LRB 5 Guide to Starting Skills for All Teams
Posted: Sat Apr 05, 2008 12:35 am
Here are some suggested starting skills for LRB5 teams, to replace the older thread which is mostly LRB4 information.
I've only provided the first two skills and the first doubles roll (in italics). In LRB5, the optimal choices aren't always as clear-cut as in previous editions, so I'm sure there will be plenty of conflicting opinions. Also, I haven't mentioned anything about developing 'specialist' players, like defensive safeties, throwers for teams that don't have them, Dirty Players, and so on - these are merely meant to be recommended starting skills for typical players.
Amazons:
Linewomen: Block, Fend, Guard
Throwers: Sure Hands, Accurate, Strong Arm
Catchers: Block, Side Step, Nerves of Steel
Blitzers: Guard, Tackle, Side Step
Amazon teams should take any and all stat increases.
Chaos:
Beastmen: Block, Guard, Dodge
Chaos Warriors: Block, Claw, Dodge
Minotaurs: Claw, Juggernaut, Block
Chaos teams should take any stat increases, except +AG or +MA on the Minotaur
Chaos Dwarf:
Hobgoblins: Fend, Wrestle, Dodge
Chaos Dwarf Blockers: Guard, Mighty Blow, Claw
Bull Centaurs: Block, Break Tackle, Dodge
Minotaurs: Guard, Stand Firm, Block
Hobgoblins and Bull Centaurs should take any and all stat increases. Chaos Dwarf Blockers and Minotaurs should ignore +AG or +MA.
Dark Elf:
Linemen: Block, Dodge, Guard or Fend, Wrestle
Runners: Block, Dodge, Guard or Sure Hands, Pass, Strong Arm[/i[]
Assassins: Dodge, Block, Guard
Blitzers: Dodge, Sidestep, Guard
Witch Elves: Block, Sidestep, Mighty Blow
Dark Elves should take any and all stat increases.
Dwarf:
Blockers: Guard, Mighty Blow, Dodge
Runners: Block, Kick-Off Return, Dodge
Blitzers: Guard, Stand Firm, Dodge
Troll Slayers: Mighty Blow, Stand Firm, Side Step
Deathroller: Guard, Multiple Block, Block
Runners, Blitzers, and Troll Slayers should take any and all stat increases.
Blockers may find skills more valuable than +MA or +AG.
Deathrollers should always ignore +AG.
Elf:
Linemen: Block, Dodge, Guard or Fend, Wrestle
Throwers: Sure Hands, Accurate, Strong Arm
Catchers: Dodge, Block, Dump Off
Blitzers: Dodge, Dauntless, Guard
Elves should take any and all stat increases.
Goblin:
Goblins: Diving Tackle, Side Step, Block
Bombardiers: Catch, Side Step, Accurate
Pogoers: Sneaky Git, Side Step, Block
Looneys: Dodge, Side Step, Dirty Player
Fanatics: Grab, Mighty Blow, Block
Trolls: Guard, Stand Firm, Block
Goblins should take any and all stat increases. Secret Weapons may find it more valuable to ignore stat increases in favor of skills. Trolls should always ignore +AG.
Halfling:
Halflings: Diving Tackle, Side Step, Block
Treemen: Guard, Strong Arm, Block
Halflings should take any and all stat increases. Treemen should always ignore +AG.
High Elf:
Linemen: Block, Dodge, Guard or Fend, Wrestle
Throwers: Sure Hands, Accurate, Strong Arm
Catchers: Dodge, Block, Guard
Blitzers: Dodge, Side Step, Guard
Human:
Linemen: Block, Fend, Dodge
Catchers: Block, Side Step, Nerves of Steel
Throwers: Accurate, Block, Strong Arm
Blitzers: Guard, Tackle, Dodge
Ogres: Guard, Stand Firm, Block
Human teams should take any and all stat increases.
Khemri:
Skeletons: Fend, Wrestle, Guard
Thro-Ras: Block, Hail Mary Pass, Dodge
Blitz-Ras: Guard, Mighty Blow, Dodge
Mummies: Guard, Break Tackle, Block
Khemri teams should take any stat increases, except +AG n the Mummies.
Lizardmen:
Skinks: Side Step, Catch, Block
Saurus: Block, Break Tackle, Dodge
Kroxigors: Guard, Stand Firm, Block
Skinks should take any and all stat increases. Saurus and Kroxigors should ignore +AG.
Necromantic:
Zombies: Block, Tackle, Guard or Fend, Wrestle
Ghouls: Block, Side Step, Mighty Blow
Wights: Guard, Tackle, Dodge
Flesh Golems: Block, Guard, Dodge
Werewolves: Block, Dodge, Mighty Blow
Necromantic teams should take all stat increases, except Zombies may find skills more valuable than +AG
Norse:
Linemen: Fend, Tackle, Guard
Throwers: Sure Hands, Leader, Dodge
Runners: Dodge, Side Step, Guard
Berserkers: Guard, Stand Firm, Dodge or Mighty Blow, Piling On
Ulfwerener: Block, Stand Firm, Dodge
Snow Trolls: Mighty Blow, Guard, Block
Norse teams should take any and all stat increases, except +AG on the Snow Troll
Nurgle:
Rotters: Block, Tackle, Guard or Fend, Wrestle
Pestigors: Block, Guard, Dodge
Nurgle Warriors: Block, Claw, Dodge
Beasts of Nurgle: Guard, Stand Firm, Block
Pestigors and Nurgle Warriors should take any and all stat increases. Beasts of Nurgle should ignore +AG. Rotters may find skills more valuable than +AG or +MA.
Ogre:
Snotlings: Diving Tackle, Catch, Dirty Player
Ogres: Guard, Stand Firm, Block
Snotlings are among the few players in the game who should ignore +ST. Snotlings should always take +AG or +MA, and Ogres should take any and all stat increases.
Orc:
Linemen: Block, Tackle, Guard
Goblins: Side Step, Catch, Block
Throwers: Block, Accurate, Dodge
Black Orc Blockers: Block, Guard, Dodge
Blitzers: Guard, Mighty Blow, Dodge
Trolls: Guard, Stand Firm, Block
Orcs should take any stat increases, except Black Orc Blockers and Trolls should ignore +AG.
Skaven:
Linemen: Block, Fend, Guard or Fend, Wrestle
Throwers: Accurate, Block, Dodge
Gutter Runners: Block, Leap, Very Long Legs
Blitzers: Guard, Tackle, Claw
Rat Ogres: Guard, Break Tackle, Block (or Claw)
Skaven should take any and all stat increases, except Rat Ogres, who should ignore +AG.
Undead:
Skeletons: Block, Fend, Guard or Fend, Wrestle
Zombies: Block, Fend, Guard or Fend, Wrestle
Ghouls: Block, Side Step, Mighty Blow
Wights: Guard, Tackle, Dodge
Mummies: Guard, Stand Firm, Block
Ghouls and Wights should take any and all stat increases. Skeletons and Zombies may find skills more useful than +MA or +AG. Mummies should always ignore +AG.
Vampire:
Thralls: Block, Fend, Guard or Fend, Wrestle
Vampires: Block, Pro, Dodge (Vampires don't need doubles)
Vampire teams should take any and all stat increases.
Wood Elf:
Linemen: Block, Dodge, Guard or Fend, Wrestle
Catchers: Block, Side Step, Nerves of Steel
Throwers: Sure Hands, Accurate, Strong Arm
Wardancers: Strip Ball, Side Step, Guard
Treemen: Guard, Grab, Pro
Wood Elves should take all stat increases, except +AG on the Treeman.
I've only provided the first two skills and the first doubles roll (in italics). In LRB5, the optimal choices aren't always as clear-cut as in previous editions, so I'm sure there will be plenty of conflicting opinions. Also, I haven't mentioned anything about developing 'specialist' players, like defensive safeties, throwers for teams that don't have them, Dirty Players, and so on - these are merely meant to be recommended starting skills for typical players.
Amazons:
Linewomen: Block, Fend, Guard
Throwers: Sure Hands, Accurate, Strong Arm
Catchers: Block, Side Step, Nerves of Steel
Blitzers: Guard, Tackle, Side Step
Amazon teams should take any and all stat increases.
Chaos:
Beastmen: Block, Guard, Dodge
Chaos Warriors: Block, Claw, Dodge
Minotaurs: Claw, Juggernaut, Block
Chaos teams should take any stat increases, except +AG or +MA on the Minotaur
Chaos Dwarf:
Hobgoblins: Fend, Wrestle, Dodge
Chaos Dwarf Blockers: Guard, Mighty Blow, Claw
Bull Centaurs: Block, Break Tackle, Dodge
Minotaurs: Guard, Stand Firm, Block
Hobgoblins and Bull Centaurs should take any and all stat increases. Chaos Dwarf Blockers and Minotaurs should ignore +AG or +MA.
Dark Elf:
Linemen: Block, Dodge, Guard or Fend, Wrestle
Runners: Block, Dodge, Guard or Sure Hands, Pass, Strong Arm[/i[]
Assassins: Dodge, Block, Guard
Blitzers: Dodge, Sidestep, Guard
Witch Elves: Block, Sidestep, Mighty Blow
Dark Elves should take any and all stat increases.
Dwarf:
Blockers: Guard, Mighty Blow, Dodge
Runners: Block, Kick-Off Return, Dodge
Blitzers: Guard, Stand Firm, Dodge
Troll Slayers: Mighty Blow, Stand Firm, Side Step
Deathroller: Guard, Multiple Block, Block
Runners, Blitzers, and Troll Slayers should take any and all stat increases.
Blockers may find skills more valuable than +MA or +AG.
Deathrollers should always ignore +AG.
Elf:
Linemen: Block, Dodge, Guard or Fend, Wrestle
Throwers: Sure Hands, Accurate, Strong Arm
Catchers: Dodge, Block, Dump Off
Blitzers: Dodge, Dauntless, Guard
Elves should take any and all stat increases.
Goblin:
Goblins: Diving Tackle, Side Step, Block
Bombardiers: Catch, Side Step, Accurate
Pogoers: Sneaky Git, Side Step, Block
Looneys: Dodge, Side Step, Dirty Player
Fanatics: Grab, Mighty Blow, Block
Trolls: Guard, Stand Firm, Block
Goblins should take any and all stat increases. Secret Weapons may find it more valuable to ignore stat increases in favor of skills. Trolls should always ignore +AG.
Halfling:
Halflings: Diving Tackle, Side Step, Block
Treemen: Guard, Strong Arm, Block
Halflings should take any and all stat increases. Treemen should always ignore +AG.
High Elf:
Linemen: Block, Dodge, Guard or Fend, Wrestle
Throwers: Sure Hands, Accurate, Strong Arm
Catchers: Dodge, Block, Guard
Blitzers: Dodge, Side Step, Guard
Human:
Linemen: Block, Fend, Dodge
Catchers: Block, Side Step, Nerves of Steel
Throwers: Accurate, Block, Strong Arm
Blitzers: Guard, Tackle, Dodge
Ogres: Guard, Stand Firm, Block
Human teams should take any and all stat increases.
Khemri:
Skeletons: Fend, Wrestle, Guard
Thro-Ras: Block, Hail Mary Pass, Dodge
Blitz-Ras: Guard, Mighty Blow, Dodge
Mummies: Guard, Break Tackle, Block
Khemri teams should take any stat increases, except +AG n the Mummies.
Lizardmen:
Skinks: Side Step, Catch, Block
Saurus: Block, Break Tackle, Dodge
Kroxigors: Guard, Stand Firm, Block
Skinks should take any and all stat increases. Saurus and Kroxigors should ignore +AG.
Necromantic:
Zombies: Block, Tackle, Guard or Fend, Wrestle
Ghouls: Block, Side Step, Mighty Blow
Wights: Guard, Tackle, Dodge
Flesh Golems: Block, Guard, Dodge
Werewolves: Block, Dodge, Mighty Blow
Necromantic teams should take all stat increases, except Zombies may find skills more valuable than +AG
Norse:
Linemen: Fend, Tackle, Guard
Throwers: Sure Hands, Leader, Dodge
Runners: Dodge, Side Step, Guard
Berserkers: Guard, Stand Firm, Dodge or Mighty Blow, Piling On
Ulfwerener: Block, Stand Firm, Dodge
Snow Trolls: Mighty Blow, Guard, Block
Norse teams should take any and all stat increases, except +AG on the Snow Troll
Nurgle:
Rotters: Block, Tackle, Guard or Fend, Wrestle
Pestigors: Block, Guard, Dodge
Nurgle Warriors: Block, Claw, Dodge
Beasts of Nurgle: Guard, Stand Firm, Block
Pestigors and Nurgle Warriors should take any and all stat increases. Beasts of Nurgle should ignore +AG. Rotters may find skills more valuable than +AG or +MA.
Ogre:
Snotlings: Diving Tackle, Catch, Dirty Player
Ogres: Guard, Stand Firm, Block
Snotlings are among the few players in the game who should ignore +ST. Snotlings should always take +AG or +MA, and Ogres should take any and all stat increases.
Orc:
Linemen: Block, Tackle, Guard
Goblins: Side Step, Catch, Block
Throwers: Block, Accurate, Dodge
Black Orc Blockers: Block, Guard, Dodge
Blitzers: Guard, Mighty Blow, Dodge
Trolls: Guard, Stand Firm, Block
Orcs should take any stat increases, except Black Orc Blockers and Trolls should ignore +AG.
Skaven:
Linemen: Block, Fend, Guard or Fend, Wrestle
Throwers: Accurate, Block, Dodge
Gutter Runners: Block, Leap, Very Long Legs
Blitzers: Guard, Tackle, Claw
Rat Ogres: Guard, Break Tackle, Block (or Claw)
Skaven should take any and all stat increases, except Rat Ogres, who should ignore +AG.
Undead:
Skeletons: Block, Fend, Guard or Fend, Wrestle
Zombies: Block, Fend, Guard or Fend, Wrestle
Ghouls: Block, Side Step, Mighty Blow
Wights: Guard, Tackle, Dodge
Mummies: Guard, Stand Firm, Block
Ghouls and Wights should take any and all stat increases. Skeletons and Zombies may find skills more useful than +MA or +AG. Mummies should always ignore +AG.
Vampire:
Thralls: Block, Fend, Guard or Fend, Wrestle
Vampires: Block, Pro, Dodge (Vampires don't need doubles)
Vampire teams should take any and all stat increases.
Wood Elf:
Linemen: Block, Dodge, Guard or Fend, Wrestle
Catchers: Block, Side Step, Nerves of Steel
Throwers: Sure Hands, Accurate, Strong Arm
Wardancers: Strip Ball, Side Step, Guard
Treemen: Guard, Grab, Pro
Wood Elves should take all stat increases, except +AG on the Treeman.