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Skaven Playbook Or, Offensive Behaviour. Part 1. By Paul Gegg It's late in the match, the opposing star player is looking for a last-second game-winning touchdown and your fans are already drifting off to get drunk. But then one of your players somehow fashions a block on the ball-carrier and the ball squirms loose – another player picks it up by his fingertips and launches a hopeful pass into opposition territory - your marked catcher pulls it down, dodges out and dances into the Endzone for the  winning score. Snatching victory from the jaws of defeat – is there a better feeling? This end to end play is beyond most teams but with the awesome Skaven, it isn't too uncommon. Sometimes they really can achieve the seemingly impossible. The thing is that Skaven possess a unique collection of qualities that allow them to scurry between opposing legs, nick the ball and rack up the scores - incredible speed, access to AG 4 players and bargain-basement price cannon-fodder so they can afford a few substitutes too. Add a bit of brute-strength, albeit unreliable, in the shape of a Rat-Ogre and they are formidable as well as fun to play. Not all of you will remember when Skaven first appeared on the Blood Bowl stage. It was way back in White Dwarf 86 (1985?)  when we were introduced to the Skaven Scramblers, led by star- thrower Breeet Braingulper (although my favourite was the grotesquely-obese Glart Smashrip). So having been around since practically the game's invention, it was therefore somewhat surprising that no playbook came along until Jim Mawby's BB Mag 10 Article in 2003 and even then, that's been the only doffed- cap to the Blood Bowling Rats. Well here I am to re-address the balance. In this article I'm going to examine the players, skill progression, some specific plays including the fabled One-Turn Score (without Stat Increases) and polish off with possible rosters and tips for both Tournaments and League Play. RIGHT, LET'S GO  Well I guess we can start with the obvious - speed. Boy , these guys are quick. All standard players Movement 7 and rookie Gutter Runners can cover up to an amazing 11 squares. Even the Big Guy is fleet of foot! Terrific movement - so make the most of it. Spread your players out and watch your opponent struggle to cover all your scorers. On Defence; use your movement to continually re-deploy. Force your opponent into risky plays and try and turn him over. Next up – Gutter Runners – they really are the stars of this team. They are the most reliable dodgers in the game and therefore are notoriously difficult to mark. That's of course if the oppo can catch up with them in the first place. Apart from being incredibly good at evading opposition TZs, the AG4 makes them perfect ball-handlers. At only 80,000 gold pieces and being able to pick four of the little blighters, well, that's the first four spaces on the roster filled up. Skaven have always been a decent team but not really outstanding. That was probably because the Rat-Ogres were a complete liability for a good while. The NAF tables (world rankings for the uniniated to the growing tournament scene) at then end of 2003 would attest to that. But with the introduction of the 2004 Wild Animal rules, the Rat-Ogre became the must- have accessory for that season and Skaven started to, probably unfairly, win too many tournaments. It really was Year of the Horned Rat. So I was quite pleased to see the Blood Bowl Commission get together and remove General Access from the big idiots at the last Rules Review. No longer a liability but not a definite name on the team-sheet either; Skaven coaches have to go back to the little guys on the team to win the games and that's good news for all. No team with access to AG4 players have as cheap a basic player as Skaven. These plucky Linerats hold up the Line of Scrimmage, mark dangerous foes, rarely touch the ball and even rarer get  within a sniff of a life-saving Apothecary. In fact, you've got to  wonder why they do it at all, but at 50,000 gold pieces per rat,  you shouldn't complain. Did someone say Mutations? Apart from the rather uncompetitive Chaos (certainly at low TRs), Skaven are your only opportunity to try out the fun Mutations. I'm not sure any of them are so brilliant that you must choose them when you roll a double, but they certainly add flavour to your games - though thankfully still no 'Spontaneous Combustion' (remember that from 2nd Ed?). More on Mutations in the Players section. Okay , so far so good. They need a major weakness to make them balanced and you don't have to look any further than Armour  Value of 7. Nearly one in two floored players will be at least stunned. If you are not careful, very quickly you will be players down - a KO and a couple of stuns and suddenly those AG4 players are starting to look a little lonely on the pitch. A complete

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Skaven Playbook Or, Offensive Behaviour. Part 1.

By Paul Gegg

It's late in the match, the opposing star player is looking for alast-second game-winning touchdown and your fans are already drifting off to get drunk. But then one of your players somehow fashions a block on the ball-carrier and the ball squirms loose – another player picks it up by his fingertips and launches ahopeful pass into opposition territory - your marked catcher pulls it down, dodges out and dances into the Endzone for the

  winning score. Snatching victory from the jaws of defeat – isthere a better feeling? This end to end play is beyond most teamsbut with the awesome Skaven, it isn't too uncommon. Sometimesthey really can achieve the seemingly impossible.

The thing is that Skaven possess a unique collection of qualitiesthat allow them to scurry between opposing legs, nick the balland rack up the scores - incredible speed, access to AG 4 playersand bargain-basement price cannon-fodder so they can afford afew substitutes too. Add a bit of brute-strength, albeit unreliable,in the shape of a Rat-Ogre and they are formidable as well as funto play.

Not all of you will remember when Skaven first appeared on theBlood Bowl stage. It was way back in White Dwarf 86 (1985?)

 when we were introduced to the Skaven Scramblers, led by star-thrower Breeet Braingulper (although my favourite was the

grotesquely-obese Glart Smashrip). So having been around sincepractically the game's invention, it was therefore somewhatsurprising that no playbook came along until Jim Mawby's BBMag 10 Article in 2003 and even then, that's been the only doffed-cap to the Blood Bowling Rats. Well here I am to re-address thebalance. In this article I'm going to examine the players, skillprogression, some specific plays including the fabled One-TurnScore (without Stat Increases) and polish off with possiblerosters and tips for both Tournaments and League Play.

RIGHT, LET'S GO Well I guess we can start with the obvious - speed. Boy, these guysare quick. All standard players Movement 7 and rookie Gutter Runners can cover up to an amazing 11 squares. Even the Big

Guy is fleet of foot! Terrific movement - so make the most of it.Spread your players out and watch your opponent struggle tocover all your scorers. On Defence; use your movement tocontinually re-deploy. Force your opponent into risky plays andtry and turn him over.

Next up – Gutter Runners – they really are the stars of this team.They are the most reliable dodgers in the game and therefore arenotoriously difficult to mark. That's of course if the oppo cancatch up with them in the first place. Apart from being incredibly good at evading opposition TZs, the AG4 makes them perfectball-handlers. At only 80,000 gold pieces and being able to pick four of the little blighters, well, that's the first four spaces on theroster filled up.

Skaven have always been a decent team but not really outstanding. That was probably because the Rat-Ogres were acomplete liability for a good while. The NAF tables (worldrankings for the uniniated to the growing tournament scene) atthen end of 2003 would attest to that. But with the introductionof the 2004 Wild Animal rules, the Rat-Ogre became the must-

have accessory for that season and Skaven started to, probably unfairly, win too many tournaments. It really was Year of theHorned Rat. So I was quite pleased to see the Blood BowlCommission get together and remove General Access from thebig idiots at the last Rules Review. No longer a liability but not adefinite name on the team-sheet either; Skaven coaches have togo back to the little guys on the team to win the games and that'sgood news for all.

No team with access to AG4 players have as cheap a basic player as Skaven. These plucky Linerats hold up the Line of Scrimmage,mark dangerous foes, rarely touch the ball and even rarer get

 within a sniff of a life-saving Apothecary. In fact, you've got to wonder why they do it at all, but at 50,000 gold pieces per rat, you shouldn't complain.

Did someone say Mutations? Apart from the rather uncompetitive Chaos (certainly at low TRs), Skaven are your only opportunity to try out the fun Mutations. I'm not sure any of them are so brilliant that you must choose them when you roll adouble, but they certainly add flavour to your games - thoughthankfully still no 'Spontaneous Combustion' (remember thatfrom 2nd Ed?). More on Mutations in the Players section.

Okay, so far so good. They need a major weakness to make thembalanced and you don't have to look any further than Armour 

  Value of 7. Nearly one in two floored players will be at leaststunned. If you are not careful, very quickly you will be playersdown - a KO and a couple of stuns and suddenly those AG4players are starting to look a little lonely on the pitch. A complete

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kicking can quickly follow. The best defence against being beatenup? No doubt about it - score. Or at least look like scoring. Your opponent (unless he is really canny or mad) will be doing hisdamnedest to stop you scoring and is less likely to be beating youup at the same time. Besides, as your KO box will almost certainly be busier than your opponents, the more scores, the morechances you get of replacing your injured comrades.

In the end, you've got to go to toe-to-toe sometimes to force theball loose on defence and those Runners will come a cropper assoon as your oppo starts targeting them, so look after each and

all of your players. It's a fine line between being beaten up andlosing heavily and being beaten up and still winning. Often it's

 just one stupid Linerat that makes the difference. Stay alive and you always have options.

Overview complete - let's look at the players in a bit more depth.

THE PLAYERSStorm Vermin. These are your blockers. Block and AV8 meansthey are tougher than all your other regular Skavs. They cansurvive at the Line of Scrimmage (although I don't recommend

 you start them there) and are noticeably more tricky to get rid of permanently. But at 90,000, you are paying 40,000 for Block andan AV point, so I don't know about having more than one initially,

 whatever your format. One, however, is a necessity so you canblock at least one per turn with negligible risk of turning over.

Normal Skills: Tackle and Guard.

Double Skills: Dodge or Claw (you've even got a ready-mademiniature).

Gutter Runners. These are your play-makers. Movement 9, Agility 4 and Dodge. I nearly always field the maximum (althoughpossibly only three at a league outset). Ball-handling on 2s, tricky to take down and even cage-breakers in the right setting. I'dalmost be willing to call them the team Blitzers.

Normal Skills: Block and Side Step - a blodging, side-steppingGutter Runner can cause absolute bedlam for an opponent'soffence as he just can't be pushed away from the ball-carrier.

Other Normal Skills: Shadowing as an addition to Block andSide-Step. With Movement 9, your opponent is likely to give uptrying to escape on foot. Add Diving Tackle on top and any opponent's rushing game could be stopped in its tracks. At a later level of progression, Pass Block is also worth consideration for defence-minded Runners.

Key Normal Skill: You NEED Strip Ball. More on that later.

Double Skills: A little controversial but Dauntless; partly becausethen you have a player that can get into all sorts of positions for a one-dice blitz but also because on a second double, Horns thengives you singularly the best player in the game. “Movement 11.

 Agility 4. Strength? One more than you”.

 Alternative Double Progression: Very Long Legs - never chosen itmyself as Dauntless seems useful throughout the game whereas

  VLL followed by Sprint only really provides you with a“cheesy”(or is that just mice?) one-turn scorer. My advice; go withthe Dauntless and be ahead so you don't need to rely on the one-turn score.

I should mention Stat Increases here too. Runners get so many SPPs that stat increases come by fairly regularly. I'd go with

Dauntless on a Double 5, but take the stat increase elsewhere. An AG5 Runner can do things that make your (and certainly your opponents') eyes weep let alone a ST3 Runner. The mindboggles.

Throwers. I don't like them personally. You wouldn't put up withan Elf Thrower with AG3, would you? No. So why take risks withball-recovery when you have AG4 players around? Still, they are

 your best bet for ball-handlers should you find yourself out of Re-rolls with alarming regularity and many good Skaven coaches usethem extremely well. With Accurate they even become better 

passers than the Runners and they have in-built immunity toStrip Ball. Should you find yourself in the position of an AGincrease on a Thrower; cherish and protect him.

Normal Skills: Accurate and Block, then maybe Safe Throw.Could go Dump-Off but I always feel it's a bit risky to throw theball away during your opponent's turn (no Team Re-roll should

 your Runner fail to catch it).

Double Skills: Big Hand for picking up on 2s in TZs (with SureHands Re-roll) is really useful. Otherwise, Strong Arm to improvethrowing success even more.

Linerats. As mentioned before, the great thing about these guysare that they are expendable so can be used to tie up dangerous

enemies and are cheap enough to allow for a few substitutes.They don't tend to attract many SPPs though, so try and givethem Block and they have a chance of getting to 16 SPPs beforethey die or get too injured to carry on.

Normal Skills: Block then Tackle.

Other Normal Skills: You should have at least one Dirty Player.Make sure you only foul key opposing players (Wardancers,Ghouls, opposing Gutter Runners etc) as fouling means your Runners are more at risk should they be on the floor. I hardly ever foul without this skill as you've got enough numericalproblems without getting players sent off too.

Key Normal Skill: Kick. You NEED Kick. More on that later too.

Double Skills: Guard is great for your Line of Scrimmage, as isFoul Appearance. FA has the added advantage of causing passingteams bit more of a headache, though one is only a mild irritantrather than a full-scale migraine. Leader could also be consideredif you are short on Re-rolls.

Rat-Ogre. Now that these guys have lost Block as an easy skillchoice and obviously can't use Team Re-rolls, they are back tobeing unreliable. So you've got tough decisions to make. Do you

 want to use your blitz on a player that will waste it one in six times and will then turnover fairly regularly? In a lot of cases, theanswer is still yes as you don't necessarily want to try and pass a4+ Wild Animal check to move him into a better position.Mitigate this by using him towards the end of the Turn or give

more thought to where you deploy him in the first place.He is incredibly annoying to opposing dodgers (whether he is

  wild or not, unlike a boneheaded Ogre), especially with thatPrehensile Tail. Frenzy can help him get close to opposing cage-protected players and also be used to even up numbers by pushing unsuspecting players off the pitch. But beware of canny opposing coaches who line up defensive assists for the possiblesecond block. What with all the other skills, Mighty Blow is fairly unheralded on these guys, but that helps hit players stay hit andagain even up the numbers.

Normal Skills: Break Tackle means that he can dodge through asingle TZ on 2s and even into a three-TZ cage on 4s. Guard willalso help the Linerats around him get a leg-up in a possible

blocking war.

Double Skills: BLOCK! Pro, Claw and maybe even Tentacles would be nice afterwards but he progresses so slowly that you  won't be getting more than one double on this guy so justremember the block, right?

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OFFENCE A lot of people have scored a lot of TDs with Skaven over the years and, unless you are new to the game, then much of the info below should already be known to you but I will summarise the key plays. Most of which are achieved in two-turns, so set-up is important.

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  Skaven in yellow. Against what is actually a pretty good defence (5-5-

1), StormVermin 10 and 11 should 

be able to combine to knock-

  down/push Blue 1 out of the way

 and then blitz Blue 6 (with an assist   from Linerat 6) to open a channel 

into the backfield. Gutter Runners

 are 13-16. This offensive set-up also

lowers the potential damage of a

 Kick-Off Blitz!

Generally one Gutter Runner should collect and stay deep out of reach. You then need to force an opening for other Runners to getdownfield. I generally only send two downfield so the fourth Gutter Runner should be open as a conduit (I like the term 'Half-Back'),as should the Thrower. These conduit(s) should ideally be safe from being hit during the oppo's only defensive turn and maybe evensafe from being marked too. Should the kicked ball end up near the LOS, then one of the three forward Runners can pick up and runback towards his own endzone. The deep Runner can then take his place at the LOS, leaving the other two LOS Runners to head intoopposing territory. Got that?

 Let's examine some of the plays:

Two-pronged Attack: Force a hole, or holes, in the defensive line and send a Runner down each of the flanks if possible. The 5-5-1defence actually makes that unlikely but you won't always be playing against 11 or good defensive set-ups. Most tournament and early development teams (excluding Dwarves) will only have one tackler at most. Make the most of that by forcing the tackler to choose whichflank he defends. You'll have at least one Runner standing and possibly two come your next turn. Hand-off to the Half-back and passinto the Endzone for a waiting Runner or pass to the Half-back for a hand-off (although the markers will need to be blitzed off the

potential scorer). Good opponents will recognise the threat of the Half-back but the long pass is still achievable on 4s (75% chance of success with Re-roll) if you want to/are forced to miss out the middle man.

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 Following on from the 5-5-1 defensive set-up, I have

  knocked Blue 1 down, though not off, and blitzed 

  Blue 6 (and stunned him, therefore he's missing).

  Linerat 3 is marking the oppo safety (possibly the

tackler) and Runners 15 and 16 look ominous.

 Runner 13 has the ball and Runner 14 is acting as

the Half-back. The oppo will concentrate on covering 15 and 16 and if both aren't fully covered, it's an

easy play to blitz the Half-back's marker away and 

then use him to transport the ball up to either 

 possible scorer.

Concentrated Attack: Run the two Runners down the same side. The Oppo's defence isn't stretched but the Runners can screen for each other, can dodge out of TZs easy enough to help with assists and are well-placed to pick up future dropped balls. By focusing thedefence on one side, it also possibly leaves the other half of the field open for your next turn...

The Feint: Used when you have two downfield Runners in the Concentrated Attack being tightly marked. You need a back-up plan. Usethe fact that your oppo has over-committed on one flank to attack the other side with your Half-back (or even the end of LOS Linerat).Then it's a matter of screening with all available players; Runners and the unmarked Linerats, before dodging as many other Lineratsout as you can manage.

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The opponent has swamped the possible scorers,

marked the Half-back and knocked a Linerat out.

  Runner 14 or Linerat 2 can be blitzed free toreceive the ball before heading downfield.

  Runners 15 and 16 can easily dodge out back

towards half-way and through the gap between

 Blue 2 and 10, setting up a screen. See insert.

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The plays so far rely on transferring the ball to the scorer on your second turn, possibly via another player. However, you can eradicateany ball-transferring errors by getting the ball-carrier into a safe position to score on your first offensive turn.

One-turn Cage: Get the ball into the hands of a Runner in a cage in the oppo's half. Easy when the oppo is players down or has droppedback to cover the pesky Runners following a two-turn lesson earlier in the match. The problem here comes with one of your cornermenbeing blitzed and then your scorer being marked or, worse still, danger players like Strip-Ball Wardancers and Vampires knocking theball loose.

Rolling Cage: Not one that I'm well-versed in (as I like to have my scores on the board), but you have options with Skavs and one of them is to wait a little longer on offence which means your opponent may be forced to go hurry up on his offence with obvious potentialside-effects of spilling the ball for you to score another. Give Orcs seven turns to score and you may well come a cropper. Give themthree or four turns and they are far more likely to make mistakes you can pounce on. Skavs have the agility to stay out of harm's way for a little while and Throwers make for hard targets in a good cage, so why not take a bit longer if the situation warrants it (apart fromstopping yourself winning any Most TDs awards)?

Cajones Play: For when things have gone awry or when the ball has landed practically on the Line of Scrimmage and you're feelingbrave. A rookie Runner is tough to take down if the blitzer doesn't have Block or Tackle. Period. On many occasions I've sent Runnersfree towards the Endzone when I didn't have to, knowing that all the block/tacklers are marked and the only play is a two-dice block needing a straight POW. This is particularly useful when the oppo is down to one Re-roll as he is unlikely to take you down withoutusing it. Once a player is down to no Re-rolls, he'll play more conservatively AND you can still capitalise on the smallest mistake. Evenif he takes you down, he probably won't be in a position to get the ball safe, let alone recover it, so assuming you have a second Runner 

in close proximity, the rats are still the more likely scorers (see above inset). Just a quick note on Dwarf and, to a lesser extent, Chaos Dwarfs. These guys are tricky. Sure you can run rings round them for a whilebut Block and Tackle are well-suited to injuring your star-players. Once they catch up with you, you can find yourself short-handed very 

quickly. My advice here – spread out the Runners across the pitch and force the Dwarfs to chase them down individually. Also use Re-rolls for failed dodges early in your turn if you may be leaving Runners in Dwarven TZs.

That brings me onto playing with less than four Runners. I always have an Apothecary and keep it practically for exclusive use on Gutter Runners. So I guess you could say I have five available for a tournament match (course you would be well-advised to refrain from usingan Apo in league play for anything other than a death or stat decrease). Even so, Gutter Runners are fragile when knocked to the floor so get used to playing with only a couple. I guess this is where a Thrower comes into his own, freeing up the remaining Runners to actas receivers, and as long as you have at least one eligible receiver, the one-turn cage or the screened drive/feint is available. Like WoodElves, you can still score whilst being beaten up. It's just can you get the ball back afterwards? That's the tester.

Right, that’s it for this week. Next time I’ll be covering defence and how you stop your opponent from scoring touch downs!

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  Again same 5-5-1 defensive

  set-up, but the ball landed 

  shallow. 13 recovered,

  handed to 15, who is now fairly safe from being blitzed 

  himself and should probably

 score on his next turn.

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  Blue 1 and 3 are the danger players (Block and/or 

Tackle) and have been marked by Linerats. Blue 4 and 6 will be able to blitz but they are unskilled and will 

 still only get a two-dice block on ball-carrying 14 nomatter how they arrange the blitz. Runner 13 is in

 proximity should the ball be knocked loose.

 ABOUT THE AUTHORSPaul won an 86-man Tournament in Spain last year as coach of the Darkthunder Cheatahs. He was also in Team England that

recently won the EuroBowl in Germany. He has won Most TDs at two majors; the Blood Bowl and the DungeonBowl _ and lostlate in both of them to the eventual winners. All with Skaven. Not with a Rat-Ogre.

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Skaven Playbook Or, Offensive Behaviour. Part 2

By Paul Gegg

DEFENCE – AND USING YOUR SKILLS WISELY Okay, most coaches can get a well-drilled Skaven Offence

 working nicely, but Defence is a bit more troublesome. So much,that many coaches feel that you should just concentrate onkeeping your team complete and wait for a catastrophic error, or failing that, your next drive. Well not all coaches are going to give

 you either should they be masters at a seven/eight-turn cage or passing kings.

I find that the most 'offensive' displays come when the Rats play 

good defence. With a well-drilled offence, and fast and agile ball-carriers, you may only need to knock the ball loose once for aprobable win (and you should have at least two drives ondefence) because there is no better team during a melee for theball than the Skavs.

First thing is make sure you have someone worrying the ball-carrier. That will slow the Offence down and cause them to dilutetheir resources for fear of turning over. Runners can geteverywhere and a TZ on the ball-carrier requires the marker to beblitzed off (preventing the blitz being used for forwardprogression of the team) or forces the ball-carrier to dodge outor block. Both can seriously affect forward motion and can result

in Re-roll burning, or better yet, a turnover. This Runner alsodoubles up as a potential scorer too should the rats recover.

In order to maximise my Runners' chances of tracking down theball-carrier, they tend to line up in the widezones ready to raceinto opposing territory without having to go through the Line of Scrimmage (although being mindful that Runners in widezonescan be easily targeted by oppo's tacklers/frenzied maniacs).Getting them in behind the Line of Scrimmage can also meanthat they are covering passing lanes.

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 Standard set-Up for Skaven Defence.

13-16 are the Gutter Runners. 6 has  Kick, 11 is the StormVermin, 13 is

the Strip-baller. A deep kick means

 Blue 11 can't find his cage. Linerats

  4 and 5 should help blitz a lane

through to the opposition backfield   should they be free. Runners flood 

into backfield, looking to exert 

 pressure on the ball-carrier.

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Strength teams will be aiming for the grind and therefore their priority is to form a cage. Best defence against that? Don't let oneform. That's easier said than done, of course - planning to swampthe backfield with your Runners isn't going to be enough if theball lands more or less in the middle of pitch as the cage will beformed before you get a defensive move. That's why you need theKick skill.

Kick should be the first skill for the first Linerat that gets a skillupgrade and first skill at a tournament too. It allows the ball tobe placed deep in the corners cutting off the Orc Thrower,

Throw-ra or Ghoul from the safety of his cage, and giving you a vital turn to swamp him with your Runners.

 Alternatively, kick shallow knowing that there's a small chance of the coach not picking up. This means that slow teams have tofocus on ball-recovery rather than a first-turn massacre and may be forced to set their cage up in a widezone. This is a bit risky though, as often they will recover, form a cage AND give you aslap too, so be careful.

 Assuming the ball has not arrived in the cage, you can now usethe Runners. It's great to get a Runner blitzing an open ball-carrier with another Runner as an assist for one-dice, but it's not

 very common at a decent level. You have to work at it by markingthe deep players and hoping for a failed dodge. Alternatively 

screen the carrier from the cage (particularly effective againstKhemri) and hopefully you should be able to fashion a blitz onthe ball-carrier in subsequent turns. Once you can get blocks onthe ball-carrier, having a Runner with Block or better yet, StripBall is going to improve your chances of knocking the ball loose.Once it is loose, and you put TZs on the ball (and the opposingball-handlers) your oppo may start tearing through his Re-rollsand then, my friends, the battle is half won.

Good oppos will still often make it to a cage, but one play I'veused many times is the “Kamikaze Blitz”. A Runner can dodgeinto even the most robust cage (three tackle zones) on a 5 (55%chance of success with the Dodge skill) and then a half-die Strip-Ball block (assuming at least one defensive assist is cancelled)

 will still force the ball out 70% of the time (with Re-roll) and amassive 91% if you are prepared to accept both down (again withRe-roll). Great for what your opponent thinks as an impregnablecage. And it's not even that jammy! Assuming you haven't turnedover, use your unactivated Runner(s) to put TZs on the ball or potential recoverers. You can try the same tactic with a Block Runner but although the chance of turnover is lower, so is thechance of seeing the ball loose.

  Runner 13 dodges from position shown on 5s into a half-die

blitz on the ST3 ball-carrier. The ball may well be knocked lose

 from the square between Blue 4 and 5 and may be recoverable

by Runner 14.

 A smattering of opposing Guard, Tackle, Block and Sure Handsmake this play pretty much impossible, so then you've got to fallback on other cage-breaking tactics. That's where you need theRat-Ogre to get in there and use his second block to put a tackle-zone on the ball-carrier and leave a corner of the cage free for aLinerat (or better yet, a sidestepping Gutter Runner to get asecond tackle-zone on the Thrower).

 Rat-Ogre 12 blitzes Blue 3, pushing him back (even if he gets the

 POW), then hits him again into position between Blue 4 and 5,

meaning that he stays in contact with Blue 1 ball-carrier. Then

 you can get players in to put extra TZs on Blue 1 forcing a dodge

 away from a Prehensile Tail.

 Like so.

If you haven't got a strip-baller or a Rat-Ogre, it's best to step back and try and frustrate the cage by allowing it only one or twosquares of forward movement per turn. With plenty of Movementand players with Dodge, you can re-deploy fairly easily. Frustratethe oppo by putting TZs on key cage- cornermen and droppingremaining players off slightly so that the enemy cannot set upanother cage if they move forward. Maybe even try and force thecage down one side. They will have to try something eventually and then you can possibly pounce. In the meantime, remember 

that your rats are fragile so don't leave them in any unnecessary TZs and get used to playing short-handed. You never know whenan opportunity will come or how many rats you'll need to takeadvantage of it.

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 Frustrating the cage. Without Strip Ball or Rat-Ogre.

Defending against Agility: Your opponent may well use the sametactic on you that you do against them (namely dropping deep

and aiming for the two-turn score). There's not much you can doabout that once the ball is out of range of your blitz, other thantake out/mark the potential scorers and put some sort of pressure on the ball-carrier. Your StormVermin (ideally withTackle) should be deep in your half to get in amongst theopposing potential scorers. You should also be looking out for the opposing team's Half-back.

 Agile teams generally don't have Sure Hands so they will either target your Strip Baller or make sure their carrier is out of range.But with movement of possible 11, that's a long way. The shallow kick works wonders as they have to recover and can't necessarily get far enough away so may try extra re-roll-burning ball-handling rolls. Re-rolls are normally few and far between with

agile teams so be patient if you are trading scores. They will belucky not to run out.

 Whether it's against strength or agile teams, the shallow kick caneven prevent the need for a good defence altogether should youget a Kick-Off BLITZ! Even if the ball lands deep and you can'treach it, your Gutter Runners can put serious pressure on theoppo's backfield.

 Whatever you decide on kicking, mix it up. Don't always kick tothe same place. I don't. Least, that's what I tell everyone.

TOURNAMENT PLAY  Well a lot of this article is based on tournaments or low-TR teams.So you know that I advocate four Runners and an Apothecary.

 What about the rest of the team though?

 At a One Million Tourney, I like 7 Linerats, 4 Runners, 1 Vermin,3 Re-rolls, 1 Fan Factor and an Apo.

 A more standard line with a bit more strength in depth might be6 Linerats, 4 Runners, 2 Vermin, Apo, 2 Re-Rolls, 3 Fan Factor.

For the bashy amongst you (what are you doing playing Skaven?)3 Runners, 2 Vermin, Rat-Ogre, Thrower, Apo, 2 Re-Rolls and 1Fan Factor will get you a fair few TDs too.

 At a Tournament with starting value of 1.1 Million value, you havelittle to spend it on other than a Rat-Ogre so I think the idealroster is 6 Linerats, Rat-Ogre, 4 Runners, 1 Vermin, Apo, 3 Re-Rolls and 3 Fan Factor, though 6 Linerats, Rat-Ogre, 3 Runners, 2

 Vermin, Apo, 3 Re-Rolls and 2 Fan Factor gives you a bit moreBlock to start with.

Skill choices: I normally go Kick (LR), Strip Ball (GR), Tackle (SV),Dirty Player (LR) and Block (GR). Guard for the Rat-Ogre may getsqueezed in there too. Many coaches find that Block on all their Runners is too tempting but you need to think how you are

going to make defence work. Whatever you decide, just don'tignore Kick.

 A quick note on the Apothecary in a tournament: You can usehim to heal any injury you like. I'd use the Apo on the firstinjured Runner I get, but have also been known to use him tounstun a Runner in a key position.

LEAGUE PLAY  You probably can't (and shouldn't) go for 4 Runners from thestart as then Re-Rolls or Fan Factor have to be ignored. You still

need at least one Vermin for offensive blocking so I suggest 8Linerats, 3 Runners, 1 Vermin, 3 Re-Rolls (you're going to need 3so get them whilst they cheap!) and 9 Fan Factor. High FF willmean good gates and good winnings so you should be able toafford an Apothecary after your first game and then a string of players after that. Saving for the fourth Runner (or a replacementRunner) should be the first objective and then your second

  Vermin or a Thrower. The Rat-Ogre only comes in later in my opinion.

Gutter Runners hog the SPPs but they will improve quickly andhelp drag the team up the league table assuming you keepreasonable healthy. Try and spread the SPPs a little when youhave games in the bag - your Vermin will appreciate it - and your team should then become well-rounded.

 At higher levels of TR, Skaven tend to plateau as they will alwaysbreak easily and Niggles and stat decreases will take their toll.Course by then, you should have won your first couple of trophies.

I'll mention the two star players quickly as Hakflem - the star Gutter Runner - and Headsplitter - the reliable Rat-Ogre - swinggames easy enough, though you may as well try to build your own star players and save money for those certain-to-comefatalities. Best keep the Stars for the League Decider.

ONE-TURN SCOREIt's the last turn of the half and you've just been scored on. Your opponent has lined up three players on the Line of Scrimmageand rest of his players well out of range across the pitch. Youchose Dauntless rather than Very Long Legs, or maybe it's atournament, and you need to score. Well the good news is youstill can.

Basically you need get one of your Runners two squares into  your opponent's half so then with 2 GFIs he can reach theEndzone. To that end, you need to turn one of your opponentsinto a pinball and push him into your half of the pitch. If you cando that, then with two further blocks and control of secondary pushbacks (blocked players pushing back players behind them asthey have no available squares to fit into), you can push a Gutter Runner on the Line of Scrimmage into range of the score.Simple? Not quite.

First up, be mindful that a Quick Snap helps an amazing amount.So much so that you only need ONE successful block topotentially score.

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This Set-Up allows the One-Turn Score whether you get Quick Snap or not. 13, 14 and 15 are the Runners (let's assume you've lost one).

 Move 13 one forward on the Quick Snap and then Linerats 1 and 4 in behind Blue 1 on your turn so that Linerat 2 can hit Blue 1

(good idea to cancel Blue 2's assist so Linerat 6 has raced up to the LOS).

 Blue 1 has nowhere to go other than in into one of the playersbehind him. I chose 13 and he gets pushed a square nearer the

 Endzone. 13 is now within range.

Quick Snaps aren't all that common. Assuming you don't get one,  you need to blitz an opposing Line of Scrimmage player into your half and next to your intended scorer.

 Linerat 1 blitzes from his starting position in the wide-zone and   smacks Blue 1 pushing him back into Skaven Territory (and 

 Linerat 3 back too). Re-roll knockdowns as he needs to be on his

 feet. Linerat 1 then takes up position next to 13 to help out later 

in the manoeuvre. Linerat 2 can now block Blue 1 pushing him

into Runner 13.

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 Last block. Any spare player fills in the spare gap next to Blue 1

(here it's Linerat 6). Linerat 3 blocks Blue 1 pushing him into

 Runner 13 and hopefully down as well (so no TZ on 13's catch).

Get the ball to your scorer (which is why you had your other   Runners deep), dodge through the enemy lines and 2 GFIs to

 score. Lovely.

The Rat-Ogre can help with this manoeuvre as he gives apotential three-dice block and the follow-up Frenzy too(although with the amount of Skavs in a small portion of thepitch, you can get three-dice blocks anyway). However your one-

turn scoring attempt dies with a failed Wild Animal check or if  you don't get a push on the blitz (as you can't Re-roll it) so be warned.

This is all hypothetical, as although I know how to do it, and haveattempted it many times, it's never actually worked for me. Infact, I've lost more than a few Runners on the GFIs or the dodges.But it will work one day. It will!

SUMMARY Gutter Runners are just terrific players. Look after them andthey'll look after you. You should think nothing of dodging mostturns, picking up in an enemy tackle-zone or making the oddlong pass. And they'll be successful most of the time too. But you

 will get the odd snake-eyes, in fact if you don't get one a game,

 you aren't doing enough dodging! Sometimes those snake-eyes will be harmless but more often than not, they turn what appearscertain victory into spectacular defeat. Just get used to dramaticfailure - it goes with the territory. Try and remember the jammy plays too and you'll always have fun with them.

  You should find that over the course of a few games, your Touchdown difference is quite large. The problem being that

 your casualty difference is often just as big the other way. It really is a fine line between being beaten up and losing heavily andbeing beaten up but still winning. Hopefully this article will havegiven you some ideas to turn the former into the latter. Goodluck and may the Horned Rat look kindly on your KamikazeBlitzes.

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 ABOUT THE AUTHOR Paul Gegg is the very successful coach of the Skaven team, the Darkthunder Cheatahs. The Cheetahs, along with Paul, have

appeared at nearly every Blood Bowl tournament in Europe and must hold some record for the most travelled team. Paul willbe sharing his experiences of playing with a Skaven team in an upcoming issue of Fanatic Online.