Double on Marauder.

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Ikterus
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Double on Marauder.

Post by Ikterus »

Newbie Chaos pact player.

First skill in a new team (3 biguns, one gobbo). Marauder rolls double.

First thoughts, double is useless, they get everything anyway (skip agility skills alltogether)

Second thoughts, blodge is golden...

Third, leap?

Fourth, Block is what the team needs...

What would you have done?

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Post by DoubleSkulls »

The argument against dodge is that having none negates all that TV invested in tackle in the opposing team. Sidestep is interesting, but on an otherwise unskilled player not that great. I'd probably not bother on a rookie and go with something boring (block).

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Post by Ikterus »

My thoughts on Side Step is that they can get Stand Firm on regular rolls which is pretty much the same...

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Post by mepmuff »

I would seriously consider diving tackle.

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Post by Ikterus »

mepmuff wrote:I would seriously consider diving tackle.
I don't quite follow you...

Tackle is a general skill so I could get it anytime and tackle is IMO kind of useless on a regular lineman without block.

EDIT: Oups... I read "giving" not "diving". Sorry...

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Post by mepmuff »

Ikterus wrote:
mepmuff wrote:I would seriously consider diving tackle.
I don't quite follow you...

Tackle is a general skill so I could get it anytime and tackle is IMO kind of useless on a regular lineman without block.
the operative word in that skill is diving :D

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Post by quozl »

Diving tackle, not tackle, Ikterus.

It's an agility skill. You're playing Chaos Pact so I guess you're LRB5 or 5b, so the skill is in there.

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Post by Ikterus »

quozl wrote:Diving tackle, not tackle, Ikterus.

It's an agility skill. You're playing Chaos Pact so I guess you're LRB5 or 5b, so the skill is in there.
*blushes*

I read "giving" not "diving"

embarrasing...

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Post by Ullis »

Diving Tackle is quite different from Tackle. It can be excellent against AG4 players as the 2+ dodge is suddenly 4+ and just shuts down Stunties from dodging from the player.

Edit: was I ever late with posting...

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Post by Digger Goreman »

Diving Catch, and if you do have to pass then you'll catch on a 2+....

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Post by Ikterus »

I made the least original choice.

Dodge.

Will it be useful? I belive so.

Am I satisfied with my choice? Nah. But it is probably worth 30K TV.

Marauders are very interesting. They can evolve in so many different directions. A later double on a player that is already designated towards a certain role would be golden (Leap on a blitzer, Diving Tackle on a defensive player and so on). But I do believe that doubles on Marauders aren't as sought for as for most other players.

My team would probably benefit even more from block but a player with dodge can turn a game in lower TV-games (look at ghouls).

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Post by stashman »

LEAP and then Very Long Legs

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Post by Decker_cky »

Diving tackle followed by prehensile tail would be great for marking gutter runners and stuff.

Leap is awesome, but you have the goblin (horns & 2 heads + stunty) and the elf (leap, VLL & horns on normal rolls), so that will come eventually. As a starting team, I'd take your bread and butter, or DT. Later on, a leap/VLL/guard marauder would be brilliant.

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Post by SillySod »

Dodge, sidestep, DT, or totally ignore.
- Dodge is nice but its strongest when you have lots of it, I cant see this player dodging or ballhandling alot either so dodge isnt all that great.
- Sidestep is a great skill, much better than SF imo but its most useful if the player already has guard.
- DT is reasonable but not initially as helpful as block/guard... having a DT/prehensile tail specialist could be brilliant on a developed team though.

I'd probably totally ignore it and take leader, all the doubles are nice but not as immidiately useful as normal skills. I'm sure you'll roll some more doubles later on.

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