As a short aside before I get down into the dirty details of the Vermin Vanguard and the campaign my friends and I have planned, it's nice to finally be a part of the STEEM community. Generally, I'm just a grade-A yung NEET who spends way too much time playing games.
Meet the team! For those of you who aren't aware, this is from a game called Blood Bowl 2; in short, the game is a mix of Total War Warhammer and the Madden series. It's a reinterpretation of the original and rather popular Games Workshop property of the same name.
For this campaign and the start of the Kohlcrave Cup, we are starting off with a 1000-cost team of Skaven; for those of you with a love for the excess details, we're rocking a team of fourteen(14). This includes four(4) Gutter Runners, my Big Guy the Rat Ogre, and two Storm Vermin. We'll touch more on what these all do later.
Big Guy: Rat Ogre
Meet Brogan! The resident ratman responsible for the center line.
A vital part of any team composition, the Big Guy takes up the position of the Middle Linebacker. He's big, he's hulking, and he brings a world of hurt to the opposing team the moment the game starts. The Rat Ogre in specific starts with a couple abilities, which you can see above.
Frenzy! Easily the most double-sided blade in the arsenal of any beefy brawler. Blood Bowl works on a dice and grid system for the uninitiated, and every time you move to tackle/attack an enemy it's a roll of a six sided die to determine the result. Supporting characters and differentials in strength add to the amount of dice your rolling, allowing you to pick the most favorable result. What makes Frenzy so terrifying and self-destructive is the fact that it allows you to continue attacking if the first roll results in a push or dodge(I'll explain dodge later).
As you could guess, that can easily put the Big Rat himself out of position and deep in enemy territory - where supporting characters can knock that three dice roll down to one, or even two in the red. A skill best used with caution. The others are more simple, thankfully.
In this game, akin to real life, there are injuries that can take your characters out of commission for anywhere from one game to one lifetime. Mighty Blow makes this more likely, breaking the enemies AV(armor value for future reference.) Loner is a simple malus to the ability to use Team Rerolls. Prehensile team makes your blocking zones [any grid space directly adjacent to yours] more dangerous, stopping quick running pass plays effectively. Wild animal is a 1d6 check to see if he'll be willing to move.
This is Bisho. Bisho happens to be a Storm Vermin, one of the more beefy and intimidating players on the Ratman lineup. Often, you'll see him and his friends as Linemen or reinforcing units to bust through enemy lines and make room for the Gutter Runners trying to get by.
Besides the strong statistical benefit of the Storm Vermin, they have a very important and useful ability shown above; the name of it is Block. This allows them to effectively and safely trade blows with enemy characters without getting knocked down or injured.
The last of the unique units on the Skaven lineup is Funnymann, a rather humorless individual often caught shaving himself on the field. His, and all other Gutter Runners special trait, is their insane speed; they're capable of traversing a large portion of the map in a single turn and scoring easy touchdowns.
Their kit enables and endorses this with the Dodge skill, which functions similarly to Block with added benefits. It permits the player to choos the end location of the dodge, allowing for big time plays if the other player hasn't been paying an excess of attention.
Outro --
Should be a post about the first game soon! Feel free to tell me what you think, and about what can be done better in the comments. Going to be working on my formatting and writing on the fly, hopefully.
Great post on a game I'll definitely be checking out now.
I'll check ut this game thanks to the post and hope we will meet there and keep on posting ;)