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I turned down a +ST
Posted: Tue Aug 15, 2006 12:34 pm
by BooneC
I'm iin the 1st season of a league that might only last 1 season.
We play a round robin followed by semis and then the finals.
6 teams, 2 Orcs, Dwarf, Orgre, Halfling and mine,
Necros
2 werewolves
1 Golem
2 Wrights'
6 Zombies
3 RRs
2 FFs
We have predefined match ups so I was playing the Dwarves then Orc, Orc again , Ogre and finally Halflings
The Golem was MVP in the 1st game and rolled a 12!
After a lot of thought I gave ST a pass and picked "Guard".
Am I going to seriously regret this?
Posted: Tue Aug 15, 2006 12:35 pm
by fen
imo, yes. a ST5 Golem is nothing short of a goodsend. He's a Big Guy without the negatives.
Edit: I forgot to mention one of my fav players ever was a ST increased Flesh Golem
5529 - Block, Break Tackle, Dodge, Thick Skull, Stand Firm, Regenerate.
True he got a +MA and a Doubles as well, but even without those he was amazing with ST5 Block and Break Tackle.
Edit2: Oh and Dwarfs/Orcs hate playing against a ST5 AV9 Stand Firm player

Posted: Tue Aug 15, 2006 12:43 pm
by Mootaz
In LRB4 I also would have taken Guard instead of +ST. In a short league, the Golem will only get 1 skill and Guard helps the team more than ST5.
In LRB5, where Wights can get Guard, I'm not so sure anymore.
Posted: Tue Aug 15, 2006 12:52 pm
by Tritex
"ALWAYS TAKE THE STR INCREASE" Its the word of truth!!!

Posted: Tue Aug 15, 2006 1:07 pm
by mattski
Tritex wrote:"ALWAYS TAKE THE STR INCREASE" Its the word of truth!!!

Word...
Posted: Tue Aug 15, 2006 3:33 pm
by Storch
Look at it like this, the +ST is the same as if your golem had an assist on every block he makes. It's almost the equivalent of having guard on a player always standing next to him.
In addition, because he's better, there is a better chance of him knocking a guy down first and then lending the assist anyway.
Personally, I would have gone with the +ST. MV or AV I can turn down without much regret, but +ST, no way.
Posted: Tue Aug 15, 2006 3:52 pm
by Mootaz
Problem is: I want the Zombies to hit people as they need to skill up. So I need assists. That's where the Guard comes into play. And Guard on the Golem is just so effective because of his Stand Firm. I just have more uses for a S4, Guard player than for a S5 player.
Also I want to do the hitting with Zombies as I don't care if they fall down (apart from it being a turnover, obviously). But I want the Golems standing as they are so annoying for the opponent. Therefor, I don't hit with them or only as a last resort or at the end of my turn.
Posted: Tue Aug 15, 2006 3:57 pm
by Leipziger
A str 5 Golem is more annoying and harder to move than a str 4 one with guard.
Cheers
Leip

Posted: Tue Aug 15, 2006 4:01 pm
by fatgoblin
the thing is at Str4, the golem is not the one needing the assist, rather, its the str3 wight and zombie next to him. It also serves as an anchor for the werewolf to frenzy with.
In a long term league, the Str is a must as its just bloody hard to get, guard is easy to get so it can be a second skill down the road. On a short life span, you probably won't be getting that second skill anyway so might as well get the most useful upgrade.
Posted: Tue Aug 15, 2006 4:20 pm
by Mootaz
fatgoblin wrote:the thing is at Str4, the golem is not the one needing the assist, rather, its the str3 wight and zombie next to him. It also serves as an anchor for the werewolf to frenzy with.
In a long term league, the Str is a must as its just bloody hard to get, guard is easy to get so it can be a second skill down the road. On a short life span, you probably won't be getting that second skill anyway so might as well get the most useful upgrade.
Finally someone who understands me

Posted: Tue Aug 15, 2006 5:25 pm
by Mad Jackal
I too have turned down a st boost.
My Side Step, Sure Feet, Sprint, Wood Elf Catcher rolled his 51 spp skil as 6,6.
I took Nerves Of Steel Instead. An effective +1 or even +2 for him when attempting to do what he does, which is catch the ball then run for a TD.
It just wasn't worth the extra 20k TV to have a strength boost on my quasi-OTS player. NOS helps him much more in his job.
And now that he has hit 51 spp without becoming a true OTS, then he can be replaced soon enough to start all over if he happens to suffer death.
Posted: Fri Aug 18, 2006 4:02 am
by Cramy
In a short league, turning down a ST increase is perfectly fine. I rolled a ST increase on two of my BOBs in my last league, took the increases, and I regretted it. The league was too short for them to get a second skill. And the blitzers and two other BOBs had Block, so they did most of the blocking and got the CAS, not the two ST5 no block BOBs.
I would have done the same as you.
Posted: Fri Aug 18, 2006 7:37 am
by Redfang
a str5 SF dude is still an enormous block for your opponent to get by even if he doesn't do anything but stand in the way all game!