Tentacles on a S4 chaos warrior?
Posted: Thu Jul 09, 2009 1:30 pm
Hi guys,
firstly, sorry about the 2 skill choice topics. I've got a league final coming up, and got skills on 2 stars and really want to get it right.
Here's my Chaos Team http://bloodbowl-ireland.org/team/id/43
I have a S4 Chaos Warrior with Block, Guard, Mighty Blow. I find the more agile teams, elves and skavens, the hardest to play against with Chaos, so I've put on some anti-elf skills.
Tentacles on the minotaur - this is fantastic.
3 tackle players, 1 is a killer with Block/MB. One is Wrackle with prehensile tail, and the other is a claw,mb,warrior.
I'm seriously considering giving him Tentacles. Here's my reasoning:
S4 means a S3 guy needs a 7 to exit, that's a 42% chance of failure. It doesn't cause a turn-over but it can completely wreck someones plans for the turn. If they don't get away, I can hit them some more, or stop them legging it with the ball. And if they re-roll it, it makes the rest of the turn riskier.
S2 needs an 8 to exit. That's a 58% chance of failure. That's not nice. And Gutter Runners, and Wood-elf, or Slaan catchers are a pain.
He has no negatrait, unlike my Mino, so I can walk him over to tentacle someone, without having to use the blitz.
Negatives:
He is a bit slow, at speed 5, to always get his tentacles on someone. However he's not a loner, so can GFI if needed.
Tentacles are less good on him than on a big-guy. However, they never go away, (unlike a beast of nurgle for example).
Opportunity cost of a different skill like tackle or prehensile tail.
I want more anti-Skaven/Anti-elf skills. So, my options, I think, are tackle, prehensile tail, stand-firm, or piling-on.
Tackle, I have 3 of. And gutter-runners and elves are a 2+ dodge anyway. It'd work better on somebody with prehensile tail - like my wrackle/PT beastman.
Prehensile tail - nobody who naturally dodges on a 3+ really causes much hassle for me, so it's the 2+ guys I'm concerned with. They move to a 3+, with a dodge re-roll a lot of the time. I've tried it on the aforementioned beastman, and they usually don't even notice and just roll high enough. Plus this warrior doesn't have tackle. Tail is ok, but I think tentacles could be better.
Stand-firm strikes me as better versus bash, and I don't have trouble with bash.
Piling-on is kind of an anti-elf skill, as combined with mighty blow and S4 is can help those gutter runners off the pitch. However, this player has guard, which I think combo's really badly with piling on.
Am I daft to want to give him tentacles?
firstly, sorry about the 2 skill choice topics. I've got a league final coming up, and got skills on 2 stars and really want to get it right.
Here's my Chaos Team http://bloodbowl-ireland.org/team/id/43
I have a S4 Chaos Warrior with Block, Guard, Mighty Blow. I find the more agile teams, elves and skavens, the hardest to play against with Chaos, so I've put on some anti-elf skills.
Tentacles on the minotaur - this is fantastic.
3 tackle players, 1 is a killer with Block/MB. One is Wrackle with prehensile tail, and the other is a claw,mb,warrior.
I'm seriously considering giving him Tentacles. Here's my reasoning:
S4 means a S3 guy needs a 7 to exit, that's a 42% chance of failure. It doesn't cause a turn-over but it can completely wreck someones plans for the turn. If they don't get away, I can hit them some more, or stop them legging it with the ball. And if they re-roll it, it makes the rest of the turn riskier.
S2 needs an 8 to exit. That's a 58% chance of failure. That's not nice. And Gutter Runners, and Wood-elf, or Slaan catchers are a pain.
He has no negatrait, unlike my Mino, so I can walk him over to tentacle someone, without having to use the blitz.
Negatives:
He is a bit slow, at speed 5, to always get his tentacles on someone. However he's not a loner, so can GFI if needed.
Tentacles are less good on him than on a big-guy. However, they never go away, (unlike a beast of nurgle for example).
Opportunity cost of a different skill like tackle or prehensile tail.
I want more anti-Skaven/Anti-elf skills. So, my options, I think, are tackle, prehensile tail, stand-firm, or piling-on.
Tackle, I have 3 of. And gutter-runners and elves are a 2+ dodge anyway. It'd work better on somebody with prehensile tail - like my wrackle/PT beastman.
Prehensile tail - nobody who naturally dodges on a 3+ really causes much hassle for me, so it's the 2+ guys I'm concerned with. They move to a 3+, with a dodge re-roll a lot of the time. I've tried it on the aforementioned beastman, and they usually don't even notice and just roll high enough. Plus this warrior doesn't have tackle. Tail is ok, but I think tentacles could be better.
Stand-firm strikes me as better versus bash, and I don't have trouble with bash.
Piling-on is kind of an anti-elf skill, as combined with mighty blow and S4 is can help those gutter runners off the pitch. However, this player has guard, which I think combo's really badly with piling on.
Am I daft to want to give him tentacles?