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Semi-Developed DE Runners, Next skills

Posted: Fri Feb 15, 2008 1:00 pm
by zephard
Doubles on a DE Runner, is there really anything in the Strength worth getting? Strong Arm?

This is my team:
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1-Witch Elf 7 3 4 7 Frenzy, Dodge, Jump Up, Block, Tackle, Side Step
2-Witch Elf 7 3 4 8 Frenzy, Dodge, Jump Up, +1 AV, Block, Pro, Tackle
3-Blitzer 7 3 4 8 Block, Mighty Blow, Dodge, Tackle
4-Blitzer 7 3 4 8 Block, Dodge, Mighty Blow
5-Blitzer 7 4 4 8 Block, +1 ST
6-Blitzer 7 3 5 8 Block, Dodge, +1 AG, Leap
7-Runner 7 3 4 7 Dump Off, Nerves of Steel, Pass, Sure Hands
8-Runner 7 4 4 7 Dump Off, Pass, Nerves of Steel, +1 ST
9-Lineman 6 3 4 8 Kick, Wrestle
10-Lineman 6 3 4 8
11-Lineman 6 3 4 8
12-Lineman 6 3 4 8 Wrestle
13-Assassin 7 3 4 7 Shadowing, Stab, +1 MA
14-Assassin 5 3 4 7 Shadowing, Stab, Block, -1 MA
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#7 has just rolled doubles for his next skill up.
Wondering if Strong Arm is worth it, to develop him into a long range thrower, and give #8 Leap and Dodge to put him in the back field with #6

One thing to note this team has no Team rerolls, and will have no Team rerolls.

#8 is 5 points from 51 SPP and #6 is 7 SPP away from 51 SPPs

Suggestions. (Yes I know #14 should be let go, and I been waiting for him to die, but I currently don't have the funds to replace him, since I been rolling 1s and 2s on the Winnings rolls, and Spiral expenses have been eating them.

Posted: Fri Feb 15, 2008 1:25 pm
by PubBowler
Normally I'd say ignore it and choose a normal skill.

But as you have already developed towards a long range passer Strong Arm seems a good choice.

Posted: Fri Feb 15, 2008 1:38 pm
by Glowworm
I'd go with strong arm (as a D/E player) as the first best choice.

However a slightly obscure suggestion could be "leader" (but only if you where really short on RR's) as it only adds 30K to TR (a killer for developed Elf teams) and would be on a player who does not go toe-to-toe with the opposition..
You didnt mention the RR situation, or if you play against 'flings with a master chef (they would be almost certain to get inducements from you!!)

Posted: Fri Feb 15, 2008 3:59 pm
by cpatrol
Juggernaut is worth considering, though it's better on a witch elf.

Posted: Fri Feb 15, 2008 4:32 pm
by mattgslater
As much as I cringe at the idea of no TRRs... Leader sounds boring. Wait for a lino to roll doubles before you take it.

That said, I think you should probably go Strong Arm. Strong Arm is as good as Accurate if you're AG4 and NoS, so I don't think it's a big decision on this player.

Posted: Sat Feb 16, 2008 12:01 am
by Meradanis
Why Strong Arm ? Accurate is the better skill !

I know he has NoS, but when facing Nurgle or Disturbing Presence in general, the +1 bonus for quick passes could come in handy.

Posted: Sat Feb 16, 2008 12:26 am
by juggler434
I think strong arm was suggested because it is a strenght skill and hence a runner can only take it on doubles, while accurate can be taken on any skill roll.

Posted: Sat Feb 16, 2008 1:17 am
by mattgslater
The Disturbing Presence thing (and 10k TV) won't make a big difference. That's presuming he's going to be getting another improvement eventually. If not, Accurate is a teeny-weeny bit better. Neither one holds a candle to both: that means you have 35/36 to make a long pass after moving into any number of TZs.

Alternately, skip Accurate or Strong Arm and give him Safe Throw instead.

Posted: Sat Feb 16, 2008 11:08 am
by fen
6-Blitzer 7 3 5 8 Block, Dodge, +1 AG, Leap
You don't have it on the team yet, so I'd suggest Strip Ball next. But that depends entirely on your opponents. If they are Sure Hands happy forgeddaboutit and get something like Tackle or Side Step instead.

7-Runner 7 3 4 7 Dump Off, Nerves of Steel, Pass, Sure Hands
Strong Arm on the Doubles is tempting, of course the issue here is he's already had 3 development rolls and essentially only has one left after this one (the 6th roll is too far away for anyone to plan getting). So I'd probably take Accurate instead, then Strong Arm (if doubles are rolled on the 5th roll) or Block (on a normal roll)

8-Runner 7 4 4 7 Dump Off, Pass, Nerves of Steel, +1 ST
Definately Block next, that enables his +ST to an even greater degree. Then probably skills like Dodge and Sure Hands.

Posted: Mon Feb 18, 2008 1:54 pm
by zephard
Thanks Fen.

I am trying to see how I want to maybe develop another DE team a little differently, one with Rerolls and see how that goes.