chosing a skill for a skink ...

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Bentaye
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chosing a skill for a skink ...

Post by Bentaye »

Hi,

I won a skill with a skink and roll a double (5, 5) +1MA and I don't really know what to chose since I already have a skink with +1MA and that a double is an oppotunity to choose a general or pass skill.

my skinks are for the moment :

Skink 8 2 3 7 Dodge, Stunty <- this one just get a double
Skink 8 2 3 7 Dodge, Stunty, Block, Catch
Skink 8 2 3 7 Dodge, Stunty
Skink 8 2 3 7 Dodge, Stunty, Side step
Skink 8 2 4 7 Dodge, Stunty, Agility +1
Skink 9 2 3 7 Dodge, Stunty, Move +1


should I give him pass ? sure hand isn't realy usefull now since I have a 4 AG one to pick it up ..
or maybe a second one with block can be usefull too

tanks for telling me :o)

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franck_le_grand
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Post by franck_le_grand »

What about guard, he will be a pain in the ass running around the field guarding everywhere. I wouldn't make him a passer, i would let the ag+ player be the thrower (skinks suck at throwing the ball!).
Maybe block, but that depends on how you think the other player is doing with the block skill.
But it's always a good idea to have a player or two with good ma, and if youre lucky he will gain ma+ again, then sprint and he will score a TD in your first turn.

But I would give him guard. Nice skill to help your sauruses and the other skinks.

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DoubleSkulls
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Post by DoubleSkulls »

Block - it makes him that little bit tougher and means you can stick him next to players who don't have tackle without worrying too much.

Guard could be a real pain for your opponent and its useful for breaking into cages.

Shadowing has some potential, but I'd recommend you have Block and sidestep 1st.

I'd forget about passing skills - your AG4 is going to be just as good and probably have the ball to begin with.

Ian

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Bentaye
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for the moment ..

Post by Bentaye »

I use my skink with block to break cages, I go inside and I block the ball carrier with 2 dices against me, with a reroll it works well .

it's true that with a gard, I can blitz with a +1 so with one dice for me ..

it could be nice .. you're right ..

maybe I'll take guard .. .

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franck_le_grand
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Post by franck_le_grand »

maybe I'll take guard .. .
Do it!!! you won't regret, promise.

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cani
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Post by cani »

I would go with guard or block.

Block is always good as it makes him harder to block down. However Guard is on of the best skills in the game, and skinks could really use that extra assist he will be able to give even in tackle zones.

So all in all - I would also go with guard.

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Post by Sputnik »

Yes, take guard. Next skill could be sidestep, and THEN the fun really starts!
:D :D :D

But since the guy then also has no block, be aware that your opponent now has a favorite target. So don't push it too far, it will always end in the dead/injured box. :o

Sputnik

P.S.: I am jealous. I still wait for my AG 4 and nothing so far. Seems to work however with others on this board, so I will keep on dreaming. And you should enjoy every turn with that little guy.

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Post by Cervidal »

Dirty Player! Everyone needs a thrasher to take out key opposing players.

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cunningstunt
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skinkery

Post by cunningstunt »

well, the way i see it i awlays like to give me skinks side step - but as youre on a double...

how about sure hands? its always good to have a guy who can actaully pick the damnn ball up!

failing that block is a fantastic skill to give a skink - becuase only one of the results on the block dice is putting him down, meaning you can throw this little guy anywhere and hes laughing.

guard is a fantastical skill.... i love guard.

in closing may i add that in my local GW store league i rolled an AG+1 for one of my skinks... hahahah always dodges on a 2+ - i love it! and with a reroll, you thought high elves had all the beard ;)

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Re: for the moment ..

Post by The Grifter »

Bentaye wrote: maybe I'll take guard .. .
No, no, you're wrong all along !

Multiple Block, that's the way !

Hello, Bentaye, guess who's on line ?

Want to create a new killer ?

Zarodin needs a mate ?

:D :wink:

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