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Double on an Extra-Armed Pestigor.

Posted: Fri Jun 19, 2009 8:54 am
by Otake
Hi everyone.


I made a double on a extra-armed Pestigor, and I have trouble choosing the skill.

In the team, I've got a second extra-armed Pestigor and a Tackle one. Plus 2 Block NW.

My team is full in his positional capacity (4 Pestigors, 4 Nws, 1 NB, 6 Rotters).

So I hesitate :

- Dodge to get a Blodger, but he hasn't got Block yet and Tackle players are stacking up in the league. So wrong choice IMO.

- Sure feet to make GFI safer. But it's not increasing my movement allowance and due to my style of play it will only be useful on desperate situation (I play slowly but surely with this team).

- Sprint will get me a potential 9 squares moving player, but again, only in desperate situations, to score quickly or get that **** catcher ball handler. Not so useful for 30 kgp.

- Leader will get me a 30 kgp reroll, which is good for a team with 70 kgp ones. In addition, it will benefit all the team. Besides, I already have 3 rerolls and I will soon have enough money to buy a fourth. So with 5 rerolls it will only serves in unlucky games. And usually in unlucky games your rerolls aren't useful anyway. ;)

- Nerves of steel, catch or Accurate will help my passing game. Which is minimal and reserved to desperate situation... Besides, 2 of my players already has Extra-Arms.

- I don't care of this double and I choose Block, Guard or Wrestle.


Leader is my favourite, followed now by Wrestle (thanks Smeborg) : I sack the Ball carrier, I clear around it, and then the turn after my Wrestle player gets up and pick the ball with Extra-Arms. That's the plan. 8)


What would you choose ?

Posted: Fri Jun 19, 2009 9:15 am
by Grumbledook
i'd be more inclined to give wrestle to one without extra arms, wrestle guy gets the ball loose, extra arms guy picks it up

so block and dodge are obviously useful to keep that guy upright after picking it up, though as you said without much dodge on the team it is easy to cover him with tackle players

leader is a waste of a skill on a pestigor imo, better off on a rotter, pestigors are targets anyway, losing a reroll with the player is terrible, not to mention the fact he can make use of so many other skills

sprint and surefeet are rubbish for your team on the whole, not much use in most circumstances

so sidestep, which you didn't mention may be the best option for him I tihnk, sure you can get stand firm anyway though sidestep edges it these days

Posted: Fri Jun 19, 2009 1:11 pm
by Magictobe
Pass, turn him into the thrower of your team.

Posted: Fri Jun 19, 2009 3:06 pm
by mattgslater
I'm with Tobe. Pass or Accurate, depending on how many TRRs you have. Or Nerves if you think it'd be really fun. It's not quite as good as the other two, but it is a tad more versatile.

Having run a lot of AV8/Side Step without Block, I wouldn't give Side Step to a 100k piece without Block or Dodge who needs 15 SPP to improve again. I'd be very hesitant to use this guy as a cornerback, and this team needs only one SS'er at the weak corner. I'd wait until I got doubles on a guy with Block/Wrestle, or with no skills. SS is good on a ball handler... who already has Sure Hands and either Block or Dodge. And it's good on a cage front. But for this particular guy, SS offers very poor relative value.

Posted: Fri Jun 19, 2009 3:48 pm
by Otake
Thanks for the answers.

As I said, my passing game is minimal, I usually only make 0 or 1 Hand-Off during my offensive drive : plain old, brutal and slow running game (that BTW I find more difficult than passing game with High AG and MA teams ! :D).
So the use of a passing skill will be marginal, only in desperate situations, where the thrower is usually the guy available.
Making passes with this Pestigor would be almost only to give him SPPs at an increased risk of dropping the ball.
In addition, my Pestigor has Extra-Arms, so if I make a Passing game he will be at the other end of the pass.
So no passing skill.

Wrestle on the next Pestigor without extra-Arms to graduate seems wiser too.
So no Wrestle.

Leader : yes Pestigors are targets, but with 4 NWs, 1 NB and 3 Rotters on the pitch, I have plenty of time to use the reroll before he's taken out of the pitch.
Ok it's a waste of a possibly good skill, but Nurgles need rerolls, especially when things get bad.

Block : safest choice, you never regret. But so dull...

Guard : in offense, it will help to free him to receive the hand-off and score the TD.
in defence, it will help my other players around the ball to free the zone to pick up the ball.
On the other hand, I've got plenty of ST4+ players to sweep annoying dust around...

Strip Ball : hum... MA 6 is too slow imo to successfully use this skill...



So Block, Guard or Leader.

Posted: Fri Jun 19, 2009 9:09 pm
by mattgslater
The point of XA/Accurate or XA/Pass is as an SPP conduit. That's 90% of the value of a Pass action (the gained square or 3 is a fringe bennie). Throw to him with someone else, and have him throw on the next turn. 3:1 says this guy will go up in 8 games or less even if he never scores a TD or Cas. And he'll accelerate the rate at which your other guys go up.

If you just aren't the passing type, and you don't like Dodge... well, Block it is.

Posted: Sat Jun 20, 2009 12:30 am
by Smeborg
I don't believe that Nurgle make a good passing team (I accept that Chaos can be made into a decent passing team). Nurgle just don't have enough receivers. A running game with the option to hand-off is how Nurgle seem to play best.

As explained elsewhere, I develop the Pestigors to have 2 Runners (Sure Hands, Extra Arms etc.) and 2 Blitzers (Wrestle, Fend, Tackle etc.).

My plan for doubles rolls on the Runners is Sure Feet, followed by Sprint. For the Blitzers it is Sidestep, followed by Jump Up.

I had a very effective Pestigor Runner recently who had Sure Hands, Extra Arms, +1MA, Sure Feet. He was detested by opponents. Unfortunately he died at 61 SPPs. If he had got to a 5th Skill Advance, I would have given him Kick-Off Return (Sprint on doubles).

In a previous short league, I had a Pestigor Runner with Sure Hands, Extra Arms, Kick-Off Return. Simple but excellent.

I may be in a minority here, but I don't bother to give Block to Pestigor Runners. The reason is that after a few games, you ought to regularly face Blitzers with Wrestle - Block provides no defence against Wrestle. Sure Hands at least protects against Strip Ball, as well as saving precious Re-rolls. Skills which simply allow you to move the ball more reliably or further are more precious than Block, I believe.

One suggestion I have is to give (as 3rd normal skill) Kick-Off Return to a Pestigor Runner, and Kick to the other (to give you offensive and defensive Runners, with the option for the offensive Runner to sit out defensive drives). I don't like the idea of giving a team skill like Kick to a Rotter, with his short life expectancy, and tendency to miss games (only 1 in 4 chance of playing the next game if CASd).

Hope this helps.

Posted: Mon Jun 22, 2009 3:50 am
by Andromidius
Maybe ignore it and take Block?

God, that's so boring. But effective. Either that or go for Two Head.

~Andromidius