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when too much is like too little

Posted: Wed Sep 27, 2006 12:24 pm
by Garek_Beurkman
Ok, my beastman rolled for his first upgrade and rolled 5 and 5, thus opening every single skills, +AV or +MV. I'm getting a little brainfreeze here.

So far i got
Warrior +Ag Block
Warrior Block
Warrior (rolled a 10, probly guard)
Beastman +Ag Dodge (love him :D )
a bunch of block beastmen
Beastman Sure hands
Beastman i'm wondering about
Mino without skill

4 RR

Posted: Wed Sep 27, 2006 12:33 pm
by TuernRedvenom
Beastmen die, a lot, take the +AV and cherish it! :)

Posted: Thu Sep 28, 2006 2:24 am
by DoubleSkulls
Chaos are slowish - take the +MA and cherish it

Posted: Thu Sep 28, 2006 3:36 pm
by kithor2002
Maybe dodge could be an option. Then big hand at the next skill.

Posted: Thu Sep 28, 2006 6:14 pm
by skatingtortoise
chaos warriors need support. give him guard and cherish it.

Posted: Thu Sep 28, 2006 11:14 pm
by sean newboy
+av

Posted: Thu Sep 28, 2006 11:20 pm
by Darkson
Pass then Strong Arm.

Posted: Fri Sep 29, 2006 12:04 am
by fen
Darkson wrote:Pass then Strong Arm.
I think if I was going this route I'd rather take Accurate and then Strong Arm. I just find I get more milage out of using a skill that reduces the number of times you have to reroll over having a free reroll for something you're probably going to do once a drive. (I do know this means you may not have a reroll for the catch, but that's a risk I'm willing to take.)

And I'd then get Pro + Sure Hands if I didn't roll another doubles. Plus I'd toss the ball to Extra Arms beastmen.

That's personal preference there though. :)

Posted: Fri Sep 29, 2006 7:39 am
by Darkson
Nah, accurate and SA make to many 2+ pass rolls, which is an almost guaranteed fail (at least where my teams are concerned). A 3+ with a skill reroll works more times for me than a 2+ with (perhaps) a TRR. ;)

Posted: Fri Sep 29, 2006 2:15 pm
by Snew
One of those statisticians worked out that a 3+ with a RR has a higher chance of succeeding that a 2+. I don't know if it's true or not but that rings in my ears every time pass vs accurate comes up.

Posted: Fri Sep 29, 2006 3:00 pm
by NightDragon 2
+AV

Posted: Fri Sep 29, 2006 3:20 pm
by fen
Snew wrote:One of those statisticians worked out that a 3+ with a RR has a higher chance of succeeding that a 2+. I don't know if it's true or not but that rings in my ears every time pass vs accurate comes up.
It's true, 8/9 vs 5/6 for successes.

But I find that Accurate + Strong Arm is better than Pass + Strong Arm on AG3 because there are other ranges to think about, and reduces fumbles as well.

2+ 2+ 3+ 4+ vs. 3+ 3+ 4+ 5+

Basically, I'm only going to turn a beastman into a thrower if he's going to either be throwing quick passes (where Strong Arm is useless) or Long Range passes (where I really want to stack the bonuses to get an accurate pass.) It's personal preference for the particular purpose I put Beastmen to that's all. Of course if I had normal access to a skill or mutation that improved short rang passing (so I could stack it with Strong Arm) I'd take Pass.

Posted: Fri Sep 29, 2006 4:46 pm
by Buggrit
+AV and go hurt the opposition :)

Posted: Fri Sep 29, 2006 9:09 pm
by Gumbo
Darkson wrote:Nah, accurate and SA make to many 2+ pass rolls, which is an almost guaranteed fail (at least where my teams are concerned). A 3+ with a skill reroll works more times for me than a 2+ with (perhaps) a TRR. ;)
I'm sorry, are we talking about a passing chaos team??? :-?

Posted: Sat Sep 30, 2006 4:18 am
by Kyojima
I would take dirty player.