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Help for new player making ghoul skill choice

Posted: Fri Sep 27, 2002 11:29 pm
by Pogo
I've just played my first game with the Necromatic Undead, and my ghoul managed to get 7 SSP, and i rolled a double five. I was orginally going to give him sure hands for his first skill, but now I am considering getting the extra movement, so i can break out of a cage and score easier, or pass, so i can send it to my werewolf lurking down field with catch. What is the best thing to get for him?

Posted: Sat Sep 28, 2002 12:20 am
by Snew
Turn him into a thrower. It's not often you'll get that opportunity on the right player.

Posted: Sat Sep 28, 2002 5:31 am
by Zombie
Take either pass or accurate.

Go with movement

Posted: Sat Sep 28, 2002 6:06 am
by Cervidal
It's not often that the Undead can get a breakaway scorer like that. Take the MA.

Posted: Sat Sep 28, 2002 6:42 am
by Valen
Definatley make him a thrower, I prefer pass.

Posted: Sat Sep 28, 2002 10:42 am
by DoubleSkulls
I'd agree with a passing skill.

Accurate is more useful than pass if you've got a few rerolls - the +1 to either die roll will make more difference if you can afford burn a TRR.

You may want to consider Dump Off - a little bit of worry for your opponent.

Ian

Re: Go with movement

Posted: Sat Sep 28, 2002 11:03 am
by neverdodge
Cervidal wrote:It's not often that the Undead can get a breakaway scorer like that. Take the MA.
i m agree on that one, get the ma

Posted: Sat Sep 28, 2002 9:54 pm
by franck_le_grand
7ma or 8ma, what's the difference. I can see it if it was 10ma to 11ma, but this?
Make him a thrower, you are gonna need that!

Posted: Sun Sep 29, 2002 5:38 am
by Mumster
I would say take the MA. On one of my undead teams I had 2 ghouls get +1 MA and one other ghoul got +2 MA. Call me fortunate but my first ghoul on that team that got a roll(he rolled doubles) I gave him pass and he got killed in his second game. At the end of that second game I had a wight get a roll(doubles for him too), I gave him pass. Next he got Sure Hands and now the WIGHT is the full time passer and the Ghouls are the speedy catchers. So my suggestion is take speed here and let the passing fall on a wight's shoulders(you get 4 of them).

Posted: Sun Sep 29, 2002 7:30 am
by Grumbledook
Give him guard, then once he has block dodge and side step as well, he will be an assist machine.

Posted: Sun Sep 29, 2002 4:32 pm
by Kri
Guard if you want an anti-cage player, accurate if you want a thrower. Don´t take pass since that isn´t as good as accurate. You can use team RR instead.

Posted: Mon Sep 30, 2002 8:34 am
by McDeth
same thing happened to me i took the Extra MA, and he has developed into a great running player. In only two games he's racked up 17 SPP's all through TD and an intercept, dodging out of the cage with his MA 8 for easy and quick touchdowns. Hopefully when this current game ends my second Second Skill roll, i'll give him Sure Hands. I was tempted to go or Block, but with MA 8, the only time i want him in the clear is when he has a straight run through to the End Zone.

Steve

Posted: Mon Sep 30, 2002 8:38 am
by McDeth
Damn. Just realised i didn't roll a double on mine it was a 6 & 4 so i didn't get the choice.

On reflection go with pass or accurate. Next skill if not a stat increase or double Sure hands

Posted: Tue Oct 01, 2002 4:10 am
by Pogo
Thanks to everyone. After carefull consideration of the number of team rerolls i have, I am going to go with accurate. I appreciate all the input. :wink: