4th skill on the Changer of Plays

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Amadan
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Re: 4th skill on the Changer of Plays

Post by Amadan »

tenwit wrote:
Amadan wrote:so i'm thinking Strip Ball would be ok, ... course big hand would be ok, ...
Both good choices. Sure Hands would probably be even better than Big Hand for increasing the odds most of the time, and it has the Strip Ball protection aspect too. Juggernaut will clear a TZ from the ball, and make the plays even more exciting (dodge, blitz, dodge, pickup, dodge, touchdown.. what more could you ask for?). Pro (sometimes) gives you a second dodge reroll (on a second dodge, of course), and is also handy for picking up, occasional blitzes, etc. I'd probably go with Sure Hands as it's useful both on offense and defense (in the scenario you've described), but for the fluff factor, Pro might be your best choice :)
Amadan wrote:so i'm a little torn... that and he is only 6 SPP's away from his 5th upgrade.
So you got 20+ SPPs in one game? Cool. Or did you manage to play a bootload of games without anyone noticing that you were required to take another skill?
it was a game that was played, and finishing up needed to be done quickly, so we just rolled advancement to see if something astounding came up, but obviously not, or it would be notorized. and i just forgot about skill upping him, until last night, when i looked over my roster again.

i mean he performs amazing as is, which is why i didn't notice the lack of a skill...

so i'll probably go with big hand, simply because it seems a little more fluffy, for a Beastman of Tzeentch to be more mutated, and it seems fitting that he would dodge in, grab ball, dodge out, and score. and all on 2+'s

maybe his next skill up take pro? or sure hands, but there's only one team out there with strip ball... everyone likes to take on the Chaos team for some reason... i guess it's the shot at taking out Norfin, my star chaos warrior.

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Post by tenwit »

As your fifth upgrade, mostly for fluff reasons, I'd say go with pro. This guy is the fragile skilled one, and pro makes him more skilled and no less fragile.

For the final upgrade and for purely fluff reasons, I'd say either foul appearance or disturbing presence would be better... this is one ugly, ugly son of a chaos lord, who dominates play and puts everyone off. Disturbing presence also give you a (very, very small) chance of causing pass fumbles, resulting in turnovers and leaving the ball in the thrower's TZ, and that's exactly what this guy was built to take advantage of.

Not that you'll have to make the decision for a long time.

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Post by mattgslater »

For #4 and #5, you should pick Big Hand and either Sure Hands or Block. Pro looks better than it is, because it doesn't really ever replace a TRR... it just stacks your odds better if you don't have one. And in some ways it does make your guy more fragile: you're more tempted to do things that can get him hurt, and he's 20k more expensive and not any less fragile, meaning that he's a bigger risk @ TV.

With Extra Arms, I'd go BH over SH every time. Defense is more important than offense, and keeping your 2+ when you pick up in several zones is good.

This is one guy who could actually use Leap on doubles, once he's got Big Hand. Since all the other rolls are 2+ and the dodge comes with a RR, a 4+ risk with a TRR is manageable.

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Post by Amadan »

mattgslater wrote:This is one guy who could actually use Leap on doubles, once he's got Big Hand. Since all the other rolls are 2+ and the dodge comes with a RR, a 4+ risk with a TRR is manageable.
i totally didn't think of that, but oh yeah, that's an awesome idea.. and it would give a whole ton of possibilities for him...

i can always give the disturbing presence to someone else, and leave this guy as just a playmaker... i've already messed up my main killer with a few bad choices, which i'll mention at the bottom. i'd like to have this guy as a Very very successful playmaker, more so than he already is.

anyhoo, the messed up CW.

Block, Claws, Mighty blow, Tackle and foul appearance (that one was more fluff than anything)

it does kind of make sense, cause we have alot of stunties in our league... 2 ogres, and lizardmen, so he's an expert at taking care of the little guys, as well as an expert at taking out heavily armored guys.

but he just seems a little inefficient.

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Post by tenwit »

Five skills and you think you could do better? Retire him. Lobby your league to allow him become a Star Player. Build a new CW with either Tackle or Claw instead of both. Save yourself a lot of TV.

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Post by mattgslater »

I'm not sure I agree about dumping that "project" player. Sure, he's not optimal (usually he's got one skill he can't use, and FA isn't great on a ST4/Block guy), but that FA is always better than nothing, there are some AV8+ players with Dodge out there, and you know that whatever skill you can't use you can always use the other one.

Besides, he makes a great inside LB, as his FA/Block/ST4 makes it hard to justify blitzing him, and his relatively central position lets him play whatever roll you need him for. That's an all-around Chaos Warrior if there ever was one.

Just try to make the most of him and learn your lesson for next season. Unless it's a perpetual league, in which case I offer no advice.

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Post by PubBowler »

mattgslater wrote: and FA isn't great on a ST4/Block guy)
I know a lot of Nurgle coaches who would disagree with you.

Maybe not Fen as FA and him don't get on...

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Post by fen »

PubBowler wrote:Maybe not Fen as FA and him don't get on...
:pissed: stupidFAstupidFA!

I have something similar on my Nurgle team (Pestigor with +AG and Extra Arms - no Dodge yet, he's only at 17SPPs) so my opinion is: I'd take Block next, he's too valuable to leave unprotected (the later in a league you get - the less protection Dodge provides, Block always protects), which lets him work towards the 5th roll. Where you can pick up something cool and fun.

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