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Mutations for Chaos Dwarf teams?
Posted: Mon Feb 02, 2009 8:02 pm
by PairODice
I am starting a Chaos Dwarf team in a long season, long term league and am trying to determine the relative value of mutations for eligible (doubles advances) Chaos Dwarves and for a Minotaur. I understand the two player types might be better off with different mutations. Many of the mutation options seem tailored to a player with Agility 3 or better which brings up the question of whether to take an Agility advance on a Chaos Dwarf or Minotaur too? May Nuffle be generous and my choices wise. What say you paragons of the Blood Bowl world?
Posted: Mon Feb 02, 2009 10:40 pm
by tenwit
Wouldn't ever get AG on a minotaur. Might consider it on a single CD, but mostly for entertainment value.
The best mutations for minos are Claw and Tentacles. Other ones you might consider would be Distubing Prensence or Foul Appearance. If you were going the Break Tackle route in order to build a cage breaker, Two Heads would help, but I think Claw would be better. That said, mutations on Chaos Dwarf minotaurs are doubles skills, and there a LOT of better doubles skills for them: Block, Pro and Tackle come to mind (in that order).
For Chaos Dwarves, I'd add Horns to the list.
Posted: Mon Feb 02, 2009 10:55 pm
by mattgslater
On a Mino, Claw works ok as a second double, but I wouldn't take it as a first. On a Dwarf, I'd only ever consider Claw or Prehensile Tail as a Mutation, and depending on what I had and needed they might have to compete with Dodge or Side Step. Though I generally think Diving Tackle beats Prehensile Tail, I would make an exception on this player, as he's MA4 with Tackle, so a) PT really is a threat, and b) successful use of DT might suck anyway (especially when considering TRRs).
Posted: Mon Feb 02, 2009 11:05 pm
by Xtreme
Tails for CDs, and tentacles for Minos. Now that is fun.
