Side Step, Strip Ball, Sure Feet
Doubles: Dauntless, Horns

Storm Vermin: Guard, MB, Tackle
Doubles: Claw

Rat Throwers: Accurate, Block, Safe Throw
Doubles: Big Hand

Linerats: Kick (x1), Block, Dirty Player (x2), Tackle, Shadowing
Doubles: Guard


Orcs

Troll: Guard, Tackle
Doubles: Block

Black Orc Blockers: Block, Guard
Doubles: Frenzy or Stand Firm

Blitzers: Guard, Pro, MB or Tackle
Doubles: Dodge or Stand Firm

Throwers: Block, Accurate, Safe Throw
Doubles: Dodge

Lineorcs: Dirty Player (x2), Block, Kick (x1), Tackle
Doubles: Guard

Goblins: Side Step, Catch
Doubles: Block


Amazons

Blitzers: Guard, MB, Pro
Doubles: Stand Firm

Catchers: Block, Side Step
Doubles: NoS, Jump Up

Passers: Sure Hands, Block, Accurate
Doubles: Strong Arm

Linewomen: Block, Kick (x1), Dirty Player (x2), Tackle
Doubles: Guard


Chaos Dwarves

Minotaur: Guard, Tackle
Doubles: Block

Bull Centaurs: Break Tackle, Block
Doubles: Dodge or Stand Firm

Chaos Dwarves: Guard, MB
Doubles: Stand Firm

Hobgoblins: Block, Kick (x1), Dirty Player (x2)
Doubles: Dodge


Norse

Minotaur: Guard, Tackle
Doubles: Block

Blitzers: Piling On, MB
Doubles: Stand Firm

Catchers: Dodge, Side Step
Doubles: Jump Up

Passers: Sure Hands, Accurate
Doubles: Strong Arm or NoS

Linemen: Kick (x1), Dirty Player (x2), Tackle
Doubles: Guard

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Post by Gobstopper »

Man, The halflings don't even rate a spot on this list.

WHERE...IS...THE...LOVE?

Here is my attempt.

Halfling: Catch, Sprint, Leap, Sure Feet
Doubles: Block, Pro, Surehands, Pass, Accurate

...They need A LOT of help!

Treemen: Block, Guard, Pro
Doubles: Sprint, Sure Feet

Just in case anyone cares about the tiny fellows.

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Post by DwarfFanatic »

I will Just state Dwarf Team Star Player Rolls:
Long Beards
normal: 1 with Kick, 1 with Dirty Player, rest Guard or Mighty Blow
doubles: Stand Firm
Note: Long Beards IMHO are the best linemen in the game so let them do what they do best by knocking the poop outta the other linemen.


Troll Slayers
normal: Pro, Tackle, Piling On, Mighty Blow, and Multiple Block
doubles: Stand Firm, Leader
Note: Depending on what role you want each Troll Slayer to fill, will depend on your skill choices ie. a Saftey TS will want Pro, Tackle,
SF. A Casualty maker will want Piling On, Mighty Blow.

Runners
normal: Block, Pro, Tackle, Pass Block, Pass
Doubles: Dodge, Catch, Side Step, Leader
Note: Runners are your Primary Scorers and make good Defensive Backs, however if you get doubles for either the Blitzers or the Runners and give him catch then, it would be recommended to develope the other Runner into a formidible Passer.

Blitzers
normal: Tackle, Pro, Strip Ball, Mighty Blow, Sure Hands, Guard
doubles: Dodge, Catch, Stand Firm, Leader, Leap, Diving Tackle
Note: Blitzers tend to make great Ball Retrievers but can be good scorers as well. It will depend on your focus as a Defensive or Offensive style of play.

I have played a Dwarf Team in the last 3 league I have been in and now am in a 4th league. As a whole, Dwarves do thier best when they play Smash-Mouth, turn-control Blood bowl! A lose ball mean that the oppoenets will probably score if you dont have it surrounded by the Dwarves so bear that in mind.

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Post by Skummy »

Perhaps we need to start thinking about skills for the experiemental teams that we have fairly solid rosters for, and have good chances of becoming official? Vampires and Nurgle's Rotters come to mind. From those who have played them, which skills are important?

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Post by Darkson »

For Vampires, most important normal skill is Pro!

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Post by Geggster »

Skummy wrote:Perhaps we need to start thinking about skills for the experimental teams that we have fairly solid rosters for, and have good chances of becoming official? Vampires and Nurgle's Rotters come to mind. From those who have played them, which skills are important?
Okay, I'm a new with Nurgle but as they seem to have been ignored, this is my thoughts on them.

Beastmen. A healthy selection of Block, Tackle and Guard. One Sure Hands (though I'd wait for a while otherwise one of your Beastmen will hog all the SPPs). Strip Ball, Dirty Player and Kick later in development.

Doubles. Dauntless and Frenzy obviously work well with Horns. Dauntless for leagues with several big guys, frenzy if otherwise. Leader if you are low on TRR's (and can use to reroll the Beasts failed blocks). Dodge a possibility (as lack of apothecary will tell).

Rotters. Block followed by Guard or Mighty Blow (unless already picked up Claw). Piling On is useful whilst FA works prone.

Claw on a double (I prefer Claw to RSF as more stuns leave numerical superiority for the maiming on the rest of the team).

Nurgle Beast. Block and Pro. Piling On a mistake IMO as the oppo will be finding it extremely difficult to knock down a ST6 player (so why make his life easy?) - there again, piling on means more casualties & more chance of creating a rotter for your team.

Tentacles on the Double so you can set up a nasty block for your next turn against one of the better opposing players.

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Post by Thadrin »

My standard Dwarf list, just for copmparison:

Longbeards : Mighty Blow and Guard first. Kick on one guy. DP on two if you can manage it. Doubles - Stand Firm or Dauntless.

Trollslayers: Mighty Blow, Strip Ball, Tackle, Guard. Doubles - STAND FIRM without even a seconds thought.

Runner (ball carrier): Block, Dump Off, Tackle. Doubles - Dodge or NoS
Runner (passer): Pass, Hail Mary pass. Doubles - Strong Arm.

Blitzer: Guard, Tackle, Mighty Blow. Doubles - Dodge or Stand Firm.

All pretty predictable...but throw in a few of these on a few guys to give opponents a scare: Pass Block, Strip Ball, Piling On, Multiple Block (Slayers).

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Post by GalakStarscraper »

Halflings (in order of skill taking)

Treemen: Normal: Block, Tackle, Break Tackle
Doubles: Pass, Leader on one, Pro
Halflings: 6 Flings get: Diving Tackle, Side Step, Sure Feet
Other Flings: Sure Feet, Catch, Side Step
+1 ST Fling: Diving Tackle, Side Step, Sure Feet
+1 AG Fling: Sure Feet, Catch, Side Step
Doubles normal Fling: Kick, 2 Sure Hands, 2 Dirty Player, then Block on any other Doubles
Doubles +1 ST Fling: Block
Doubles +1 AG Fling: Jump Up

Galak

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Post by Robotorz »

Thadarin you cant use Multiple Block on a Slayer! He has frenzy and you cannot use frenzy and multiple block togehter, but you MUST use frenzy on ANY block. Therefore you cant use multiple block!

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Post by Weet Ik nich »

Darkelf:

Witch Elf on a double "pilling on" :?:
What works for a Norse Blitzer Works for a Witchelf as well!

Has never somebody done that?

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Post by MickeX »

Darkson wrote:For Vampires, most important normal skill is Pro!
With my Strigoi All-Stars (link below) I've taken blodge first instead, and concentrated on buying RRs. I don't use Pro at all.

The main reason is that every vamp has to be able to both smash into cages and carry the ball with little protection. The second reason is that I want to minimize vampire injuries and kills, and AV8 Regen isn't that much. The third reason is that you need your vamps standing up.

I've never really had that much trouble with injured/killed thralls from COFAB.

MickeX

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Post by Odium Khan »

Khemri
Allright, this has been tested only to certain extent, but it's as much an idea up for debate as a healthy recommendation:

Mummies
Break Tackle, Block, Guard
Stand Firm, Frenzy

Blitz-Ra
Sure Hands, Tackle, Strip Ball, Guard, Mighty Blow
Dodge, Stand Firm, Frenzy, Catch, NOS

Thro-Ra
Hail Mary, Block, Accurate, Dump-Off
NOS, Dodge

Skeletons
Block, Tackle, Dirty Player
Guard, Side Step, Diving Tackle

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Post by ForceCommander »

Just a quick note on Skinks, LEAP has been a great skill for me. Now if I could just get the squishy little buggers to pick up the #$%* ball!

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Post by Skummy »

Necromantic:

Ghoul: Block, Sure Hands, Sidestep, Diving Tackle/Tackle
Doubles: Pass, Guard

Wight: Tackle, Strip Ball, Sure Hands, Pass Block
Doubles: Dauntless, Mighty Blow/Guard

Flesh Golem: Block, Mighty Blow, Guard, Break Tackle
Doubles: Dodge, Leader

Werewolf: Block, Dodge, Pass Block, Sidestep, Sure Feet
Doubles: Mighty Blow, Jump Up

Zombies: Block, Dirty Player, Tackle (one gets kick)
Doubles: Guard, Dauntless

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Re: Standard Guidelines to Starting Skills choices for all t

Post by Five Minute Lasters »

Wouldn't it be great if he'd just add secret weapons 8)

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learning six languages(!) but still can't communicate with my trolls
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