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Tripleskull
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Post by Tripleskull »

I would take HG. 50% chance to remove the tacklezone of the guard guy on the corner of a cage is all worth it. I am sure you will love this player. He even already have blodge, side... Trying to make a cage somewere near him would be suicide.

2nd choice is claw. He will be a pain to all big guys and take some pressure of the sholders of your troll.

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Ikterus
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Post by Ikterus »

mattgslater wrote:Those are plastics with separate legs, right? While you're reworking this guy, you might want to reposition him so that he looks more grounded, ready to put some oomph behind a pop with the claws, and less like he's making a dive.
Plastic yes. The legs are Catachan. Since they are runners I wanted them too look mobile... And since they are Dauntless and faster than the others I wanted them less muscular and more lean and fast looking than the other positionals.
mattgslater wrote:If it's any help, btw, when you watch someone run, you'll see that if they use their hands a lot, their forward arm will tend to be the opposite the forward leg (big exception: right before making a block).
I haven't thought about that. Tip appreciated. (but offcourse they are both blocking ;) )

Infact all four are blocking :D

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mattgslater
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Post by mattgslater »

Ikterus wrote:And since they are Dauntless and faster than the others I wanted them less muscular and more lean and fast looking than the other positionals.
Yeah, but now he's a close-combat fighter, and he needs to keep his feet planted to get maximum leverage with his claws and have enough support to use Side Step. I think he'd be scariest-looking in a ready stance with his clawed hands at the ready, or maybe standing in place and beckoning or pointing with one clawed hand.
Infact all four are blocking :D
See, I buy that for the model on the end. The guy on the far left looks like he's diving to make a low block. The two guys on the right (Berserkers) look like they're getting ready to blitz. It's just the guy in question (the one you need to rework anyway) whose positioning I'm talking about.

On the mechanics, I say stay away from Hypnotic Gaze. 50/50 propositions aren't worth burning valuable resources on. It's great on a Vamp or an Elf....

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What is Nuffle's view? Through a window, two-by-three. He peers through snake eyes.
What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.
Decker_cky
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Post by Decker_cky »

I like hypnogaze just because it opens up completely new tactics and is something your opponents always have to consider. With the snow troll and ulfwerners, you have fast high strength players who can cause impressive blitzes that get opened on a 4+. 4+ hypnogaze isn't much less reliable than a 3+ with OFAB used to be for vamps, and it was always useful there, so needing a 4+ doesn't seem like too bad of a chance to me.

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Tripleskull
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Post by Tripleskull »

50 % chance to get two dice block on the ball carrier is not good ods - it is GREAT ods. And you can even make it 75 % with a reroll. Im aware that you are not gonna get that kind of chance in every turn, but you will force your oponant to counter it in every turn in ball possesion. The pasive part of HG is almost as good as the active.

It is getting quite trivial repeating the arguments over and over again and claw is awsome - HG is better though.

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Decker_cky
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Post by Decker_cky »

Yea...HG changes the way your opponent has to play against you, which is big. On a relatively fast player, it's a solid choice for a 4+ ability.

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Ikterus
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Post by Ikterus »

So now I'm confused again... :?:

I have to think about this.

This guy can go in so many directions... And claw is a very active skill and maybe in the future my berserkers and ulfs will be better for that role...

HG would make this guy a very good supporter and facilitator for blitzes. His ball carrying is already good and he's hard to take out. So Extra Arms and Two Heads are not my first choices, right now...

So... Claw or HG... :?:

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voyagers_uk
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Post by voyagers_uk »

I would advocate Disturbing Presence, he will of course be chasing down the ball carrier on defense, if not that then Claw.

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Ikterus wrote: But for the record, play Voyagers_UK if you have the chance. He's cursed! :P
Tripleskull
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Post by Tripleskull »

I have though it over, and I have changed my mind

Claw is not the 2nd best choice - Its the smallest mistake... 8)

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mattgslater
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Post by mattgslater »

How much of a gambler are you? HG has a way of making you regret you tried to use it by burning out at exactly the wrong moment. And if you can try to HG someone you know they can't provide an assist anyway (at least not without Guard) 'cause they're in a TZ.

Reason: ''
What is Nuffle's view? Through a window, two-by-three. He peers through snake eyes.
What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.
Tripleskull
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Post by Tripleskull »

They can provide an assist against the player they tried to gaze.

What do you mean by gambler?

HG can be used at almost no risk early in the turn, so you have plenty of time to change your plan if it doesnt work, how is that gamling?

I am a tight player, strictly playing the ods. I usually grind for 8 turn in one half and try to break or make my opponant score fast in the other. I find this is the most sure way to get wins, so I dont want my opponant to be able to play like that. HG is a great skill when playing or playing against this concept.

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