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Rupert wrote:Strange - everyone agree that the extra movement is great on a Beastman but I dont see Very Long Legs on many Beastmen. Would any of you consider VLL on a double?
the question is:
you've rolled a 11: will you take +1AG OR a normal skill
you've rolled a double: will you take VLL OR another mutation, a trait or a skill you can't normaly get (like dodge, accurate, pass etc.)
VLL is something i would normally give a beastman on a 2nd double, one that had sure hands or something.
As for an 11, +1 ag everytime.
When i have a mutation team, only skills i tend to take on doubles are passing skills and then only on 1 or 2 players. Thats not to say i would not take any traits, like stand firm.
Reason:''
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Vault = putting in a 4 barrel Holley because the spark plugs need gapping.
To be honest, VLL on a bestman is not something I'd consider. There are more useful mutations, think about all that claw, RSC crunching muts. Either that to make the beastman more deadly or big hand for pick ups. I would only choose VLL if I'm already heavy on mutations.
+ma is more useful to a beast than a normal skill (as long as you don't roll too many of them, having 6+ma beasties isn't all that good), but it is NOT more useful than a doubles roll. I'd prefer a mutation (besides vll) almost every time.
Reason:''
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How about:
MV Upgrade + Shadowing + Tackle (or Pro)
VLL (or Ag Upgrade) + Pass Block + Pro
I think they are pretty good against Slow teams like Orcs, Dwarfs that dont have any players with MV of 7 or Higher! Nobodey i played ever had that! Not the even more obvious combo:
Pass Block + Foul Apperance (have 2 of them and love em 1 with Dodge other with nothing else)
But I guess my League just blows (
I have started a Nurgle team in my league now. After two matches I got two skill increases - +AG and +MA on two Beastmen. Wasn't sure if I should take the MV, dug out this thread and saw that I recommended to take it. Well' I'll listen to myself then.
It's really a hard choice bc you need every skill for Chaos (Sure Hands, Block, Kick, Tackle etc) and to give stat increases for Beastmen doesn't help you on the skill side.
@Redfang: How your Beastman with MA7 worked out afterwards BTW?
One of my Beastmen got injured (-AV) in the second match. Good that we houseruled Nurgle to have apos (usable on Beastmen only)!
MA 7 is the crucial MA needed for reliably scoring in two turns, so definitely take it.
As for not taking VLL on beatmen, you can get it on a plain 10+ roll anyways (apart from the +1 to INT), so its inefficient to use thos precious skill choices on it unless there is another reason to take it (+AG to bring the +1 to INT into play for example).