Abomination wrote:2nd half, Skaven quickly score after a pitch invasion. Rav receives and I get a free blitz turn on the kick-off. I had kicked far unfortunately, so I can't get my runners to the ball. I mark most of Rav's players minus a centaur and 2 hobgoblins and send 2-3 runners to go for the ball.
I think it would have been best to kick short here - if a blitz comes up then you can capitalise but even if it doesn't the Skaven want to be pressuring the ball straight away and forcing the slow team to score quicker than they want to. As it was the deep kick suited me because I was in no hurry so a couple of turns to get the ball into your half didn't bother me and made it less likely that you'd get a chance to score back.
Abomination wrote:Rav gets the ball onto a bull centaur. Thankfully the centaur does not have block or dodge. The skaven start going down one by one. My chances pretty much lie with my Wrestle Gutter Runner doing a 2-dice against block and nabbing the ball. I figure if I can get maybe 2-3 attempts with rerolls, that ball would go down. Alas, it did not, and that was the game!
Whilst your luck was undoubtedly abominable (gettit!) here's my thinking. Again, I wasn't in a hurry, I had plenty of time to cruise up the pitch. Whilst you could blitz the ball carrier there was little chance of you being able to then get the ball and get away. You had two gutter runners in the right area and one was tied down on the sidelines. If your wrestle runner got hold of the ball I had the players spare to hit him with a 3D Block Tackle (Mighty Blow) blitz (98.4% chance of succeeding with a reroll) and potentially remove him whilst also giving him a chance to remove himself.
Abomination wrote:End-of-league-thoughts on Skaven: Having played lots of goblins with Throw Team-mate, I regret not getting Grab on one of my Stormvermin. I think it would have resulted in in a better season for the rats and an All-Star Rat. The capacity to score in one turn can nullify a lot of bad coaching decisions and lets you play really cowardly against bashy teams. It's definitely what I'm getting on my vermin next time, even if I roll doubles.
Whilst I can see the utility of Grab I personally wouldn't build any team around the 1TTD. As you showed, there are too many rolls involved for it to be reliable (pick up, hand off, sequence of blocks turning up the correct values, dodges, GFIs). I think guard would help you just as much as it would give you more dice on those vital blocks and would be a better skill to have at all other times. Grab I can see as a third skill after Guard and MB on the Blitzers.






