LRB 5 Assassins development

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zephard
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LRB 5 Assassins development

Post by zephard »

Rolled a 6+4 as his first roll. I have been given lots of advice, but when given the options is +1 MV worth more for him than a skill or +1 AV at this point?

Giving him a move of 7 might help on shadowing.

Asking for advice on this roll and general development.

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TuernRedvenom
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Post by TuernRedvenom »

+MA is best IMO, better for shadowing and scoring touchdowns (best way to skill this guy up).

For general development I would go: Dodge, Side Step, Jump Up.
-> Stand next to your target, if he tries to block you away sidestep keeps you next to him (or an even juicier target) and even if you go down you can probably still stab him next thanks to jump up.

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Post by PubBowler »

I'd take the +1 MV: following the general (so not for everyone) guideline of MV early & AV late.

As for general development: I tend to make them defensive:

Normal: Diving Tackle, Side Step, Tackle, Dodge, Block. (Not that they are going to get to 5 Skills).

Doubles: Multiple Block

I've seen them used as cage breakers with Leap (Stab can't be assisted against) but haven't used this myself (almost always leads to the death of the Assassin). This is what I use Horkon for...

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zephard
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Post by zephard »

Thanks guys.

I did go with my gut and get the +1 MV, hopefully his career will last longer than next game.

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Post by stormmaster1 »

generally i think +MV makes a better player, but +AV keeps him around. An assassin needs movement to skill up and use shadowing, so take it. I agree with the above skill ideas.

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Post by Grogmir »

I play DE's but don't have loads of experience with ass's.

But I would defo get the +1MA shadowing is a v.useful skill, underlooked and MA7 makes it so much better. Otherwise it can be annoying.

P.s I use my assassins like well assassins. If I need someone really important taken down and they are well protected then the assassin is the man for the job! Leaping assassins are a valid tactic imo and one of their best uses.

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Post by ClayInfinity »

Grogmir wrote:but don't have loads of experience with ass's.
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Post by fen »

+MA enables shadowing and allows you to provide a credible threat against other Elves, they have to deal with the Assassin rather than dodge away.

Of course, the flip side of this is, no-one in their right mind dodges away from an assassin if they can at all avoid it. They either block or blitz them away, except for certain key situations. But often being MA7 isn't going to help you shadow a Wardancer, Catcher or Gutter Runner anyway.

Personally I go for the +AV as it supports the Stab side of the Assassin. Failed Stabs become less dangerous and you have a player who no longer has "Hit me" painted onto the front of his kit. I like to get to AV8 across the board with Dark Elves if at all possible. With the exception of Runners who need to be as fast as possible.

+MA is the right choice in a short term league, but +AV is the correct choice if you're looking at playing at least 10 matches or more.

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Post by datalorex »

I never considered using Diving Tackle, but that's a pretty good idea. They stand put, you stab. They try to get away, you DT them. Doesn't work too well with shadowing though. Jump Up is a good combo with it.

Personally, I like Dodge first for the protection and to keep him up more. With a 6+4 skill roll, taking the AV upgrade would make good sense to substitute for the Dodge. After all, Assassins spend a lot of time eating grass. Let's make sure they spend more time on the turf and less time in the KO box.

Normally, I believe in the 'take MV early and AV late' philosophy, but in the case of low armor line fodder and assassins, I take AV instead.

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Post by stormmaster1 »

the leap idea. if you are happy to see the assassin as expendable and don't mind him dying then leap as a first skill is a good option. yes he will have a short career, but he may break a few cages first.

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Post by DoubleSkulls »

datalorex wrote:I never considered using Diving Tackle, but that's a pretty good idea. They stand put, you stab. They try to get away, you DT them. Doesn't work too well with shadowing though. Jump Up is a good combo with it.
DT/Shadowing are quite a nasty combo - because of the fear of DT. So your average elf might think run away on a 4+? Not too bad - but how many 4+'s are they going to need until they break shadowing... So you only use DT if required and maybe not even until the skill or team reroll is burnt.

I'd probably take the Av too - the jump to 8 is pretty signficiant and it means even teams who aren't too worried about stabbing aren't just going to pick on him as the most vulnerable player on the team any more.

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