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rolled 12 on a skink advancement
Posted: Thu Jun 14, 2007 5:27 am
by bouncergriim
Okay I know the rule of thumb is never turn down a +str on almost anything, but I was wondering about my situation:
Okay have a skink with catch and diving catch and he rolls a 12 for his third skill (I went with the strength) But in retrospect could surehands (don't have a skink with this yet) or nerves of steel benefited me more?
Team
2 sauri no skills
2 sauir with block
1 saurus with BT and Jugg
1 Saurus with dodge (waiting for second skill to get BT)
Skinks
1 with +1av, diving tackle, sidestep
1 with no skills
1 with sure feet and Hail mary (1 niggle)
1 with sidestep and sneaky git (1 niggle)
and the one described above
also a rookie Krox (no skills yet)
Posted: Thu Jun 14, 2007 5:48 am
by falconeyed
Take the +ST and never think about it again. If you roll doubles again, then you've got a bit of a dilemma between either block or strip ball.
Posted: Thu Jun 14, 2007 8:26 am
by Xtreme

+ST.

Posted: Thu Jun 14, 2007 10:18 am
by Leipziger
ST+1, ST +1, ST +1, ST +1 (repeat to fade)....
Cheers
Leip

Posted: Thu Jun 14, 2007 2:09 pm
by mattgslater
Never look back at +ST. Taking +ST on doubles is always worth it. If the guy rolls doubles again give him Block, even if you don't have a Sure Hands guy yet.
Posted: Thu Jun 14, 2007 2:35 pm
by bouncergriim
okay, thanks guys. I was just checking to make sure I did what I thought was best and apparently I was right. (so now I have a skink worth 150,000gps!)
Posted: Thu Jun 14, 2007 3:17 pm
by Urb
I've think I've said this before somewhere else but you almost always take str. The senarios where I wouldn't are
Deathroller and a fanatic. They already get 3d hits without the str on most other players so really no point. Others I would seriously taking another skill based on my team dev would be any big guys and snotlings.
Otherwise auto str choice.
Posted: Fri Jun 15, 2007 5:29 pm
by Buggrit
I Agree with the +ST it's a no brainer (knowing that there were going to be other big guys in our league, krox and ogres I even took it on my Snow Troll when I got a 12 for his first increase, sure it makes him a bigger target, but now when I pair him with a Guard player he gets 3D blocks on most players and his next skill will either be juggernaught or block on doubles)
Posted: Fri Jun 15, 2007 7:24 pm
by mattgslater
And with an S3 Stunty guy, you can really work wonders at popping the ball free. Use a Saurus to clear the way if you have to, and get a TZ right up on the opponent. If you get a normal roll for him on his 3rd skill, take Side Step (Block on dbls of course), and he'll be really annoying against any QB who doesn't have Nerves of Steel or AG4. If you can open the hole without blitzing and you can put another Skink in there, you can even take him down and secure the ball; that MA8/Dodge/Stunty makes you Wardancer-y in ability.
Posted: Sat Jun 16, 2007 1:39 pm
by apothecary
i had a ST3 gobo once, he was amazing but became an immediate target, even more so than taking the trolls down, agree with above, ST3 and stunty is very handy indeed
Posted: Sat Jun 16, 2007 3:07 pm
by falconeyed
apothecary wrote:i had a ST3 gobo once, he was amazing but became an immediate target, even more so than taking the trolls down, agree with above, ST3 and stunty is very handy indeed
Don't listen to apothecary. That bastard always rolls higher than I need him to roll when my guys get hurt. He never comes through in the clutch. I loathe him.