![]() Unfortunately it seems as though employing either of these strategies against Skaven will practically ensure a loss. At least when I'm facing Chaos or Necromantic teams I can counter their kill-happy strategies by either stalling the game, or trying to score and bringing some reserves into the match if the situation is getting too dicey. These guys are just as ridiculous as the Gutter Runners! Sure a Skaven coach can only field two of them, but because they have access to the Claw/Mighty Blow/Pile On combo, getting them off the pitch needs to be your main priority otherwise your opponent will inevitably start removing your key players from the field! Unfortunately, the real playmakers on a Skaven team are the Gutter Runners, so it feels like I have to choose between losing to Skaven because I'm not limiting the Gutter Runners movement enough, or I lose because the Storm Vermin with the Claw/Mighty Blow/Pile On combo has sent most of my team to the injury box. I've seen Underworld teams pull similar tricks, but unlike the Underworld Goblins who are slower and easier to injure thanks to Stunty, average AG, and their difficulty getting General skills, Gutter Runners are both faster, more likely to pick up the ball, and surprisingly durable! How are you supposed to stop them?! Especially when Storm Vermin synergize so well with the Gutter Runners, which serves as a nice segway into my next question.Ģ) How are you supposed to deal with Storm Vermin? From my experience, this essentially means that regardless of how much work you put in to securing it, if the ball is on the ground it'll be in a Gutter Runners hand by the end of my opponents next turn. Take Big Hand for example, which allow them to ignore nearly every negative modifier when attempting to pick up the ball. Because of their Mutation access on doubles they have access to skills that dramatically improve their odds of getting the ball. It's this mobility combined with both their MA and their ability to get the ball from anywhere on the pitch that causes me no end of trouble. Leap is a very useful skill after all, I should know, Kislev is one of my favorite teams to play. Now admittedly, that's pretty par for the course with AG teams. With their high AG, incredible MA, starting with the Dodge skill, access to mutations on doubles, and because a Skaven coach can field 4 of these players at once, stopping Gutter Runners is a nightmare! Often times I'll have Tackle and Diving Tackle on my players specifically to stop a Gutter Runner, and they can still frequently escape from my players tackle-zones with no trouble at all thanks to their high AG and skills like Leap. So I figure I'll just be up-front and tell people about where I'm running into trouble, and hopefully this forum post will not only help me, but also any other coaches who're also having trouble beating the Ratmen.ġ) How are you supposed to deal with Gutter Runners? Rather than doing what I normally do though, sulking to myself while asking why Nuffle hates me so much that he decided to matchmake me with multiple Skaven coaches back-to-back, I instead figured I should do something far more productive, and just ask people who actually do know what they're doing how they keep pace with Skaven teams. I can hold my own against Chaos Dwarves, every kind of Elf, Orcs, Kislev, Lizardmen, etc, but every time I face off against a coach playing Skaven my opponent always manages to end the game with a 3+ point advantage! Losing by so much, so often, to a single team is both very frustrating and extremely discouraging. Between Blood Bowl: Chaos Edition and Blood Bowl 2 I have put 600+ hours into Blood Bowl, and I still have yet to come up with or read any sort of strategy on how to win a game against Skaven teams.
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