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AG 6 Dark Elf Blitzer - next skill
Posted: Mon May 21, 2007 9:48 am
by Meradanis
My dark elf team (local league) has created a monster:
7 3 6 8 Block, Dodge, AG+, AG+
He did more than 20 SSP's the last 2 games, and now he has 54 SSP's. Time for a new new skill roll: 5,6 (!) Since Agility 7 isn't allowed rulewise and makes no sense at all, I need a new normal skill. Any thoughts how to develop him ? If he doesn't die (he's a natural target, apo healed him from death once), he will probably reach 76 SSP's soon.
Actually, I'm asking for 2 skills choices. One he'll get now, and the other one (hopefully) after some more games. If his next skill roll isn't a normal one, would you consider AV9 or MA8 on this player (ST4 would be a no-brainer) ? What about doubles ?
Posted: Mon May 21, 2007 9:56 am
by PubBowler
Leap!
Then on doubles Guard.
On a ten I could go either way.
Normal skill Strip Ball.
Make him the Wardancer Wood Elves would love to have...
Posted: Mon May 21, 2007 10:02 am
by Brokje
With +2 Ag he is already pretty good in picking up the ball in tz's, and dodging and such. I would do go for a skill which keeps him alive; Fend prevents Piling On and Frenzy.
Strip Ball could be handy, Leap would make it an ideal cagebreaker....
Cheers!
M
Posted: Mon May 21, 2007 10:24 am
by voyagers_uk
Leap is almost a given
PassBlock is also a good way of painting the target on his back.
Posted: Mon May 21, 2007 10:57 am
by Meradanis
I'm not sure about the Leap thing. He can dodge into 3 Tackle Zones with 3+ and probably a Dodge Reroll, that's cool even without Leap. If he had Agility 5 I'd take Leap without a second thought, but now it seems to be wasted.
Pass Block sounds nice, Interception with 3+. But there's a piece of wisom I've read somewhere around this site: If he's got Pass Block, he'll never make an Interception again.
I'm pending between Strip Ball and Fend. With Stip Ball, he could do some nice cage breaking/ball retrieving actions, perhabs Wreste as his next skill. Using him this way, he'll end up in the middle of the cage very often, which could be negative for his health. Fend would make him a less likely target of my opponents Blitz actions, although we don't have many Frenzy/Piling On players around. With Side Step on the horizon, I'd think twice before blitzing such a player.
Posted: Mon May 21, 2007 11:00 am
by fen
First of all, Leap is pretty rubbish on a guy with AG6. AG5, yes, AG6, no. AG6 is so huge that you can dodge your way through most places that you'd normally have to leap. So the only time you'd leap is when the target square has 3+ Tackle Zones on it, and sending a player like that into that square repeatedly will shorten his lifespan.
Strip Ball is a great use of his AG, Guard is an excellent doubles.
On the 10 I'd consider AV9, MA8 is great but AV9 keeps that target alive longer.
Posted: Mon May 21, 2007 11:01 am
by Aliboon
Personally, I'd make him a cagebreaker, so i'd give him Strip Ball first. Leap is ok, but he's already dodging into 3 TZs on a rerollable 3+, so personally i think it's a waste.
Then something to keep him alive-Sidestep or fend for me.
Juggernaught on a double if you go the cagebreaker route.
Posted: Mon May 21, 2007 12:21 pm
by Da_Great_MC
My vote is on Sidestep, great skill to keep him alive and get in the way of opposing players.
Posted: Mon May 21, 2007 12:59 pm
by PubBowler
I was thinking Leap as a back up to his dodging talents.
If there is tackle in the cage then his Dodges are going to be harder.
You can only reroll with Dodge once in any case.
Leap can be handy to get out of Cages as well as into them.
Not to mention the where he might have to take multiple dodges or avoid a Diving Tackle.
Posted: Mon May 21, 2007 1:15 pm
by Aliboon
You can only leap once per turn too.
Posted: Mon May 21, 2007 1:34 pm
by Snew
fen wrote: AG6 is so huge that you can dodge your way through most places that you'd normally have to leap.
The only hole in your logic is that every roll of the dice you make has the potential for failure and, most of the time, Leap will eliminate the need for 1 or maybe two die rolls. That's assuming you're just trying to get around the speedbumps your opponent is going to lay down.
Posted: Mon May 21, 2007 2:31 pm
by wesleytj
As a person who's had 2 AG6 players in the past, I can attest that Leap is definitely worth it. As fen points out, you're cutting the number of rolls significantly. Sure, you can use dodge to run past people, but often that takes 2 or 3 dodge rolls. I'd rather make one 2+ roll and be done with it, and often it saves movement too, as you can take the straight path instead of a more circuitous route to the gap.
Pass Block is also great, even if you never get a single INT with it. What it often does is just make your opponent forgo the passing game entirely. I had a wood elf catcher that was 8268 catch dodge passblock leap and pro. I should have given her block instead of pro, rookie mistake, but she still lived plenty long, and blood bowl was WAY more violent back then. No question she was a huge target. She got -MA and a Magic Helmet (back when that was permanent +AV). Anyway, I retired her team with her still alive on it, at around 130-ish SPP, and of those she only had 3 INTs, because people simply stopped passing the ball when she was on the field. Well of course my Wardancers LOVED that.
Often she would be the one to get the ball after a WD had pried it loose, and pass it to someone else, who then scored.
Posted: Mon May 21, 2007 2:34 pm
by Urb
Cage breaking for sure. Stripball, tackle come to mind. Av is great. Great great but I'd be more concerned about the foul after he is knocked over where av isnt as optimal. After lets stay stripball if doubles I'd consider juggenaught. On a normal roll tackle, sidestep,and even frenzy could be interesting. You have options for sure.
Posted: Mon May 21, 2007 3:53 pm
by PubBowler
wesleytj wrote:
As fen points out, you're cutting the number of rolls significantly.
I think this was Snew...
Posted: Mon May 21, 2007 4:43 pm
by fen
Snew wrote:fen wrote: AG6 is so huge that you can dodge your way through most places that you'd normally have to leap.
The only hole in your logic is that every roll of the dice you make has the potential for failure and, most of the time, Leap will eliminate the need for 1 or maybe two die rolls. That's assuming you're just trying to get around the speedbumps your opponent is going to lay down.
mmmhmmm, I realised this later after posting. I'd still go as far as to say that Leap with AG6 is worse than 2 Dodges (into 1 tackle zone) with AG6 on this guy (as he already has dodge) - unless Tackle is in the mix. I'm just not used to leaping, I haven't seriously played Elves or Skaven since LRB5 became official.
I'd certainly still take strip ball ahead of leap though.