

I usually build the offensive one first as getting three skills (Accurate, Safe Throw and Strong Arm) takes longer than just getting Block would.

My preference is to build an offensive and a defensive Thrower. I think they serve a very useful purpose though, even at a basic level of giving you some extra skills on the pitch. There are different schools of thought regarding Skaven Throwers though, some coaches may not use any, preferring to do everything with the Gutter Runners. The last option Skaven have that helps is mutation access, there are some handy mutations that can aid certain actions that the Thrower may need to perform. They start with the combo of Sure Hands and Pass, and can get more passing skills to compliment and improve their passing ability. First up being Skaven, they move fast, on par speed wise as Wood Elf Throwers, this can make the difference between making a pass or not. While they lack the higher agility of the elves they have some other things going for them. in Blackbox, in Ranked outside of tourneys, and in League outside of an actual active league, anywhere you can retire the team and just start over if the first couple/few games go horribly wrong.Skaven Throwers have the potential to be one of the best passers in the game. Go for quality positionals or more RR's if you can. The risk of losing a positional before you can scrape up 50k for an apo isn't that great, and in any open play setting* you can always re-roll the team in a worst case scenario. Likewise many coaches believe a Thrower is really only ever better at moving the ball forward than a gutter runner if he rolls a +AG.ĭespite rats' tendency to fall apart in a stiff breeze, unless you're playing in a League or Tournament don't worry too much about taking an apo or spare players. Not every coach believes that the Rat Ogre is a desirable positional in a new or developed Skaven team, whether it's really worth that much in added TV. Deviate from this recommendation at your own risk. The core to any Skaven team is getting 3 Gutter Runners, 2 Blitzers and 3 re-rolls - what you fill the rest with is largely a matter of personal preference. Loner, Block, Mighty Blow, Thick Skull, Throw Team-Mate Loner, Frenzy, Mighty Blow, Prehensile Tail Loner, Dodge, Extra Arms, Prehensile Tail, Two Heads

Loner, Dodge, Prehensile Tail, Shadowing, Stabīlock, Grab, Juggernaut, Stand Firm, Claw, Loner

Mighty Blow, Prehensile Tail, Ball & Chain, Loner, No Hands, Secret Weapon Loner, Ball & Chain, Disturbing Presence, Foul Appearance, No Hands, Secret Weapon Loner, Frenzy, Mighty Blow, Prehensile Tail, Wild Animal
