Tactics on Skaven teams
Posted: Mon Sep 30, 2002 1:38 pm
Many people laugh at the notion of fielding a team of skavens from the infested tunnels of the underworld. However to me the skaven are both a fun and well proportioned team to play.
This guide explains some of the possibilities you have with a skaven team as well as listing the threats you should avoid at all costs.
The strengths and weaknesses of the skaven
The skaven are together with the wood elves the fastest team to take the field. All the players have a movement of 7 or better and are therefore able to outrun most other teams. This is without doubt their greatest strength, but this is also where the comparison between wood elves and skaven end. The wood elves have an agility of 4 and thereby ensures that every one of them is a possible thrower or catcher Also all the elves can get the block/dodge combo making them just about the best teams on the field.
So why even bother to field a skaven team? Well the skaven have several advantages that the wood elves do not have.
First of all the average skaven player costs 20,000 gp less than their wood elf equivalent making them cheap to replace and ensures that you do not cry your heart out when one of your linerats die. They are after all only rats.
Second the skaven blitzer – though lacking the wardancers dodge, leap and ag 4 – has access to strength skills allowing him to get the mighty blow skill ensuring more casualties than the wardancer could dream of.
Thirdly the skaven big guy – the rat ogre – although suffering from wild animal has in my opinion several advantages that the treeman of the wood elves do not have. The rat ogre has average movement of 6, which together with his prehensile tail, average (amazing for big guys) agility of 3 and frenzy makes him a great blitzer and even a possible scoring threat (though not a great one). The prehensile tail especially can stop most opponents (even wardancers) as they suddenly dodge with a –1 modifier.
Second to the great speed of the skavens stands the possibilty of getting physical skills. Two to three linerats/blitzers on the line on offence with block/claw combo ensures at least 1 stunned or possible injury result every time you block with them. Also the skavens have a much greater chance of creating a 1-turn-TD scorer than the wood elves in the Very Long Legs skill on their gutterrunners. With a little luck you get Very Long Legs and a movement increase on your gutterrunner making him even better than the wood elf catcher could ever be.
The main weakness of the skaven lies in their average agility. Sure a 3+ dodge isn’t that bad, but compared to an elf it sucks; if for example the opponent gets through your line of defense and protects the ball handler with other players exerting tackle zones, then the elf teams would dodge through on 3+ while you do it on 4+. And as you should always count on the dice being against you – don’t count on 3+ dodges without reroll unless you absolutely have to or until you have moved everything else and it doesn’t matter.
The low/average agility is actually the only real weakness the skavens suffer from. Some might argue that their armour value of a mere 7 is one as well, but let’s look at it for a while. The blitzers have an average AV of 8 and can therefore take some beating. The gutterrunners shouldn’t be blocked that often or if they do, then they should get the block skill first and thereby get secured. The Rat Ogre can hold his own as only few people with a sane mind would willingly step up and try to block a wild animal. That leaves linerats and who cares if 1-2 buys it. At that cost you just breed some more.
Some might also argue that the rat ogre being a wild animal and the rules not allowing you to spend rerolls on that double skull hit is a great disadvantage, but it doesn’t happen that often (does it – it does? Welcome to the club) and the other skills the rat ogre possesses more than make up for it.
Buying your starting lineup
With the low cost of your rats you could field a team of 12 players and still be able to get 2 rerolls, an apothecary and 9 fan factor with money to spare. For example:
2 Blitzers 180
1 Gutterrunner 80
1 Thrower 70
8 Linerats 400
2 Rerolls 120
Apothecary 50
9 Fan factor 90
Total 990
As reassuring this lineup is somehow I cannot bring myself to field it. Starting without a rat ogre doesn’t give you that edge in the first few games that you most likely will need (and let’s face it; skaven should have a wild animal with them at all times) and starting with only 1 gutterrunner spells doom, as you can rest assured that your opponent will hunt him down.
Instead I choose to start with the following:
2 Blitzers 180
2 Gutterrunners 160
1 Thrower 70
5 Linerats 250
1 Rat Ogre 130
2 Rerolls 120
9 Fan factor 90
Total 1000
This lineup gives you only 11 players and no apothecary and could result in 1 or 2 lost rats. However it gives you a rat ogre, who can bring down the casualties on the line of scrimage, two gutterrunners to increase your range and possibility to score and 2 rerolls (you will need them).
If you don’t want to risk loosing any rats in your first game, then you can easily sacrifice a reroll for an apothecary. However considering the fact that rerolls cost 120,000 gp. after starting your team and that you can buy an apothecary after your first game, it is by far better to buy 2 rerolls and wait for an apothecary until after game 1 and if lady luck is against you, you just start up a new team. You could also sacrifice 5 fan factor points for an apothecary, but since noone wants to be at the receiving end of a pit invasion I wouldn’t recommend it.
Advancing your team
Once the star player points begin rolling in the skavens become even more interesting especially when you begin rolling those doubles.
Stormvermin er your main blockers. With block, tackle and claw/mighty blow they bring down almost anyone while making sure that they don’t get up again.
The first skill you should get these guys is mighty blow. Don’t hang out for claw as mighty blow works almost just as often and that +1 to the injury roll will get your blitzer just as many SPP as claw will. After that get tackle, so you can bring down those pesky catchers and wardancers. Doubles should be spent on claw (unless you already have mighty blow) and Horns to give him strength 4 when blitzing or dodge to make him a better defensive player.
Gutterrunners are possible to advance in many different ways. Try to create two offensive runners and two defensive runners.
Your offensive runners should get block, sprint, sure feet, side step. Of course hopefully you roll a double and get Very Long Legs and then sprint making a 1-turn-TD scorer. If you don’t roll any doubles on any one of your 4 gutterrunners, I would recommend firing one and getting a new one. In my opinion skavens should have at least one of these devils as that extra TD In the last turn can make the difference between a win and a loss. However remember to only use him when it’s necessary. One turn touchdown scorers have a tendency to get all the star player points.
Your defensive runners should get block as soon as possible so they don’t go down that often. After that give them Pass Block and Side Step. If you roll doubles try getting Big Hand as there is nothing like a gutterrunner stepping into 3 opposing tacklezones, pick up the ball on 2+, dodging out again on 2+, and then throwing the ball on 2+.
Catch is an ok skill, but since they catch the ball on 2+, I would rather take a different skill and then use a team reroll in those few cases where it goes wrong.
Throwers should be groomed to just like any other thrower on any other team. Accurate and Safe Throw first. Doubles should be spent on Strong Arm and Nerves of Steel to enable them to get within a better throwing range. Big Hand is also nice, but not absolutely necessary because of the sure hands skill. An agility increase would be nice, but then again wouldn’t it always
Linerats can be quite fun to develop. The best thing to do is to develop different kinds of linerats.
Offensive blockers – These should get block and tackle and hopefully claw. They are for the line of scrimmage in your attack fase. They are garanteed to bring down og injuring most players.
Defensive blockers – These go on the line of scrimmage in defense and should be able to stand against something. Block is a first choice, Tackle your second. Doubles should go for Stand Firm and Dodge. They seldom last very long, so don’t get too attached to them.
Dirty Players – Dirty Player (duh!) and Block is nice of course. Doubles can get you Dodge and Very Long Legs enabling you to get to the right players you want out of there.
Kicker – Kick is an extremely useful skill. Skaven – besides wood elves – are one of the teams that are best at taking advantage of a blitz on the kick-off table and with the kick skill, you can make sure that you get the ball yourself. Doubles should be spent on Guard or you can try out some different physical abilities – Tentacles is actually quite a good skill as it makes sure that even wardancers will find it hard to leave your tackle zone.
Rat Ogres are born blitzers with their movement of 6, strength of 5 and frenzy. However because of Wild Animal and not being able to use rerolls on big guys it is quite necessary to get block as soon as possible. Other nice skills include Tackle and Guard. If you roll a double I would recommend getting dodge to make him an even better blitzer as well as harder to bring down on defense.
Enjoy and remember: It’s not just a game – it’s Blood Bowl.
This guide explains some of the possibilities you have with a skaven team as well as listing the threats you should avoid at all costs.
The strengths and weaknesses of the skaven
The skaven are together with the wood elves the fastest team to take the field. All the players have a movement of 7 or better and are therefore able to outrun most other teams. This is without doubt their greatest strength, but this is also where the comparison between wood elves and skaven end. The wood elves have an agility of 4 and thereby ensures that every one of them is a possible thrower or catcher Also all the elves can get the block/dodge combo making them just about the best teams on the field.
So why even bother to field a skaven team? Well the skaven have several advantages that the wood elves do not have.
First of all the average skaven player costs 20,000 gp less than their wood elf equivalent making them cheap to replace and ensures that you do not cry your heart out when one of your linerats die. They are after all only rats.
Second the skaven blitzer – though lacking the wardancers dodge, leap and ag 4 – has access to strength skills allowing him to get the mighty blow skill ensuring more casualties than the wardancer could dream of.
Thirdly the skaven big guy – the rat ogre – although suffering from wild animal has in my opinion several advantages that the treeman of the wood elves do not have. The rat ogre has average movement of 6, which together with his prehensile tail, average (amazing for big guys) agility of 3 and frenzy makes him a great blitzer and even a possible scoring threat (though not a great one). The prehensile tail especially can stop most opponents (even wardancers) as they suddenly dodge with a –1 modifier.
Second to the great speed of the skavens stands the possibilty of getting physical skills. Two to three linerats/blitzers on the line on offence with block/claw combo ensures at least 1 stunned or possible injury result every time you block with them. Also the skavens have a much greater chance of creating a 1-turn-TD scorer than the wood elves in the Very Long Legs skill on their gutterrunners. With a little luck you get Very Long Legs and a movement increase on your gutterrunner making him even better than the wood elf catcher could ever be.
The main weakness of the skaven lies in their average agility. Sure a 3+ dodge isn’t that bad, but compared to an elf it sucks; if for example the opponent gets through your line of defense and protects the ball handler with other players exerting tackle zones, then the elf teams would dodge through on 3+ while you do it on 4+. And as you should always count on the dice being against you – don’t count on 3+ dodges without reroll unless you absolutely have to or until you have moved everything else and it doesn’t matter.
The low/average agility is actually the only real weakness the skavens suffer from. Some might argue that their armour value of a mere 7 is one as well, but let’s look at it for a while. The blitzers have an average AV of 8 and can therefore take some beating. The gutterrunners shouldn’t be blocked that often or if they do, then they should get the block skill first and thereby get secured. The Rat Ogre can hold his own as only few people with a sane mind would willingly step up and try to block a wild animal. That leaves linerats and who cares if 1-2 buys it. At that cost you just breed some more.
Some might also argue that the rat ogre being a wild animal and the rules not allowing you to spend rerolls on that double skull hit is a great disadvantage, but it doesn’t happen that often (does it – it does? Welcome to the club) and the other skills the rat ogre possesses more than make up for it.
Buying your starting lineup
With the low cost of your rats you could field a team of 12 players and still be able to get 2 rerolls, an apothecary and 9 fan factor with money to spare. For example:
2 Blitzers 180
1 Gutterrunner 80
1 Thrower 70
8 Linerats 400
2 Rerolls 120
Apothecary 50
9 Fan factor 90
Total 990
As reassuring this lineup is somehow I cannot bring myself to field it. Starting without a rat ogre doesn’t give you that edge in the first few games that you most likely will need (and let’s face it; skaven should have a wild animal with them at all times) and starting with only 1 gutterrunner spells doom, as you can rest assured that your opponent will hunt him down.
Instead I choose to start with the following:
2 Blitzers 180
2 Gutterrunners 160
1 Thrower 70
5 Linerats 250
1 Rat Ogre 130
2 Rerolls 120
9 Fan factor 90
Total 1000
This lineup gives you only 11 players and no apothecary and could result in 1 or 2 lost rats. However it gives you a rat ogre, who can bring down the casualties on the line of scrimage, two gutterrunners to increase your range and possibility to score and 2 rerolls (you will need them).
If you don’t want to risk loosing any rats in your first game, then you can easily sacrifice a reroll for an apothecary. However considering the fact that rerolls cost 120,000 gp. after starting your team and that you can buy an apothecary after your first game, it is by far better to buy 2 rerolls and wait for an apothecary until after game 1 and if lady luck is against you, you just start up a new team. You could also sacrifice 5 fan factor points for an apothecary, but since noone wants to be at the receiving end of a pit invasion I wouldn’t recommend it.
Advancing your team
Once the star player points begin rolling in the skavens become even more interesting especially when you begin rolling those doubles.
Stormvermin er your main blockers. With block, tackle and claw/mighty blow they bring down almost anyone while making sure that they don’t get up again.
The first skill you should get these guys is mighty blow. Don’t hang out for claw as mighty blow works almost just as often and that +1 to the injury roll will get your blitzer just as many SPP as claw will. After that get tackle, so you can bring down those pesky catchers and wardancers. Doubles should be spent on claw (unless you already have mighty blow) and Horns to give him strength 4 when blitzing or dodge to make him a better defensive player.
Gutterrunners are possible to advance in many different ways. Try to create two offensive runners and two defensive runners.
Your offensive runners should get block, sprint, sure feet, side step. Of course hopefully you roll a double and get Very Long Legs and then sprint making a 1-turn-TD scorer. If you don’t roll any doubles on any one of your 4 gutterrunners, I would recommend firing one and getting a new one. In my opinion skavens should have at least one of these devils as that extra TD In the last turn can make the difference between a win and a loss. However remember to only use him when it’s necessary. One turn touchdown scorers have a tendency to get all the star player points.
Your defensive runners should get block as soon as possible so they don’t go down that often. After that give them Pass Block and Side Step. If you roll doubles try getting Big Hand as there is nothing like a gutterrunner stepping into 3 opposing tacklezones, pick up the ball on 2+, dodging out again on 2+, and then throwing the ball on 2+.
Catch is an ok skill, but since they catch the ball on 2+, I would rather take a different skill and then use a team reroll in those few cases where it goes wrong.
Throwers should be groomed to just like any other thrower on any other team. Accurate and Safe Throw first. Doubles should be spent on Strong Arm and Nerves of Steel to enable them to get within a better throwing range. Big Hand is also nice, but not absolutely necessary because of the sure hands skill. An agility increase would be nice, but then again wouldn’t it always

Linerats can be quite fun to develop. The best thing to do is to develop different kinds of linerats.
Offensive blockers – These should get block and tackle and hopefully claw. They are for the line of scrimmage in your attack fase. They are garanteed to bring down og injuring most players.
Defensive blockers – These go on the line of scrimmage in defense and should be able to stand against something. Block is a first choice, Tackle your second. Doubles should go for Stand Firm and Dodge. They seldom last very long, so don’t get too attached to them.
Dirty Players – Dirty Player (duh!) and Block is nice of course. Doubles can get you Dodge and Very Long Legs enabling you to get to the right players you want out of there.
Kicker – Kick is an extremely useful skill. Skaven – besides wood elves – are one of the teams that are best at taking advantage of a blitz on the kick-off table and with the kick skill, you can make sure that you get the ball yourself. Doubles should be spent on Guard or you can try out some different physical abilities – Tentacles is actually quite a good skill as it makes sure that even wardancers will find it hard to leave your tackle zone.
Rat Ogres are born blitzers with their movement of 6, strength of 5 and frenzy. However because of Wild Animal and not being able to use rerolls on big guys it is quite necessary to get block as soon as possible. Other nice skills include Tackle and Guard. If you roll a double I would recommend getting dodge to make him an even better blitzer as well as harder to bring down on defense.
Enjoy and remember: It’s not just a game – it’s Blood Bowl.