Next Skill for a ST 5 Beastman?

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KLK

Post by KLK »

STRENGHT!

this question is... Just take strenght.

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Post by NightDragon »

ST 5. He is only 15 points off block.

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Post by Thadrin »

I've rolled ST+ once in my LIFE!

(after today, that is also my lifetime Triple skulls score as well :( )

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Post by NightDragon »

I have a Human blitzer with +2 ST and have a DE blitzer on one as well. I have been fairly lucky with this.

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Post by NightDragon »

I have a Human blitzer with +2 ST and have a DE blitzer on one as well. I have been fairly lucky with this.

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Post by Sixpack595 »

Good God, that guy will be gross! Str 6 on the Blitz!?! Ag 3 to pick up the rock and Mv 6 too! I you get another doubles you may want to consider Spikes to keep him alive and killing.

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Post by plasmoid »

Take the ST.
Then consider Break Tackle next.
This guy has a good shot of going into any cage, and get a 2d block once inside :)
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Post by Alesdair »

Yes, join the ranks of the lucky...
My choas team now has a +2ST beastman... and his first skill was block... so he got those +ST's at 16 and 31 SPP...
boy was I a happy camper...

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Post by Cooper »

To be honoust i think ST4 is enough with Horns. But perhaps i don't play enough against bigguys? (even though they are used plenty in our league)

I would have gone Frenzy, (or even big hand for a good runner/carrier)
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Re: Beastman rolls 12 for _two_ first skills? ST 5?

Post by Haldor »

Bookman wrote:I have a beastman who has rolled double sixes for his first two skills. Do I take the ST5 or something else? Frenzy sure sounds good, to be honest.

Edited to add: this is a team that's only four games old, playing against teams of similar experience.
The second +1 ST was on the same Beastman? :o Man he needs to die. May have to arange a little quality time with him and the crowd. :D Will be hard with 5 ST though.

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Post by Bifi »

ianwilliams wrote:If I got a double on him I'd either take Dodge, Spikes or Stand Firm. Claw might be fun too...
Spikes would help him survive the day.

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Post by Skummy »

ianwilliams wrote::o MA6 ST5 AG3 Av8

Take that down - backed up by a BG and 4 CWs...
Don't forget the Horns... Man, he's going to get fouled every game.

Your next doubles might as well be spikes. It would probably give him more survivability than Spikes, since players with the ability to take this monster down don't generally have tackle early on.

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Post by Bifi »

Skummy wrote:
ianwilliams wrote::o MA6 ST5 AG3 Av8

Take that down - backed up by a BG and 4 CWs...
Don't forget the Horns... Man, he's going to get fouled every game.

Your next doubles might as well be spikes. It would probably give him more survivability than Spikes, since players with the ability to take this monster down don't generally have tackle early on.
Right, maybe the second double should be spikes, but man... that's a hard choice.

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Post by Al the Trowel »

How about sure hands on this one - give him the ball and run with it. A couple of guards for protection and you'll have the ball carrier from hell. No-ones taking the ball of him except for a very lucky 1/2 or 1/3 dice block!

And if your worried about him hogging TD spp he can always hand off the ball to someone else to score, or even make a pass with his Ag 3.

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Post by Aramil »

A Beastman like that, now, can take whatever skill you may want to give him, and it would always be ok (uhm... except for Dountless :P ).

Skills: Block, Tackle, Sure Hands, Break Tackle...
Doubles: Claws, Fangs, Big Hands, Spikes, Tentacles, Dodge...

A St 5 (6 when blitzing :o ) without negatraits and with the possibility to use Re-Rolls IS a winning-matches player... every other skill you give him is "rain over a wet floor" (we say in Italy).

And they said that I was too lucky with my Ag 6 Dark Elf Linelf... :-?

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