+AV

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Dam
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+AV

Post by Dam »

I haven't as of yet played with the LRB 5.0 (or the PBBL earlier versions that allowed this improvement), so I don't have any experience with this, only thoughts.

Therefore would like to hear from people who have taken the +AV on their players. Specifically, what player, why, why not the +MA (or skill), etc? I remember back in the day, DZ card "Magic Helmet", which gave +1AV was nice on my WE team, but...

First thing that comes to mind is any player with 'Jump Up'. +AV should help in causing the player to only end up proned instead of stunned (or worse).

Secondly, players like Wardancer and Gutter Runner, i.e "Favourite targets". AV8 :smoking: (ok, maybe over-doing it, but :D ) . Yet, MA 9 (WD) or 10 (GR) doesn't sound too shabby either. Then again, AV 7 or 8 when you're being kicked by a 4+ gang, life is still cheap...

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Post by elmascap_ullo »

Ive been playing a league with wood elves and I took the +AV on my linemans, that upgrade really saves them from injuries more than any other skill, but I think that it depends in how you want to develop your team...

For the WD it depends if you want him to last long or if you want to have a ST3 Blodgers Catcher, but i recomend the +AV becouse, as you said, he will be Public enemy nº1 in any match

For runners i would take the +Ma just becouse you would have a One Turn Scorer and thats better than any AV upgrade

Hope you find it useful and sorry for my english...

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Post by fen »

Beastmen, I always always take the +AV on them as a policy.

The Chaos team is tbh not as robust a bashing team in comparison to other teams. I've lost

But I'll take +AV over +MA on any non-scoring positional in 5.0. The on pitch mayhem is so much bloodier than previously (go go Piling On!) and imo you need to avoid losing men if you can. As once you're outnumbered things can snowball against you.

Players I'd take +AV on:
Minotaur, Rat Ogre, Snow Troll (AV8 Big Guys)
any AV7 Lineman (maybe on some skinks)
Any Norse player
Amazon Blitzers
Werewolves (Oh I love my AV9 Werewolf), Wardancers and other expensive players.

I'd take +MA on Throwers and Runner/Catcher/scoring types (plus some Blitzers.) Or players who've suffered -AV.

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Post by DoubleSkulls »

+Av is a bit like +MA. Its a small bonus all the time and you don't necessarily feel its benefit that often. However having key players (or LOS fodder) toughened up can be really handy.

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Post by Mad Jackal »

I have taken +1 AV on a Wood Elf Catcher. He was already Wrestle, Jump up, so the OTS option was really out. I gave him the AV upgrade to help him survive more AV breaks and thus use his jump up more. . He got killed on a blitz by a Slann a couple of games later though.

Throwers are a move boost on Wood Elves for me, and Line Elves are an AV boost.

My WarDancers want the +1 to AV more than the +1 to move. After Strip ball + tackle or dauntless I don't "need" any other skills. So I would be happy to pay a 30k skill to increase thier durability. (Increase the length of time between war Dancer replacements.)


I'd take +1 AV on Rotters too. Anything to stop the 2nd roll on the casualty table.

Beastmen are more tricky to me. I really like what move 7 does to open up possibilities. I agree that av 9 is a nice bump, but that one would really depend on what the skill set of the team (and teh player already) has at the time. Pestigors I think are a good candidate for the move boost. Though if you already had a good bashy one Sau Block guard mighty blow av boost might be the way to go.

Move boost on the Warrior most likely, but an AV boost would also help curb the need to replace them. (And I have been having to.) If he already has block I think I take move, if no block, then AV ?

On dwarves, except for Trollslayers I think I take the move boost.

On my vampire team I think the choice would be hard.
Thralls would depend on their specific skills set. I try to run platoons and role players, so my muck it up guys would get +1 AV and my ball ahndlers would get +1 move. Vampires. I don't know, and I might even turn a 10 down for Pro or Block. Or maybe even for dodge too. A doubles 10 I might be tempted to go off the passing chart for NOS or Pass or something.

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Post by Fronko »

I'd rather ask this question the other way round: When NOT TO TAKE +AV over +MA. Everyone benefits from a higher armor value instead of higher speed. There are a few exceptions, of course, especially speedy players (all catchers, wardancers, gutter runners and similar players), but for the bulk of the players it is +AV. Linemen profit from better staying ability as do blitzer types (as the most valuable player in the team anyway), not even to speak of blocker types.

So, in my opinion, 9 out of 10 players would rather pick +AV, exceptions as noted above.

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Post by Cloggy »

I would also take the +MA on any type of thrower. Let's be honest here, we all make that 1 GFI to shorten a pass range right?

Other than that I would agree that +AV is generally better than +MA. I might choose the +MA for the players with the primary blitzer role, especially if it get the MA from 6 to 7, since it will allow a positioning on the middle line of the pitch, and still enable blitzes to the sidelines.

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Post by TuernRedvenom »

Cloggy wrote:I would also take the +MA on any type of thrower. Let's be honest here, we all make that 1 GFI to shorten a pass range right?

Other than that I would agree that +AV is generally better than +MA. I might choose the +MA for the players with the primary blitzer role, especially if it get the MA from 6 to 7, since it will allow a positioning on the middle line of the pitch, and still enable blitzes to the sidelines.
Indeed, for agility teams on most positionals I'd take the +1 MA (especially dark elves which can really use the extra speed), for linemen I'd take +1 AV.
I don't think it's a no-brainer. Some teams like amazons can really use the extra speed while others (chaos beastmen) can really use the extra armour.

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Post by stormmaster1 »

The choice may be affected by any skills already aquired. e.g. MAd Jackal +AG wood elf catcher with wrestle and jump up. On a lineelf i'd take +AV if it was the first skill, but might consider +MA if they had dodge (or blodge) or other skills to stop them getting hurt. For any player routinely given LOS duty it's a no-brainer. The most difficult decisions will be with Norse and Amazons. Both have AV7 but both are in desperate need for faster players.

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Post by browwnrob »

Id say +AV on a Wrestle/Strip Ball Wardancer would be just what is wanted! Ive an AV9 Blitzer and a Block AV9 Lineman on my Dark Elf team, I havent regretted it so far, I would however, love to get +AV on my Dump Off/NOS runner (or maybe two) as he will be getting hit now and again

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Post by falconeyed »

I went +AV on a blodging pro elf catcher just last night. The way I figure, the 5.0 apoth is largely a waste of space, so increasing the AV should help him hang around longer. My offense is based on the two turn score anyway and one turners would be almost impossible for me to get. With the AV increase, that catcher is basically now a fast blodging blitzer.

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Post by Digger Goreman »

I wrestled with this recently on my Goblin team. Finally went with the consensus of +AV over +MA. It has made a world of difference being able to, when needed, place an 8 AV gobbo on the front line with my two Trolls.

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Post by NightDragon 2 »

Personally I really like +1 MA. Speed is a great asset in my gaming experience.

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Post by IronAge_Man »

Most Av 9 players would benefit more from the +Ma. A possible exception might be Flesh Golems, due to the pounding they get and their value to the side.

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Post by kano »

If you take the +MA on treeman, then the get back up penalty roll is no longer there cuz his movement is no longer less than 3.......Unless they did away with this rule and I havent noticed it........ :)

Extra movement on a mummy would be nice too

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