Page 1 of 1

Next Skill for a Beastman

Posted: Sat Oct 05, 2002 3:27 am
by Khrage
I am kind of stuck on what to give my soon to be star player Beast man for his fourth skill.
Stats are
7 3 3 8 Block, Tackle, Horns

As far as position goes, he is my go to guy for blitzing the ball carrier. Most of his 11 TDs (14 games) come from defense. Either getting to the ball before the other team or knocking down their ballcarrier and picking up the ball. I am stuck between Strip Ball, Sure Hands, and Shadowing. Heck Pass Block is looking better and better as well.

Doubles I am thinking Two-heads, Dodge, or Frenzy.

Though to be honest I pray ardently for an AG upgrade.

Any opinions?

Posted: Sat Oct 05, 2002 3:57 am
by Mumster
I would go shadowing or strip ball

Shadowing is nice cause of the MA and you have tackle.

The problem with strip ball is that you will get 2 dice blocks on most players and with tackle negating dodge you have 2 pows per block dice anyway. Also Sure Hands negates Strip Ball.

Posted: Sat Oct 05, 2002 11:38 pm
by DoubleSkulls
If this is your primary blitzer I'd be tempted to say Strip Ball - unless you are happy rerolling blocks or all your opponents have Sure Hands ball carriers.

Pro might also help out here as it increases your chance of a put down by about 22%. (55% -> 67%).

Shadowing is good choice too, and probably better than Pass Block. IMO pass block needs to be put on several players to have any real effect and for a chaos team its great with Foul Appearence.

On a double dauntless would be good (the combo with Horns is awesome) but only if you are facing other high ST teams. Frenzy can be liability and should be taken with caution.

Foul Appearence is good if you are hanging deep or near a passer and helps protect you from being blocked out of the way. If you take FA take Pass Block next.

Diving Tackle would be very tempting too... and then take Shadowing on your 5th skill :evil:

Posted: Mon Oct 07, 2002 2:28 pm
by Balrog
On a regular roll I'd definitely go with Strip Ball, on a doubles I'd go with Leap or Very Long Legs.

-Balrog

Posted: Mon Oct 07, 2002 3:09 pm
by cani
On a regular roll I would go with guard as this is one of the best skills in the game. Doubles would get me dodge.

I understand why you hope for an AG increase. I have en choas team with two AG+1 beastmen and suddenly they totally control the throwing game :D

Posted: Mon Oct 07, 2002 5:27 pm
by Thadrin
Doubles gets me "Big Hand". He then becomes an awesome ball handling machine. Chaos Warriors bust him though to the opponent's secondary, and Block/Tackle allows him to take care of any Catcher types playing Safety, Leaving him free to trot home.

Posted: Mon Oct 07, 2002 6:30 pm
by Khrage
Already have a Big Hands Blitzer, and I love him. He is my secondary blitzer, and usually follows this guy up. But that extra +1 move usually puts my star closer to the action and the ball, which is why I was thinking sure hands. He would get little aid from guard, as he is usually out there by his lonesome running for the goal (after knocking down the opponents ball carrier). The choice is between strip ball and pro...and I am leaning towards pro. Turn him into a better all around player.

The foul appearance comment got me thinking though. It is my #1 choice on doubles now. I don't think the move from 7-8 is important enough for me to pick up VLLs though.

Thanks for the comments all. Gave me some things to think about.

? skill

Posted: Tue Oct 22, 2002 4:49 pm
by Nermal
i think the consensus is strip ball and i agree. would you consider spikes on a double to protect the man??

being odd i may think of dauntless???

(a pass block very long legs combo could be cool)

Posted: Tue Oct 22, 2002 7:08 pm
by Skummy
I am slightly surprised that Mighty Blow has not been raised. Horns, Tackle, Mighty Blow are a great way to make an elf-killer. Depending on your league, you might not need someone with these skills, but I thought I should raise the point.

Catch is another skill I would strongly consider on him, only becasue he already has a movement increase. 7 movement is the magical number that keeps you from going for it on a two turn touchdown.