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Chaos Pact Dark Elf with +AG, what now?

Posted: Tue Feb 10, 2009 4:44 pm
by Warpstone
So I've suddenly rolled my first ever stat increase in my league and it's a good one: +AG to my Dark Elf after just two games with a new Chaos Pact team.

My original plan was to build him with block, leap, strip ball to make him a cage breaker, but what now? Would it be better to repurpose him? I'm not sold on ever making him the primary passer due to animosity, but maybe there's something better I could do with an AG5 player than throw him headlong into a scrum. :)

Posted: Tue Feb 10, 2009 4:46 pm
by Xtreme
Why not continue with the plan but go with leap, stripball, big hand.
So he could exit with the ball after breaking into the cage.

Posted: Tue Feb 10, 2009 4:51 pm
by GalakStarscraper
Xtreme wrote:Why not continue with the plan but go with leap, stripball, big hand.
So he could exit with the ball after breaking into the cage.
That sounds like a good plan to me.

Two Heads is also a consideration to get back out of the cage.

Galak

Posted: Tue Feb 10, 2009 8:30 pm
by mattgslater
I wouldn't take Strip Ball on this guy; I'd use him to clean up after someone else had already knocked it clear, or sometimes to provide a high-mobility assist if I couldn't think of a better way. I'd get Leap next, and then either Block or Dodge ('cause otherwise he'll die) or Extra Arms. I'd definitely take Extra Arms over Big Hand, as on AG5 Extra Arms is like Big Hand and Nerves of Steel together.

Posted: Tue Feb 10, 2009 8:52 pm
by tenwit
AG5 already picks up on a 2 in 1TZ. Big Hand beats Extra Arms only on 3TZ or more. So definitely Arms beats hands this time.

I'd suggest that this guy can already handle TZs well enough even without the ball-handling skills. I'd say Block would have to be his next skill. He'll get further skills fast enough anyway, best to add to his survivability first.

After that, I'd pick Leap, Sure Hands and Dodge, in that order. Awesome ball carrier. Let his raw AG look after everything that Extra Arms, Two Heads or Big Hand would help with. Side Step and Fend would be the icing-on-the-cake skills to choose from at 176SPP :)

Posted: Tue Feb 10, 2009 10:49 pm
by Xtreme
I always forget about the change to arms. :(

Posted: Tue Feb 10, 2009 11:12 pm
by stashman
AG5 makes a great allround player:

Leap skill on 2+

Catch in tacklezone 2+

Pick up ball in tacklezone 2+

Pick up ball in pouring rain 2+

Catch ball in pouring rain 2+

Dodge into tacklezone on 2+

AG5 is good.

Posted: Wed Feb 11, 2009 1:09 am
by Decker_cky
take leap next, and develop him in the horns/strip ball path. AG5 means he can get back out of a cage in the end.

Posted: Wed Feb 11, 2009 1:42 am
by mattgslater
Decker_cky wrote:take leap next, and develop him in the horns/strip ball path. AG5 means he can get back out of a cage in the end.
That's cool.

Posted: Wed Feb 11, 2009 2:17 am
by DoubleSkulls
I'd probably take dodge next with leap to follow. He can dodge into 3 TZ on a 3+ - so having a skill reroll is more reliable than leap on a 2+ without it. Plus dodge helps keep him alive. :)

Posted: Wed Feb 11, 2009 4:18 am
by SillySod
I'd go for wrestle, strip ball, and leap in that order. This would give you a progressively better ball hunter who can survive and knock down blockers, get the ball lose, and finally go wherever AG5 isnt quite enough to take him.