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Doubles roll for Big Hand beastman?
Posted: Fri Apr 09, 2004 1:02 pm
by Bookman
Here's the team:
3 x Rookie CW
1 x Rookie CW w/MA 4, Niggle
1 x Beastman w/ ST 5
3 x Beastman w/ Block
4 x Rookie Beastman
1 x Beastman w/Claw, Niggle
1 x Beastman w/Big Hand, DOUBLES
1 x Rookie Minotaur
3RR, FF10, 70K Cash, TR 172
What to take with the doubles roll? NOS and Leader come to mind -- other thoughts?
Something pass oriented might help spread the SPP around a little. I really have to find a way to get the CW some SPP. The slow niggled CW will get replaced soon, but I don't know if a 4th RR is a higher priority.
Posted: Fri Apr 09, 2004 1:14 pm
by narkotic
500% NO to Leader, you can give it to another Beastmen, NOS would be also a waste as he is meant to pick up balls, not catch them. Chose a Skill/trait that combines best with his Big Hand.
If you want to open up some pass-oriented moves in your Chaos team, chose accurate and turn him into a thrower
If you want a ball hog/runner give him either Very Long Legs or Dodge, followed by Block and Pass Block.
Posted: Fri Apr 09, 2004 1:17 pm
by Mad Banker
Since he already has Big Hand, he is probably the ball carrier of your team... so I'd go with Pass to ensure a nasty surprise for unuspecting opponents

Posted: Fri Apr 09, 2004 1:18 pm
by Bookman
narkotic wrote:NOS would be also a waste as he is meant to pick up balls, not catch them.
My thought was being able to jump in for a loose ball and toss it out with little chance of a fumble. Probably wouldn't come up enough to the worth the choice.
Posted: Fri Apr 09, 2004 1:19 pm
by narkotic
Sorry, but not pass as he can use a TRR for that, if he choses accurate he will throw the ball better and fumble less...
Posted: Fri Apr 09, 2004 1:22 pm
by narkotic
Bookman wrote:narkotic wrote:NOS would be also a waste as he is meant to pick up balls, not catch them.
My thought was being able to jump in for a loose ball and toss it out with little chance of a fumble. Probably wouldn't come up enough to the worth the choice.
This is eligible of course, but I think the team will profit more if you turn him into a key player (thrower or runner) rather than a player who waits for the opponent to fumble the ball. On a second note, if you have only one Big Hand/NoS player he will end up at the wrong side of the pitch all the time...

Posted: Fri Apr 09, 2004 1:44 pm
by Mad Banker
narkotic wrote:Sorry, but not pass as he can use a TRR for that, if he choses accurate he will throw the ball better and fumble less...
He only has three Rerolls... and expensive as they are, that won't probably get much better in the future...
So, chances are he won't have any rerolls left when he will attempt the pass...
Posted: Fri Apr 09, 2004 1:51 pm
by narkotic
With accurate he won't need TRRs for passing in the first place (at least when doing quick&short passes) and for odd passes like Long Bomb or multiple from TZs a TRR won't help anyway...
Posted: Fri Apr 09, 2004 1:58 pm
by Mad Banker
narkotic wrote:With accurate he won't need TRRs for passing in the first place (at least when doing quick&short passes) and for odd passes like Long Bomb or multiple from TZs a TRR won't help anyway...
In a perfect world I'd agree with that... But my personnal experience with a Chaos team tell me that when you need a 2+ you roll a one...
Anyway, accurate would be nice too of course

Posted: Fri Apr 09, 2004 2:08 pm
by Gonzo
Pass? PASS!? With a Chaos team? This player needs a big claw on his other hand to rip off the oppo's heads! Khorne would personally flail me to death if I dared give passing or agility skills to my Chaos team!!
Whatever is the world coming to....grumble,grumble

Posted: Fri Apr 09, 2004 2:25 pm
by narkotic
I guess you would reject an agility or movement increase in favour of Block then...

Posted: Fri Apr 09, 2004 2:26 pm
by Zy-Nox
dunno
I'd be tempted by Foul appearance
Posted: Fri Apr 09, 2004 2:35 pm
by Gonzo
narkotic wrote:I guess you would reject an agility or movement increase in favour of Block then...

Agility!? What's that for! I hope you don't think I actually care about the ball!! Now movement is another matter because it's good for the extra blitz and foul range! Always useful for tendorising opponent's who are just that bit further away...
Khorne was very pleased with my last performance as I won 7-3 on casualties against a loathsome Slaaneshi team...
BLOOD FOR THE BLOOD GOD!!!
Posted: Fri Apr 09, 2004 2:40 pm
by Bookman
These are enlightened Chaos who know that Khorne is make-believe.
I think I'll go with Accurate and work to get balls into the hands of my CW. I started the team with the 1CW and 10 BM roster, and the CW have yet to skill up.
I have a nearly full roster, and a 4th rr may well be my next purchase -- maybe even after next game (barring casualties, and with a win and a good roll). This team is only eight games old, but has suffered only one death (out of 15 casualties) and has had
amazing cash rolls: $590,000 in 8 games.

Posted: Fri Apr 09, 2004 2:41 pm
by Asperon Thorn
Hail Mary Pass, or NOS.
HMP to get the ball to the opposite end of the field, or NOS so that he can pass out of multiple tz's after picking up the ball with Big Hand.