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Double Niggles in LRB5

Posted: Thu Sep 04, 2008 5:56 pm
by Warpstone
So I've got a Marauder on my Chaos Pact team with Block, Mighty Blow, Claws (no surprise what his next skill will be :D ). Unfortunately, he's also Niggled... twice. I would have retired him fast in any prior edition, but now I'm wondering if there's any downside to keeping him on my roster.

Obviously he's more prone to injury, but at what point do you draw the line on a player with a glass jaw?

Posted: Thu Sep 04, 2008 6:13 pm
by SillySod
Rule of thumb that applies across all editions......

"Keep him if you can afford to lose him"

Posted: Thu Sep 04, 2008 6:36 pm
by mattgslater
Before LRB5: always fire nigglers. After LRB5: never fire nigglers.

Posted: Thu Sep 04, 2008 7:31 pm
by Digger Goreman
Don't forget that the armor has to break before that niggling is in effect.... The higher the armor, the more protected he is....

Have a Black Orc with two seasons under his belt... took a blow from an Amazon in the opening game of the first season... but with 9AV... who cares?

Posted: Thu Sep 04, 2008 7:33 pm
by Mad Jackal
It depends on the team though.

Many teams can't stand in my opinion to go men down on the pitch. Slower, more fragile teams like norse , amazons, and vampires come to mind for sure.

If you have a player who will go down fairly often, then when you start increasing the odds he leaves the pitch when he's down, then you are starting to plan to play short. Especially if you carrry lots of them.
And especially if you start placing this a 2x niggler on the LOS to get smacked, you're almost ensuring that you'll play with 10 men for the drive. Many journeymen are better to place on the LOS than a 2x niggler (on certain teams.)

Granted. I don't think a marauder fits that bill. The team is slowish, but doesn't suffer from getting out numbered too badly.

I'd keep him unless you don't have other things to buy.

Posted: Thu Sep 04, 2008 9:21 pm
by falconeyed
I'd keep him. If he gets to 51 SPP, give him dauntless and only field him when you're looking to take out big guys.

Posted: Thu Sep 04, 2008 10:46 pm
by Mad Jackal
falconeyed wrote:I'd keep him. If he gets to 51 SPP, give him dauntless and only field him when you're looking to take out big guys.
why? So you can give the big guy easier spp by handing him an additional +2 to injury?

I like 6spp guys with dauntless a whole lot better for that job. Or merc's.

Posted: Thu Sep 04, 2008 11:28 pm
by Andromidius
Keep him and just use him as a great big target for your opponants. Let them hit him. Let him get into big scraps and let him claw his opponants to death until the day he dies.

Just start grooming a replacment for the day he does finally collapse in a heap and never gets up again.

Oh, and consider Horns for his next skill and use him as a Blitzer instead of a Blocker. Might be worth it.

~Andromidius

Posted: Thu Sep 04, 2008 11:49 pm
by SillySod
Keep him and just use him as a great big target for your opponants.
Good advice, play on the fact that he has the meanest casualty machine combo in the game. Remind people by comparing it to "having a free gangfoul every turn" and make sure that people know when he kills stuff, say things like "muahahaha, Brian killed another orc".
Let them hit him.
No, make people work to hit him. Keep him relatively safe while blitzing each turn (if its sensible). For this you should emphasise how vulnerable he is should he be blocked, saying "I hope he dosent go down, if he does go down it'll be like him being hit with RSC, you know that skill they took out because it was broken". If you can convince people that he is a killer and that he is brittle (which shouldnt be hard, because he is) then they will really want to blitz him and then they are more likely to focus on that instead of more important things - like the ball.

Posted: Fri Sep 05, 2008 4:22 am
by Jural
SillySod wrote:
Let them hit him.
No, make people work to hit him
Yep, he's your chainsaw.

Posted: Fri Sep 05, 2008 5:42 am
by Ullis
SillySod wrote:"I hope he dosent go down, if he does go down it'll be like him being hit with RSC, you know that skill they took out because it was broken".
Or Dirty Player before the LRB5 nerf. On that subject, fouling him gives good odds, especially with a few assists.

Posted: Fri Sep 05, 2008 6:24 am
by falconeyed
Mad Jackal wrote:
falconeyed wrote:I'd keep him. If he gets to 51 SPP, give him dauntless and only field him when you're looking to take out big guys.
why? So you can give the big guy easier spp by handing him an additional +2 to injury?

I like 6spp guys with dauntless a whole lot better for that job. Or merc's.
No, because you hit the big guy first and break his armor on a 7.