Assassins- Dodge, JU, SS on normal rolls. Multi Block on Doubles (obviously). Why JU? Well, JU allows you to stand up for free on any action except Blocks. Stabs are not blocks, so you get to stand for free and then stab. At least that's how I read it. SS keeps you next to players to stab.Da_Great_MC wrote:I have some experience with Dark Elves, both long term LRB5 league and tournaments.
I always take Dodge first on Blitzers, then Sidestep.
Block first on Witch Elves, then Sidestep.
Dodge first on Linemen, then Wrestle.
Tournament Runners get Dodge, League Runners get Pass.
Close to no experience with Assassins.
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A stab replaces the blocking dice for a block - so you still need to make the AG roll for JU.datalorex wrote: Why JU? Well, JU allows you to stand up for free on any action except Blocks. Stabs are not blocks, so you get to stand for free and then stab. At least that's how I read it. SS keeps you next to players to stab.
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Ian 'Double Skulls' Williams
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Well, it was worth a shot. It'd still take JU second on an assassin.ianwilliams wrote:A stab replaces the blocking dice for a block - so you still need to make the AG roll for JU.datalorex wrote: Why JU? Well, JU allows you to stand up for free on any action except Blocks. Stabs are not blocks, so you get to stand for free and then stab. At least that's how I read it. SS keeps you next to players to stab.
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I agree. JU is very useful, although I've had more use with Side Step. Its strange but the fact that on a push back you can move him, quite often putting him next to a player that has moved (thereby setting up a stab next turn) it induces a kinda focus on the opponent - they decided they want to take him down and often use a re-roll to try and get that block.Well, it was worth a shot. It'd still take JU second on an assassin
Dodge is probably out there as the first choice though.
Never forget the danger of the leap though! If you have to assassains I would reccomend one as leap first skill. He wont survive long but he will win you games when he leaps into a cage and stabs the ball carrier
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Add to that the potency of wrestle + tackle. You'll get a few more knock downs, and you've made a great player for shadowing or tying up opposition blodgers. Does he blitz out of the TZ and risk the wrestle, or dodge out without his dodge skill?ianwilliams wrote:So what wrestle does it make that player a "safe" blocker. Sure you won't get quite as many knock downs as a block player but you will be making a similar number of blocks - so get POWs & cas.
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