Vermyn

While they are a Player team who maximize their speed to play a running game, Vermyn often needing to surrender the bonus point shots due to their lack of ball-handling skill. Despite that they are potentially the most 'bruiser' of the Player teams - using their few guards to pummel victims pinned by their strikers.

Essentially they are known for their ability to setup opportunities, but mess up when it comes to the pay off.

Pros

 * High Movement and good Speed
 * Starts with 1 Card

Cons

 * A number of cons
 * No Jacks
 * Only two Guards
 * Slightly Expensive players
 * Average Strength and Poor skill
 * Starts with no Coaching Dice

Made to Run
Vermyn Strikers are the swiftest players in the game. With high Movement and Speed, its possible for these ratmen to run as far as a Forgefather can sprint, and even Sprint two thirds the distance of the entire Pitch! Indeed it is often recomended to have a Vermyn Striker dash this extra distance since their speed will usually allow them to make the extra three hexes and earn an achievement in the process.

Try to Catch me!
If you have actions to burn, but want to keep your Vermyn where they are, consider using your speed to tease your opposition by having a Striker purposely evade through three of an enemy's threat Zones each time they move. If they succeed in doing so they will earn an achievement, and they can make up the detour by Dashing the lost distance (though doing so won't earn them a second achievement since only a maximum of one can be earned per action taken).

Ratpile!
Though they lack Jacks, Vermyn can still pile up on an enemy target. A pair of Strikers can easily get into position on an enemy player to penalize them hard for a Vermyn Guard to deliver the punch.

Guards (S2)
Vermyn Guards really shouldn't become Keepers with their low skill, so avoid the S1 table and roll on the S2. If you can raise your Strength to 3+ take it. Otherwise anything else on the table is useful.

Strikers (S2)
While many Coaches steer their strikers from the S2 table (to avoid Show Off), Vermyn coaches often consider it as Stretch in particular will really assure your Vermyn of succeeding when they Dash. Naturally though the goal is to grab 4+ Skill to overcome the Vermyn's main weakness.

Team Progress
No Coaching dice does hurt the Vermyn, so buying an extra one after each game will help them increase their chances of scoring points. Its rare you will ever have a Vermyn do extra training so these will quickly stock up.

An offense Coach will also aid the Verymn, especially by allowing your star striker to take three actions to really line up his shot and even get your Bonus points!