when too much is like too little

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Garek_Beurkman
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when too much is like too little

Post by Garek_Beurkman »

Ok, my beastman rolled for his first upgrade and rolled 5 and 5, thus opening every single skills, +AV or +MV. I'm getting a little brainfreeze here.

So far i got
Warrior +Ag Block
Warrior Block
Warrior (rolled a 10, probly guard)
Beastman +Ag Dodge (love him :D )
a bunch of block beastmen
Beastman Sure hands
Beastman i'm wondering about
Mino without skill

4 RR

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Post by TuernRedvenom »

Beastmen die, a lot, take the +AV and cherish it! :)

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Post by DoubleSkulls »

Chaos are slowish - take the +MA and cherish it

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Post by kithor2002 »

Maybe dodge could be an option. Then big hand at the next skill.

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Post by skatingtortoise »

chaos warriors need support. give him guard and cherish it.

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Post by sean newboy »

+av

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Post by Darkson »

Pass then Strong Arm.

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Post by fen »

Darkson wrote:Pass then Strong Arm.
I think if I was going this route I'd rather take Accurate and then Strong Arm. I just find I get more milage out of using a skill that reduces the number of times you have to reroll over having a free reroll for something you're probably going to do once a drive. (I do know this means you may not have a reroll for the catch, but that's a risk I'm willing to take.)

And I'd then get Pro + Sure Hands if I didn't roll another doubles. Plus I'd toss the ball to Extra Arms beastmen.

That's personal preference there though. :)

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Post by Darkson »

Nah, accurate and SA make to many 2+ pass rolls, which is an almost guaranteed fail (at least where my teams are concerned). A 3+ with a skill reroll works more times for me than a 2+ with (perhaps) a TRR. ;)

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Post by Snew »

One of those statisticians worked out that a 3+ with a RR has a higher chance of succeeding that a 2+. I don't know if it's true or not but that rings in my ears every time pass vs accurate comes up.

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Post by NightDragon 2 »

+AV

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Post by fen »

Snew wrote:One of those statisticians worked out that a 3+ with a RR has a higher chance of succeeding that a 2+. I don't know if it's true or not but that rings in my ears every time pass vs accurate comes up.
It's true, 8/9 vs 5/6 for successes.

But I find that Accurate + Strong Arm is better than Pass + Strong Arm on AG3 because there are other ranges to think about, and reduces fumbles as well.

2+ 2+ 3+ 4+ vs. 3+ 3+ 4+ 5+

Basically, I'm only going to turn a beastman into a thrower if he's going to either be throwing quick passes (where Strong Arm is useless) or Long Range passes (where I really want to stack the bonuses to get an accurate pass.) It's personal preference for the particular purpose I put Beastmen to that's all. Of course if I had normal access to a skill or mutation that improved short rang passing (so I could stack it with Strong Arm) I'd take Pass.

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Post by Buggrit »

+AV and go hurt the opposition :)

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Post by Gumbo »

Darkson wrote:Nah, accurate and SA make to many 2+ pass rolls, which is an almost guaranteed fail (at least where my teams are concerned). A 3+ with a skill reroll works more times for me than a 2+ with (perhaps) a TRR. ;)
I'm sorry, are we talking about a passing chaos team??? :-?

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Post by Kyojima »

I would take dirty player.

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