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Eshin Starting Roster & Tactics


"All clans fear the assassins. They envy-hate them for their power-strength.” - SKREELIN THURNTIK, GREY SEER.

Variation 1

  • 2 Assassins
  • 4 Gutter Runners
  • 5 Clanrats
  • 3 Rerolls
  • Total 970k-990k

Variation 1 gets all of the important positionals from game 1 but sacrifices a bench. This could work great, or could mean you get wiped out. But that's rats! A couple of clanrats can be switched for Nightrunners depending on your taste.

 

Variation 2

  • 2 Assassins
  • 4 Gutter Runners
  • 6 Clanrats/Nightrunners
  • 2 Rerolls
  • Total 960k-1000k

Like Variation 1 but drops a reroll for a bench. Also risky as you have no Block and no ball handling (but lots of AG2+ and potentially lots of Dodge)

 

Variation 3

  • 1 Assassins
  • 4 Gutter Runners
  • 7 Clanrats/Nightrunners
  • 3 Rerolls
  • Total 990k-1000k

Drops 1 Assassin to get 4 gutters, 3 rerolls and a bench. This is probably the safest roster, and actually protecting your Assassin is a priority and will be easier if you only have one.

 

Variation 4 - NO CLANRATS

  • 2 Assassins
  • 3 Gutter Runners
  • 6 Nightrunners
  • 3 Rerolls
  • Total 1000k

This variation is 'pure' and for serious coaches. Your linos are ST2 but they are also MA8. The speed and agility can be bewildering for many opponents. WARNING if you face mass Block or Tackle your team will be wiped out.

 


Your team is fragile. Your team squishes easily. Your team is also the fastest and most agile in the game. Use this. Go side to side across the pitch, putting assassins and gutters to threaten their ball carrier every turn, or to put the ball where they can't get it. Stab is a great threat for a sack, used sparingly. You won't get many chances. Build with Block/Wrestle/Tackle/Dauntless and maybe Two Heads on some Nightrunners to make them absolute pests. Just basically be annoying and sneaky, every turn.

Last update: October 21, 2024