LRB 5 Starting League Rosters
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Skaven 100TV League
7 Linerats
2 Runners
1 Thrower
2 Stomvermin
4 Rerolls
I think they'd be competitive like that League -or- Tourney. Statistically, the Thrower is a marginally superior retriever and passer (AG3 + Skills) than a Runner (AG4 no skills) and this leaves the Runners free to run. Thats what Runners do best. Starting with 12 players gives you a reserve, which you'll need with AV7, and 4 rerolls allows you to concentrate on saving up for an Apothecary, more Runners, and a Rat Ogre (in that order, I suggest).
Alternatively, drop a Linerat to start with the Apothecary, the risk being that you're likely to finish your early games shorthanded and use Journeymen but there is no substantial penalty in LRB5/6 for using Journeymen. By the end of your 2nd or 3rd game, with any luck at all, you should be hiring up a Runner as your 12th (or 11th) player and if he comes with SPP as a result of being a Journeyman for that game then consider that a freebie.
A couple skills here and there would make all the difference:
Linerats (G) Block, Tackle -or- Wrestle, Tackle
Runners (GA) Block, Catch (or +MA, Sprint, Sure Feet for 1TS)
Thrower (GP) Accurate, Leader, NOS (or Safe Throw LRB6)
Vermin (GS) Guard, Stand Firm, Mighty Blow -or- Guard, Strip Ball, Juggernaut
Skaven suffer from lack of easy access to Dodge, combined with poor AV, making them very fragile (unlike Amazons, who are bricks despite AV7) so Doubles on a non-Runner (esp Vermin) should be a careful choice between Dodge and a Mutation. Doubles on a Runner should be a careful choice between Nerves of Steel and a Mutation. Linerats, being generally plentiful, are usually good with B/T or W/T and a single mutation (if one survives to 31SPP).
My favorite mutations:
Tentacles - esp on a Rat Ogre
Claw - combine with Mighty Blow (and Piling On for a Vermin)
Prehensile Tail - combine with Tackle on a Linerat
Big Hand - combine with Leap and NOS for awesomeness
Extra Arms - alternative to Nerves of Steel esp on Runner
Mutations rolled early (1st or 2nd skill) will usually alter the player's later skill choices to optimize skill combos, while mutations rolled late might be ignored depending on the players existing skill development. In most cases, a player is better off with 2 or 3 decent skills than a couple skills and a gimmicky mutation. In most cases, I would rather have a player with coherent skill combinations than a mutation. Sometimes
7 Linerats
2 Runners
1 Thrower
2 Stomvermin
4 Rerolls
I think they'd be competitive like that League -or- Tourney. Statistically, the Thrower is a marginally superior retriever and passer (AG3 + Skills) than a Runner (AG4 no skills) and this leaves the Runners free to run. Thats what Runners do best. Starting with 12 players gives you a reserve, which you'll need with AV7, and 4 rerolls allows you to concentrate on saving up for an Apothecary, more Runners, and a Rat Ogre (in that order, I suggest).
Alternatively, drop a Linerat to start with the Apothecary, the risk being that you're likely to finish your early games shorthanded and use Journeymen but there is no substantial penalty in LRB5/6 for using Journeymen. By the end of your 2nd or 3rd game, with any luck at all, you should be hiring up a Runner as your 12th (or 11th) player and if he comes with SPP as a result of being a Journeyman for that game then consider that a freebie.
A couple skills here and there would make all the difference:
Linerats (G) Block, Tackle -or- Wrestle, Tackle
Runners (GA) Block, Catch (or +MA, Sprint, Sure Feet for 1TS)
Thrower (GP) Accurate, Leader, NOS (or Safe Throw LRB6)
Vermin (GS) Guard, Stand Firm, Mighty Blow -or- Guard, Strip Ball, Juggernaut
Skaven suffer from lack of easy access to Dodge, combined with poor AV, making them very fragile (unlike Amazons, who are bricks despite AV7) so Doubles on a non-Runner (esp Vermin) should be a careful choice between Dodge and a Mutation. Doubles on a Runner should be a careful choice between Nerves of Steel and a Mutation. Linerats, being generally plentiful, are usually good with B/T or W/T and a single mutation (if one survives to 31SPP).
My favorite mutations:
Tentacles - esp on a Rat Ogre
Claw - combine with Mighty Blow (and Piling On for a Vermin)
Prehensile Tail - combine with Tackle on a Linerat
Big Hand - combine with Leap and NOS for awesomeness
Extra Arms - alternative to Nerves of Steel esp on Runner
Mutations rolled early (1st or 2nd skill) will usually alter the player's later skill choices to optimize skill combos, while mutations rolled late might be ignored depending on the players existing skill development. In most cases, a player is better off with 2 or 3 decent skills than a couple skills and a gimmicky mutation. In most cases, I would rather have a player with coherent skill combinations than a mutation. Sometimes
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You don't think taking fend as a second skill for at least a few linemen is a solid choice? With AG3 and AV7, I would think minimizing blocks against you is important. Then, I'd take tackle on my stormvermin after guard, one before MB, one after MB. Gutter runners can also be good for taking tackle.
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Lizardmen roster
Haven't seen many lizardmen rosters.
This is the roster I have used "succesfully" in a league and in games online.
1Million
6 saurus
4 skinks
1 kroxigor
2FF
2RR
Well, it sure pack a lot of strength upfront. That is the idea. The kroxigor is the best big player out there. Prehensile tail and Mv of 6 really makes him a big problem that the opponent cannot avoid.
The saurus whilst unagile (AG1) are very strong.
4 skinks, 2 on the line of scrimmage, 2 to pick up the ball.
Low on FF (not too much of a problem), low on RR - big problem.
To get a third RR, you would have to drop the krox, but at 140K he is really expensive to get later on.
Many saurus means that MVP have more chances to fall on the saurus, whilst the skinks will score.
Strategic skink hunting is a problem, but with 6 saurus, you can give a saurus bodyguard for each skink, and have enough saurus and a krox to tie the middle of the field
This is the roster I have used "succesfully" in a league and in games online.
1Million
6 saurus
4 skinks
1 kroxigor
2FF
2RR
Well, it sure pack a lot of strength upfront. That is the idea. The kroxigor is the best big player out there. Prehensile tail and Mv of 6 really makes him a big problem that the opponent cannot avoid.
The saurus whilst unagile (AG1) are very strong.
4 skinks, 2 on the line of scrimmage, 2 to pick up the ball.
Low on FF (not too much of a problem), low on RR - big problem.
To get a third RR, you would have to drop the krox, but at 140K he is really expensive to get later on.
Many saurus means that MVP have more chances to fall on the saurus, whilst the skinks will score.
Strategic skink hunting is a problem, but with 6 saurus, you can give a saurus bodyguard for each skink, and have enough saurus and a krox to tie the middle of the field
Reason: ''
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- mattgslater
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I'd do the 2-Thrower option with FF 1. 2 Throwers and 3 GRs means scoring every other turn means not getting hurt. Only the first two starting FF are a great deal.Leipziger wrote:2 x blitzer (180)
3 x GR (240)
6 x Linerat (300)
1 x thrower (70)
3 x RR (180)
FF 3 (or use two FF to turn a linerat into thrower #2 and have FF1/switch a linerat for an apo)
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What is Nuffle's view? Through a window, two-by-three. He peers through snake eyes.
What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.
What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.
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I wanted to write this sooner, but I've been busy:
I just wanted to make it clear that this is Fens personal list.
It kind of left a bad taste in my mouth when I listed some options that I've tried (succesfully), and not only have them ignored (which is fair enough I guess) but also immediately have comments added on the first page indicating that my suggestions are obviously bad.
For the record, I suggested:
Chaos starting with a Mino: I find the Might Blow to have quite an impact on low-TV games.
Vampires with "only" 4 rerolls: IMO, needing more is just sloppy.
Dark elfs with a Witch Elf: Looking through the thread I'm certainly not the only one suggesting this.
Wood elfs with catcher(s): I'm not the only one suggesting this either.
Chaos and vamps were the ones that got slammed.
Cheers
Martin
I just wanted to make it clear that this is Fens personal list.
It kind of left a bad taste in my mouth when I listed some options that I've tried (succesfully), and not only have them ignored (which is fair enough I guess) but also immediately have comments added on the first page indicating that my suggestions are obviously bad.
For the record, I suggested:
Chaos starting with a Mino: I find the Might Blow to have quite an impact on low-TV games.
Vampires with "only" 4 rerolls: IMO, needing more is just sloppy.
Dark elfs with a Witch Elf: Looking through the thread I'm certainly not the only one suggesting this.
Wood elfs with catcher(s): I'm not the only one suggesting this either.
Chaos and vamps were the ones that got slammed.
Cheers
Martin
Reason: ''
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Sticking to the teams I know from playing them alot over the years, Chaos and DE, I would say that:
1. Your suggestions are not bad. Ive tried both on several occasions, (Mino and WE), and it have worked out alright.
2. Ive come to the conclusion that not starting with mino, but all CW, and not starting with WE, but all blitzers, works best for me.
Its probably a matter of personal playstyle, my way takes a bit more patience (to get the fun specialists) but are a bit more reliable, your way are a bit more risky but gives you access to that wich makes the team special right away. Thats how I see it anyway.
1. Your suggestions are not bad. Ive tried both on several occasions, (Mino and WE), and it have worked out alright.
2. Ive come to the conclusion that not starting with mino, but all CW, and not starting with WE, but all blitzers, works best for me.
Its probably a matter of personal playstyle, my way takes a bit more patience (to get the fun specialists) but are a bit more reliable, your way are a bit more risky but gives you access to that wich makes the team special right away. Thats how I see it anyway.
Reason: ''
Galak 3:16 says "There is a point in time that a player really should read the rulebook."
Thus there is a point in time when you shouldnt.
Thus there is a point in time when you shouldnt.
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- mattgslater
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4 Vamps, 7 Thralls, 4 RR = 1M. That's crazy talk. But 3 Vamps, 9 Thralls, 4 RR = 0.97M, leaving 30k treasury....
Reason: ''
What is Nuffle's view? Through a window, two-by-three. He peers through snake eyes.
What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.
What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.