Next Skill for Chaos Pact Dark Elf with +AG and Blodge

Want to know how to beat your opponents, then get advice, or give advice here.

Moderators: Valen, TFF Mods

Post Reply
Warpstone
Super Star
Super Star
Posts: 1019
Joined: Thu Jul 06, 2006 9:48 pm
Location: Vancouver, Canada
Contact:

Next Skill for Chaos Pact Dark Elf with +AG and Blodge

Post by Warpstone »

So Reacharound, the star Dark Elf on my Chaos Pact team has broken 51spps and rolled a normal skill.

He has AG5, Block, Dodge. I originally planned on using him as a cage-breaker, but he's (unfortunately for my other ball-handlers) proven far too effective as playmaker to throw into the scrum unless I'm desperate.

What would you give him?

Currently considering:
  • * Horns - dodge into a cage on 4+ with ST4
    * Sidestep - keeps him alive longer, helps him run down the sideline, increases annoyance factor another degree. :wink:
    * Strip Ball - only downside is that I'm in a TV200+ division so most strip attempts would be 2d against anyway.
    * Leap - sub-optimal in most cases though as he normally dodges on a 2+ or 3+ with a skill reroll.

Reason: ''
Spike! Magazine Major Tournament - September @ Vancouver, BC, Canada

Thunderbowl Sports Network - Head Coach of the Leaps of Faith.
bjorn9486
Star Player
Star Player
Posts: 716
Joined: Mon Oct 13, 2008 3:29 pm
Location: Binghamton, New York, US
Contact:

Post by bjorn9486 »

What about pass block? He catches interceptions on a 4+ so that is not half bad. Maybe give him catch as his next skill so he gets 2 attempts at it?

Reason: ''
Image
Warpstone
Super Star
Super Star
Posts: 1019
Joined: Thu Jul 06, 2006 9:48 pm
Location: Vancouver, Canada
Contact:

Post by Warpstone »

Thanks Bjorn. It's an interesting thought, but the league is fairly bashy--or at least I'm less concerned with agility teams than I am with teams that can force the 2-1 grind on me.

Reason: ''
Spike! Magazine Major Tournament - September @ Vancouver, BC, Canada

Thunderbowl Sports Network - Head Coach of the Leaps of Faith.
Tarp
Experienced
Experienced
Posts: 78
Joined: Tue Nov 14, 2006 3:38 pm

Post by Tarp »

making him a cage breaker is by far your best option, with a 2headed goblin with big hands ready to get the ball its a very good threat for your defense to have.

Reason: ''
User avatar
Joemanji
Power Gamer
Posts: 9508
Joined: Sat Jul 05, 2003 3:08 pm
Location: ECBBL, London, England

Post by Joemanji »

Hi Kavin,

I think the Chaos Pact DE is crying out for a cage breaker role. Normally that would include Leap, but as you say 4+ with a reroll is a good substitute. I gave mine Wrestle and didn't regret it.

As you say, I think Horns is a great shout.

Leap is definitely not sub-optimal IMO. 2+ to any square within 2 is great. Bear in mind that could be instead of two dodge rolls at 3+ or 4+, which even with a skill reroll is not guaranteed. At high TVs there is plenty of Tackle too.

Two Heads would be another option. Now that would be cool - he could wriggle in anywhere.

Reason: ''
*This post may have been made without the use of a hat.
SillySod
Eternal Rookie
Eternal Rookie
Posts: 1952
Joined: Tue Apr 01, 2008 2:09 am
Location: Winchester

Post by SillySod »

Strip ball, sidestep, or two heads.

Reason: ''
Victim of the Colonel's car boot smash. First person to use Glynn's bath.
Update: the Hartlepool family Glynn now has a virgin bath.

Barney is a clever dog.
User avatar
Catt
Experienced
Experienced
Posts: 113
Joined: Fri Jun 19, 2009 2:27 pm
Contact:

Re: Next Skill for Chaos Pact Dark Elf with +AG and Blodge

Post by Catt »

Warpstone wrote:
Currently considering:
  • * Horns - dodge into a cage on 4+ with ST4
    * Sidestep - keeps him alive longer, helps him run down the sideline, increases annoyance factor another degree. :wink:
    * Strip Ball - only downside is that I'm in a TV200+ division so most strip attempts would be 2d against anyway.
    * Leap - sub-optimal in most cases though as he normally dodges on a 2+ or 3+ with a skill reroll.
Horns is a nice skill to have. But I've chosen to give it to my CP Skaven because his extra movement makes him, in general, a more flexible defensive ball sacker (he also has tackle) assuming he's not in a tackle zone of course. On a DE with AG5 I can see why this is tempting because of cage breaking (as you say).

However I think ultimately sidestep is more useful. I find on my Chaos Pact team my AG5 DE gets targeted a lot because he's my primary ball handler. Sidestep enables him to stay alive AND be annoying.

One or two mutations might be interesting but perhaps less useful skill:

- Foul appearence to keep him alive
- Disturbing presence; his AG5 allows him to get close to potential receivers and passers (perhaps not that useful agains most teams)

His AG 5 renders most other utility mutations less useful - i.e. two heads, extra arms and big hand.

So I'd probably go sidestep.

Reason: ''
Carnis
Super Star
Super Star
Posts: 1124
Joined: Thu Apr 09, 2009 8:50 pm

Post by Carnis »

SillySod wrote:Strip ball, sidestep, or two heads.
Strip ball is overrated at high TR.

Horns, sidestep, or two-heads.

I kinda like the idea of an elf growing a new head, regardless of it's ingame efficiency :P

Reason: ''
User avatar
mattgslater
King of Comedy
Posts: 7758
Joined: Thu Dec 15, 2005 5:18 pm
Location: Far to the west, across the great desert, in the fabled Land of Comedy

Post by mattgslater »

Horns or Side Step, of the skills discussed so far. If you've already got a Horns player, take two: much better than one. AG5/Blodge/Horns is disturbingly powerful and very hard to game against. Side Step is great if you get him on the ball: he can pick up in 2 TZ at end of turn, or 1 TZ after you've done the easy stuff or when you have a TRR, and if you blow it, wish your opponent good luck getting him off the ball. But there's no way this guy mans the corner, where SS gets its best use: he's just too valuable. I guess Side Step is ok on a wingman, but if you're Pact you probably have Guard there, so this guy is a safety. You seldom want him in coverage, as he's too effective not to rush the ball and you have too many good cover players, but you can't afford for him to get blitzed.

I think I'd take Horns over SS if that's the debate, but SS is such a power skill that it's worth its weight even when you put it on a blitzing safety (blitzing in the football-sense: pass-rushing from the backfield). Not big on Strip Ball and would favor Leap over Two Heads, but this guy could make really excellent use of Pro or Extra Arms. Pro in particular would be nice. It's not exactly Horns on the blitz, but it's better with 1 assist, and works when blocking. It can also be used to catch or to attempt multiple (3 or even 4, so long as they're all into no more than 1 TZ, or only the first is into 2 TZs) dodges/GFIs/pickups without either TRR or a single drop of sweat. That's like a built-in Sprint and Sure Feet. Instead of going all the way around a guy or just skirting his TZ if you really need to, you can just walk right through his zone like he wasn't there, give him the finger, and lend an assist just wherever. Then at 76, get him Leap. With AG5, Leap, Pro and Dodge, it's safer for him to Leap and Dodge without a TRR than for his unskilled teammate to throw a 2d block.

Reason: ''
What is Nuffle's view? Through a window, two-by-three. He peers through snake eyes.
What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.
User avatar
Digger Goreman
Legend
Legend
Posts: 5000
Joined: Sun Jun 25, 2006 3:30 am
Location: Atlanta, GA., USA: Recruiting the Walking Dead for the Blood Bowl Zombie Nation
Contact:

Post by Digger Goreman »

Cheesus! He's already an abomination on so many levels... givin' 'im two heads would be poetic....

Reason: ''
LRB6/Icepelt Edition: Ah!, when Blood Bowl made sense....
"1 in 36, my Nuffled arse!"
Jural
Legend
Legend
Posts: 2112
Joined: Thu Apr 21, 2005 2:49 am

Post by Jural »

Horns or Leap, I really can't decide! I'd go horns, but I'm not sure it's the right call.

Reason: ''
User avatar
Storch
Emerging Star
Emerging Star
Posts: 315
Joined: Tue Jul 11, 2006 8:32 am
Location: Pittsburgh, PA

Post by Storch »

It was very dependent on on the makeup of our league at the time but, around here, Leapers had free reign so my DE went AG+, Dodge, Leap, and the managed to pick up a ST+ so he is waiting on Block. I figure that will give me more than enough time to worry about Horns or not.

As he is my go to scorer, I liked leap because it basically meant that even if he built a wall of guys in front of you, you could still score. Since I didn't want him getting stuck in for any length of time, that alone made it worth it to me.

Reason: ''
User avatar
mattgslater
King of Comedy
Posts: 7758
Joined: Thu Dec 15, 2005 5:18 pm
Location: Far to the west, across the great desert, in the fabled Land of Comedy

Post by mattgslater »

If you get +ST, don't bother with Horns. Pro is what you want at 176.

Reason: ''
What is Nuffle's view? Through a window, two-by-three. He peers through snake eyes.
What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.
Evil Git
Hoomin's Deliverer
Posts: 3017
Joined: Sun Sep 15, 2002 2:01 pm
Location: boarding the last train to chumpsville
Contact:

Post by Evil Git »

not quite the same thing but i took chaos pact to a tournament and had horns on the dark elf. very effective for cage breaking duties and would definitely say my choice is that. i realise though that it was a limited number of games so you can take this with a pinch of salt. side step is not a bad alternative though

Reason: ''
http://www.createforum.com/teamscotlandbb
Post Reply