skink with -1 armor
- dirt mcgirt
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skink with -1 armor
I played a game with lizardman team. The most skilled skink on the team just took injury w/ -1 to armor. Should I drop the skink. Skink has side step and diving tackle, but now has 6 for AV. Or just wait to see him killed off.
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Re: skink with -1 armor
Yes definitely - both are normal skills so not worth keeping.
If he had +AG I would think about it; or if he had +ST and another double (eg +St wrestle) but only because they are exceptional and rare players.
If he had +AG I would think about it; or if he had +ST and another double (eg +St wrestle) but only because they are exceptional and rare players.
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- Darkson
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Re: skink with -1 armor
Bye bye.
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- Jimmy Fantastic
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Re: skink with -1 armor
Fire him, by the way you should fire any Skink that after 2 skill up rolls has not yet got either +1 AG, + MA or a double skill.
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- Darkson
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Re: skink with -1 armor
Correct.MattDakka wrote:Fire him,
Wrong, that depends on the format in which you're playing.by the way you should fire any Skink that after 2 skill up rolls has not yet got either +1 AG, + MA or a double skill.
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- Darkson
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Re: skink with -1 armor
Short-term league means you don't get that many skills, so a skink with two normal skills is better for a team then a skink with none.
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Re: skink with -1 armor
Side Step, Diving Tackle stunties are great. Who gives a crap about bloat?
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- Jimmy Fantastic
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Re: skink with -1 armor
Competitive types. Matt is a little dogmatic in his advice but Skinks with just normals are rarely worth their tv.Merrick wrote:Side Step, Diving Tackle stunties are great. Who gives a crap about bloat?
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Re: skink with -1 armor
Bloat may lead either to having inducements against. having no inducements, or facing teams with skills costing the same TV but more efficient (like Block, Dodge and Mighty Blow, Piling On).Merrick wrote:Side Step, Diving Tackle stunties are great. Who gives a crap about bloat?
Side Step and Diving Tackle may sound good, the problem is that having it on an AV 7 ST 2 Stunty player is not so good because he can be blocked/injured quite easily.
It's better to stack the skills on the Saurus and on one super Skink ball carrier with ideally +MA/+AG/Sure Hands/Block/Sprint/Sure Feet, easy to protect and useful for 1TTD.
Having 1-2 regular skills spread on some Skinks doesn't pay off as much as stacking all of them on a single Skink ball carrier.
Also, if you really want to take regular skills on Skinks then take Sure Feet and Sprint so if anyone should roll + MA/+AG/double skill you suddenly have a good ball carrier.
The CRP meta rewards skill stacking, Stars and Scrubs teams.
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Re: skink with -1 armor
I think you have to take Side Step as a first skill, but for a long time on Cyanide I would take Sure Feet as my second skill. My thinking was it turned the player into MA10, which is handy. Cyanide was always suggesting, though, that Skinks take Catch as a skill. I see the benefit of Catch for long hand off plays, but I never took it. Any thoughts on Catch on a Skink?MattDakka wrote:Also if you really want to take regular skills on Skinks then take Sure Feet and Sprint so if anyone should roll + MA/+AG/double skill you suddenly have a good ball carrier.Merrick wrote:Side Step, Diving Tackle stunties are great. Who gives a crap about bloat?
The CRP meta rewards skill stacking, Stars and Scrubs teams.
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- spubbbba
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Re: skink with -1 armor
And in a short term league you may not have the cash to replace him, so it may be a choice between him or a loner/merc or even just not having a sub.Darkson wrote:Short-term league means you don't get that many skills, so a skink with two normal skills is better for a team then a skink with none.
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