kizkiz, that's luck, nothing more! Always glad to see dwarves suffer though

..
I have this perverse plan to get a grab-player (won't ever happen, third skill rarely seen in our TT-league on a bashplayer), to use with standfirm tentacles beast for crowdpushes.. The idea:
Code: Select all
LL = liner
NW = nurgle war
BB = Beast
Variant one, NW with grab (after block/guard)
oppo's standard sideline, kick:
| -- -- -- --
| -- -- LL --
| -- LL -- --
| -- -- -- --
my turn1, blitz the left guy with a NW, go for a POW, if that fails a push works too (88% chance).
| -- -- -- --
| -- LL LL --
| -- NW BB --
| -- -- -- --
my turn2 (he cant run due to tents, and stand firm beast), block1 by NW -> Grab.
| -- -- -- --
| -- LL -- --
| -- NW BB LL
| -- -- -- --
my turn2, 2die block2 with Beast
| -- -- -- --
| -- LL -- --
| -- NW BB -> sidelines LL
| -- -- -- --
Variant2, Beast with Grab (after Stand Firm)
| -- -- -- --
| -- -- LL --
| -- LL -- --
| -- -- -- --
my turn1, blitz the left guy with a MB pesti, go for a POW, if that fails a push works too (88% chance)
| -- -- -- --
| -- LL LL --
| -- BB NW --
| -- -- -- --
my turn2 (he cant run due to tents, and stand firm beast), 2die block1 by BB need push (55% chance) -> Grab.
| -- -- -- --
| -- LL -- --
| -- BB NW LL
| -- -- -- --
my turn2, block2
| -- -- -- --
| -- LL -- --
| -- BB NW -> sidelines LL
| -- -- -- --
If opponent doesnt commit anything to the sideline, means I can more easily attack, so grab won't be totally wasted, and also, one can use it in the LOS to grab a player for the T1 foul.. So the question, is it too complicated..? Opponent can prevent it somewhat by 2die blocking against the NW (hence, he'd need a SF eventually as well), by not committing to sideline, by succeeding a tents roll by the target (low chance), by protecting sides with 2 stand firm (rare, barring necroes).
I feel variant 2 is less reliable, but also less committing skillwise, and works surprisingly often.
Standfirm opponent can be countered by a jugger frenzy beastman, but its a big investment. Finally, committing a warrior to Block/Guard/SF/Grab makes one less cookie cutter (Block, Guard, with MB/Claw or MB/Tackle).
Is it too complicated? Is it even a good idea? Comments/Improvements..?