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Fanatics in Development
Posted: Fri May 09, 2008 8:57 pm
by Der_Doodle
Wichs skills should i get for my Fanatic?
So far i guess
1st Mighty Blow
2nd Grab (If i make a Pushback i get the chance to push him next to another player to increase my chance on hitting anything the next movement field)
3rd Guard (well might always be usefull for something)
4th Stand Firm (only cause there isnt any skill with partial use leftover then)
And on a Double:
1st Block
2nd Dodge (not sure if its worth it... but maybe just to decrease the chance that he goes down at all)
Skills i count as Completly Useless for a Fanatic:
-Pilling One (Going down with a big heavy moving metal ball never good)
-Multiple Block (Since i cant hit more targets with 1 move anyways)
-Juggernaut (Cause i never make a Blitz with a Fanatic)
-Break Tackle (Cause noone wants to tackle him anyways)
-Thick Skull (If I am down I'm KO anyways )
Is that correct this way or have i forgotten anything (or maybe seen wrong)
Stat Increases:
-Movement (Yes)
-Strenght (maybe cause S8 doesnt help me getting 3d Blocks at all and moving assists for the fanatic is dangerous)
-Agility (NO!)
-AV (NO! - cause even a passed AV roll still means i am KO)
Posted: Sat May 10, 2008 2:18 am
by Andromidius
Sidestep would be amusing on a double as well.
~Andromidius
Posted: Sat May 10, 2008 5:06 am
by Jural
I'd consider Kick-Off Return. That way you can get him into the mix a bit more reliably, but set him up in an optimal position.
The skill Jump-Up would be a waste on him, and Wrestle would also be a bad choice. Diving Tackle would have a minimal use, if at all.
Depending upon which BBRC member you speak too, Sprint or Sure Feet may be useless on the Fanatic as well.
Posted: Sat May 10, 2008 5:07 am
by Jural
Andromidius wrote:Sidestep would be amusing on a double as well.
~Andromidius
Hey Mattgslater, quit paying people to post your thoughts! We aren't buying the conspiracy anyway.
Re: Fanatics in Development
Posted: Sat May 10, 2008 5:34 am
by Marlow
Der_Doodle wrote:
So far i guess
1st Mighty Blow
2nd Grab (If i make a Pushback i get the chance to push him next to another player to increase my chance on hitting anything the next movement field)
3rd Guard (well might always be usefull for something)
4th Stand Firm (only cause there isnt any skill with partial use leftover then)
I was actually thinking of taking Grab first to help line up oppents so he has 2+ potential targets for the second move
Since he can only take
Move Actions and is always KO'ed if knocked down he can not use Break Tackle, Juggernaut, Multiple Block, Piling On, Strong Arm, Thick Skull. Which, without Doubles, only leaves him four skills so if he ever gets to 76 SPP he better hope for a double or Stat upgrade.
Der_Doodle wrote:
-Strenght (maybe cause S8 doesnt help me getting 3d Blocks at all and moving assists for the fanatic is dangerous)
Str 8 does Help, but as a double Block is propably a better choice. Since you can move the template after each move it is not that hard to line up an assist, you sometimed just have to move back the direction you came from, also throwing three dice block against one of your own Goblins is most liklyto give you a pushback (88%) so it is not that much of a problem.
Posted: Sat May 10, 2008 8:17 am
by Der_Doodle
Jural wrote:I'd consider Kick-Off Return. That way you can get him into the mix a bit more reliably, but set him up in an optimal position.
The skill Jump-Up would be a waste on him, and Wrestle would also be a bad choice. Diving Tackle would have a minimal use, if at all.
Depending upon which BBRC member you speak too, Sprint or Sure Feet may be useless on the Fanatic as well.
Well Jump-up, Wrestle and Diving Tackle would be all total NO-GO for me aswell cause every single of these skills means my Fanatic lands in the KO Box or worse either after using the skill or before i can use it.
And Kickoff Return is stated as a forbidden Skill for a fanatic anyways. So no point in even discussing about that.
Andromidius wrote:Sidestep would be amusing on a double as well.
~Andromidius
Well for Doubles I Think both skills Block and Dodge are more helpfull then Sidestep. With S7 I dont have to fear Chainblocking against him. So it isnt that important where he lands.
It is easy to manage a 1/2 dice block against him (Either use S4+ or S3 with one Assist) And without Block or Dodge the chance that my Fanatic lands in the KO Box or worse is at 25% or with a RR already at 43,8%.
That are numbers I would with happy thoughts throw a 1/2 dice block nearly every turn against a Fanatic at the end of my turn if i have a Lino around him.
Block or Dodge reduce this chance of removing the Fanatic already to 11,1% or with RR ~20%
a Blodging Fanatic means my opponent has at a 1/2 dice block at 2.7% or with RR at ~5% to knock him out.
So Sidestep would only come into thoughts for me at the 3rd double skill up.
And even then i would prefer Pro, Tackle, Sprint or Surefeet for more chances on knockign someone else out.
Posted: Sat May 10, 2008 11:54 am
by GalakStarscraper
Jural wrote:Depending upon which BBRC member you speak too, Sprint or Sure Feet may be useless on the Fanatic as well.
Jural ...

?
The discussion was on whether you HAVE to use all your MA or not ... not on using GFIs.
So there was NO disagreement between Ian and I on if a Fanatic uses GFIs.
And since Ian never contradicted my explanation on why a Fanatic HAS to use all of his movement ... that's good enough for me to take that as tactic agreement.
Galak
Posted: Sat May 10, 2008 6:18 pm
by Jural
GalakStarscraper wrote:
Jural ...

?
The discussion was on whether you HAVE to use all your MA or not ... not on using GFIs.
So there was NO disagreement between Ian and I on if a Fanatic uses GFIs.
And since Ian never contradicted my explanation on why a Fanatic HAS to use all of his movement ... that's good enough for me to take that as tactic agreement.
Galak
I gotta quit posting without a rulebook in front of me! It's pretty clearly stated no GFI's. This computer (I'm remote at the moment) has an expired and corrupted copy of Acrobat, so I can't read the rulebook, and didn't bring a print out for my trip. Luckily I can find a way around it with reader, but Acrobat stops the process after about 45 seconds... so I'm getting lazy about looking things up!
But actually regarding the fanatic and movement, I really didn't interpret this thread in that way:
http://www.talkbloodbowl.com/phpBB2/vie ... 3&start=30
I honestly thought (and did until reading your post right now) that the issue was up in the air until LRB 6. I stand corrected.
Posted: Sat May 10, 2008 6:21 pm
by Jural
Der_Doodle wrote:Jural wrote:I'd consider Kick-Off Return. That way you can get him into the mix a bit more reliably, but set him up in an optimal position.
The skill Jump-Up would be a waste on him, and Wrestle would also be a bad choice. Diving Tackle would have a minimal use, if at all.
Depending upon which BBRC member you speak too, Sprint or Sure Feet may be useless on the Fanatic as well.
Sorry about Kick-Off Return, Sprint and Sure feet! All of those are likewise unuseable.
However, I was trying to add Jump-Up and Wrestle on to your list of
BAD skill choices

And surely they are. I thought you were making a comprehensive list of the
wrong skill choices for fanatics in your original post.
Posted: Sat May 10, 2008 8:23 pm
by Der_Doodle
Well atm gathering abit

Working on a Gobbo "how to..." Thread so i gather informations if i got something wrong wich i indeed did with the GFI i was pretty sure he is allowed to GFI
Hmm in my rulebook 5.0 it says
"(you may GFI using the same process if you wish)"
So Sprint and Surefeet arent totally wasted skills

Ofcourse less important then Blodge on a double.
(Or is this line removed in the Experimental / 6.0 Rules? )
Posted: Sat May 10, 2008 8:50 pm
by GalakStarscraper
Jural wrote:Sorry about Kick-Off Return, Sprint and Sure feet! All of those are likewise unuseable.
Sprint and Sure Feet are useable skills by a Fanatic.
A Fanatic CAN GFI ... Ian and I are in agreement on this.
===
On Fanatic movement ... let me be 100% clear (there is no question on this):
1) A Fanatic MUST use all his normal movement when he moves (he cannot stop before)
2) A Fanatic CAN GFI if he wants to.
Galak
Posted: Sat May 10, 2008 8:59 pm
by Der_Doodle
Thanks for clearing that up Galak.
Semi off-topic now:
A Looney can only ever get SPP if he gets MVP (No hands = no TD, Cmp, Int) And since he wears his chainsaw he can not make a normal block.
A Bombadier can only get SPP via MVP and if he throws a Block in case you dont want to throw a bomb (no hands = no TD, Cmp, Int)
Is that correct?
And since the Bombadier can only take Agility Skills and no passing skills he is rather limited in good choices anyways.
Only really usefull skills for him on a normal roll would be Dodge and Sidestep to increase his standing ability that he can go on throwing. Skills like Jumpoff would be still (partial) wasted cause even with Jump Up he isnt allowed to throw a Bomb.
And since passing skills are on a Double only wich rather limits the chance on ever getting HMP (oooh would that be sweet staying in the corner of the pitch throwing a bomb each turn and even at a fumble being 5/8 safe of the falling Bomb (cause it lands without effect in the crowd).
But thats gathering 2 MVP and then a double (16,7%) for the only really Powerfull skill combination on him.
So i guess the Bombardier is a no go of the 4 secret weapons.
Playing with 4 weapons means only 12 normal players = very early running low on secret weapons or needing alot of bribes.
Well i stick to the Fanatic then wich i really love, the Looney for his very good chance dealing with blodgers and the Pogoer for fast and easy Sneaky/Dirty access
Posted: Sat May 10, 2008 9:44 pm
by Marlow
Der_Doodle wrote:
A Looney can only ever get SPP if he gets MVP (No hands = no TD, Cmp, Int) And since he wears his chainsaw he can not make a normal block.
Not quite, he can get Casulty SPP's if the opponet skulls out blocking him and casulties themselves (more likly if he has block)
Der_Doodle wrote:
And since the Bombadier can only take Agility Skills and no passing skills he is rather limited in good choices anyways.
Only really usefull skills for him on a normal roll would be Dodge and Sidestep
He starts with Dodge! There is talk of removing 'No Hands' from the Bomber so he can catch the bomb if it is thrown back at him, and throw completions for the occasional skill point. Until then he is fairly useless, just hire Dribblesnot with Inducement or hope for that double after he gets two MVP's...
Posted: Sat May 10, 2008 11:31 pm
by fen
Frankly the Looney and the Bomber are the two Secret Weapons you don't bother having on roster. You've better off with inducing Nobbla (and/or a Merc Looney) and Bomber because all of these are better developed than your SWs will be after even 20-30 matches.
Sure, it's more fun to keep the Looney on roster. But it's not that tactically sound, especially if you use the optional rule that denies MVPs to Stars & Mercs. If Nobbla wasn't so amazing I'd agree with keeping the Looney on roster, but most of the time you're better off underselling your TV so you can get him and his Blodge.
Posted: Sun May 11, 2008 2:05 am
by DoubleSkulls
GalakStarscraper wrote:And since Ian never contradicted my explanation on why a Fanatic HAS to use all of his movement ... that's good enough for me to take that as tactic agreement.
Er... I did - but it was about a week after the last post in the thread.
It doesn't anywhere explicitly say you have to use ALL movement - just that you repeat the process for each one. I interpreted that as being able to stop.
Regardless sprint/sure feet are much worse doubles choices than block or tackle IMO. Sidestep is even worse - who ever hits them?
Normal skills - grab first, then mighty blow.