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+1 AG on a Chaos Dwarf?
Posted: Tue Jan 08, 2008 11:03 am
by Joemanji
I've just rolled up +1 AG on a Chaos Dwarf with Guard and MB. I'm favouring not taking it ... it just doesn't seem worth the 40K for an occasional +1 to dodge.
Anyone disagree?
Joe
Posted: Tue Jan 08, 2008 11:15 am
by stashman
If it was the first skill I would take it!
Now when its your 3rd skill then its a maybe becuse AG3 can still handle balls and maybe dodge to give guard in a better place.
Its probably Stand Firm or AG as a choice.
Posted: Tue Jan 08, 2008 11:25 am
by Pipey
Na doesn't look worth it. He isn't gonna be dodging much anyway. More lilkely to be blocking so something along those lines would be better. Dauntless could be handy if there are high STR teams in your league. Or maybe just good old stand firm.
Posted: Tue Jan 08, 2008 12:21 pm
by JumpingElf
No! I won't disagree ...
Posted: Tue Jan 08, 2008 2:41 pm
by mattgslater
+AG is great on a Hobbo or BC, but next-to-worthless on a Dwarf. AG3 is way better than AG2 if you have MA5. If you're MA4, AG3 is a distraction, esp. w/ Guard and MB. Take Stand Firm!
As a first advance, on a standard Dwarf team, by all means take it: you've got no limit on blockers, can develop the guy to taste, and have a limit of four starting AG3 players. As a third increase? No. On a Chaos Dwarf team with unlimited AG3 Hobgoblins? Never.
Posted: Tue Jan 08, 2008 2:56 pm
by Tritex
Agree on a CD its a waste, but I agree on the other point if it was a first skill I would take as it opens up opportunities later on.
Posted: Tue Jan 08, 2008 3:06 pm
by PubBowler
JumpingElf wrote:No! I won't disagree ...
Ditto
Posted: Tue Jan 08, 2008 6:16 pm
by kithor2002
I would ignore the 6,5 and give him standfirm or piling on instead.
The AG increase isn't worth the 40k.
Posted: Tue Jan 08, 2008 6:53 pm
by fen
Their MA is too low to take advantage of an increased AG. If they had already rolled a MA increase I might be convinced to take it, but as it is. No.
Posted: Tue Jan 08, 2008 7:34 pm
by Jural
Useless. Hobgoblins and Bull Cents should handle the ball, better MA and AG.
Oh, and I would suggest grab or stand firm, depending upon your team and league make up. Frenzy and dauntless aren't bad choices either if you are in the right leagues (Dauntless on a Chaos Dwarf can be awesome- you can usually make sure the worst possible outcome is a 1 die block with Block and Tackle... great if you are outnumbered on one side of the pitch.)
Posted: Tue Jan 08, 2008 11:48 pm
by mattgslater
The part that makes it a deal-breaker is MA4. At that MA, you've got nowhere to go: you can't rely on being in position to blitz and can't pull off a two-turner. Why would you roll AG? At MA5 or 6, you are fast enough to be a viable ball-carrier in a cage with a little hustle, and with a TRR you can try to jump out to a sudden TD from midfield. You can be put into position to go get the ball after a kick-off. You can run the front of the cage to take the hand-off when you get in TD range. You can blitz a key point from a spot on/backing the line, if you can get clear or risk a dodge, or at least you can threaten to do so if not properly covered. Suddenly, AG3 over 2 becomes relevant.
So... general rule for +AG at AG2+ is that it's relevant if MA is 5+, but not if it's not. IMO, +AG is only worthwhile at AG1 if you've really got a plan with it, and in that case you should re-evaluate your plan first and make sure that you understand this is a "fun" improvement.
Posted: Wed Jan 09, 2008 2:25 am
by DoubleSkulls
if it were Dwarves I might disagree, but CDs aren't as desperate for the AG. Take stand firm or piling on.
Posted: Wed Jan 09, 2008 6:55 am
by Jural
mattgslater wrote:
IMO, +AG is only worthwhile at AG1 if you've really got a plan with it, and in that case you should re-evaluate your plan first and make sure that you understand this is a "fun" improvement.
I've coached quite a few lizardmen teams, and I have occassionally accepted a Saurus with AG2. Especially if he already had the skillset (Once had a Saurus with Dodge and Break Tackle roll a +AG...) But frankly, it's not a winner's choice. If you give him Sure Hands and Kick-Off return though, it isn't as crazy as it seems.
Posted: Wed Jan 09, 2008 7:17 am
by mattgslater
Jural wrote:mattgslater wrote:
IMO, +AG is only worthwhile at AG1 if you've really got a plan with it, and in that case you should re-evaluate your plan first and make sure that you understand this is a "fun" improvement.
I've coached quite a few lizardmen teams, and I have occassionally accepted a Saurus with AG2. Especially if he already had the skillset (Once had a Saurus with Dodge and Break Tackle roll a +AG...) But frankly, it's not a winner's choice. If you give him Sure Hands and Kick-Off return though, it isn't as crazy as it seems.
My point exactly. It's not exactly the best bump in terms of mileage or value (well, not one of them: two +AG rolls on a Saurus would be coolness), but it does have enough "fun" value to be worth considering if you don't mind a little point hit. And that's on one of the best AG1 guys out there for AG-bumping: if it were, say, a Mummy, or a Treeman on a Wood Elf team, you'd never let the thought of taking the AG-up cross your mind (maybe on a Halfling team...).