Discuss Fantasy football-style board games - GW's Blood Bowl, Impact!'s Elfball, Privateer Press' Grind, Heresy's Deathball, etc. THIS IS NOT AN NFL FANTASY FOOTBALL SITE!
RogueThirteen wrote:Nevertheless, I agree Side Step is the way to go (I'd make it first skill on most skinks regardless), but I wouldn't spend any team development in making this guy a better one-turner (eg Catch, Sprint, Sure Feet).
I run with sprint/sure feet on my ball carrier after sidestep. If he's got +ag, I don't want him marking people with Diving Tackle, and when you are down to 4-5 players against 11, the ability to reliably move 3 squares into your opponents half, make a sideline half cage and then do 6x 2+ dodges/gfi's both with a rr to sprint over the TD line anyway can be *very* useful!
N.B. 3 squares, because 2 is required, so gives you one square of horizontal movement. More forward you can get the better, but given as you have to pick the ball up first, 3 is usually your best bet.
But everyone knows +AG Skinks always die in their very next game!!!
(In 30 League games with a Lizard team and dozens of skink level-ups, I've had one +AG and in his next game out his first dodge he rolled 1 --reroll--> 1, armor busts, CAS, DEAD! --apoth--> Dead!!!. Though, I agree, a +AG skink can be built to do whatever the heck it wants, because it's just that good, at least in theory.)
RogueThirteen wrote:But everyone knows +AG Skinks always die in their very next game!!!
LOL
I must admit I've been quite lucky with mine, as obviously he has a huge target over him (hence the -1AV).
I do what I can to keep him away from brawls but ultimately he's supposed to play for the team, not the other way around!
Unless of course he's actually holding the ball...
RogueThirteen wrote:But everyone knows +AG Skinks always die in their very next game!!!
(In 30 League games with a Lizard team and dozens of skink level-ups, I've had one +AG and in his next game out his first dodge he rolled 1 --reroll--> 1, armor busts, CAS, DEAD! --apoth--> Dead!!!. Though, I agree, a +AG skink can be built to do whatever the heck it wants, because it's just that good, at least in theory.)
Hi!
Still on the same team, perpetual league.
As expected, skill-ups are getting harder to get, especially with the Saurus.
The team still has one league game to go, but despite the result I'm fairly sure it's already in the play-offs (even if it's not a win).
There are two other teams that will probably be there too, an DE (MA8, AG5, NoS, Dodge, Sprint Blitzer; 4ST, Block, Strip Ball, W.Elf,...) and a Skaven (One turn scorer Gutter Runner; 10MA, SS, Catch GutterRrunner, AG5, Leap, SS GRunner,...).
As most teams are quite skilled up already, the team's extra punch from the Saurus has been bouncing back in plenty Block-Dodge combos (making the attrition play option increasingly less reliable), so I've been using their speed to move up (from one side of the pitch to the other), creating loose cages/pockets for the skinks, up until they can have a (hopefully) reliable lane to go for the TD.
Last game a Cas with one of the saurus allowed me another skill roll: 5+5.
So, taking into account that I've been struggling the most against fast/agile teams, I guess I'll have to pass both the +MA and +AV boost, and focus on a skill that takes advantage of the Break Tackle extra mobility and turn the guy into a more dedicated hunter.
You do need tackle badly, but Blodge/BT is a nice combination on a saurus, it really adds an extra movement reliability (as the team rr can then be used on a blitz).
I'd personally go Dodge, but if not, tackle all the way. You are drastically short on it.