Chaos Beastman with Big Hand rolls a doubles next

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DoubleSkulls
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Post by DoubleSkulls »

Stand Firm

Then you've got a no risk dodge into TZ to pick up the ball and a no risk dodge to get out again. You can always use a TRR to reroll the dodge - and if he's your only dodger he's a magnet for opponent's tacklers.

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Post by Brokje »

That is what I would do. NOS will get the ball to another player, and if so much TZ's were on the ball, you will have no problem to find a player in the open, as your opponents players can not be eberywhere.

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Post by kithor2002 »

Two heads or pass.

But I think two heads will be better due Chaos isn't famous for throwing a lot of passes.

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Post by Sharky2k »

i would go for two heads. its pretty cool to make him more save

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dendron
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Post by dendron »

I'd give him two heads!

Dendron

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Lamoron
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Post by Lamoron »

Two heads is fine, granting 2+ Dodge out og TZ, but Dodge will also allow you, to not get knocked down the following turn. When you run out of rerolls, 3+ with Dodge-reroll, is better than 2+ without.

I vote for dodge, for the added use, and if you should be lucky and roll a third double, take the two heads, and your in business.

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Post by Skummy »

Most of the time ST teams lose to agility it is because they can't get the ball safely caged. I'd take Accurate to address this problem, so that even if they coffin corner kick it deep, you can still get it up the field fairly reliably. 3rd skill would become Sure Hands, and all of a sudden you've got a Chaos Thrower - who is a solid player that will not hog SPP's. Chaos Warriors are the ball carriers. You just need to get 'em the ball and they'll do the rest.

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Gus
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Post by Gus »

thanks all, was a difficult choice, and i took Two Heads :)

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Post by Lamoron »

Another one fell to the "I can have mutations, so ordinary skills are boring" trap. But i see the dilemma, you kinda feel like loosing a Double when choosing Accurate or Dodge, to bad... both would have been better choices IMO.

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Gus
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Post by Gus »

erm no, i have enough experience of this game to not fall in this trap :)

Dodge -> only one in the team, i wasn't overly convinced of the "protection" factor, and Two Heads works many times as opposed to the Dodge reroll, who can also be cancelled by Tackle.

Accurate would have meant i'd develop a passing game. i am NOT orientated towards a passing game with chaos, a running/mobile cage suits me better (no, not necessarily 8-turns TD). the problem with NoS and HMP is that it would have meant my Beastman would have stayed in the scrum after getting the ball, which i wanted to avoid as much as possible. HMP posed another probem, being the fact that i wasn't sure i could cover enough field to ensure the pass wouldn't be quickly recovered by the opposition. Stand Firm was a close call, but i wanted to try Two Heads to help me succeed dodges instead of failing them without a TO.
Last, a very competent player that i won't name (see sig ^^) told me Spikes would have been a good option, but i had the feeling of "wasting" the doubles to protect "someone who would have been more worth-protecting if i had chosen another mutation instead of spikes" :)

even though HMP really appealed to me because it could be useful at times, and was an unusual pick, i decided to go for Two Heads. next doubles is prolly SF or HMP, but i think i'd prefer to give him block now ^^

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Alesdair
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Post by Alesdair »

next dubs you might want to give him pro...
This is the guy who you want to pick up, dodge, pass with... and there will be plenty of times when you've already used the RR that turn on someone else...

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Post by Skummy »

Didn't Pro become a general skill again?

I'd say go with Dodge if you're fortunate to get doubles again. It has good synergy with the Two Heads.

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Alesdair
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Post by Alesdair »

huh?

skill?

i really need to check the lastest update

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