Page 1 of 1

Minotaur

Posted: Fri Nov 27, 2009 11:54 am
by voyagers_uk
Hey, I am playing on the PC with Chaos (never played them before properly) I have a small blog on the BBtactics website.

After 9 games on the team my Minotaur "MEgz" is approaching skill 3. She already has Claw and Prehensile Tail, and is proving to be invaluable on both O and D, she has 1 Comp, 2 TD's 1 MVP and 7 Casualties, so a random MVP will put her onto 31spps'

I am undecided what to take for skill 3 and thought I would seek some help

also on team
2 CW + MB
1 CW + Block & +AG
1 CW no skills
1 Beast + kick
1 Beast + extra arms and kick off return (currently MNG - Damaged Back)
1 Beast with Block and prehensile tail
1 Beast with Guard and Tackle
3 Beasts + Block
2 Beasts no skills (mainly used for fodder or fouling)

Block on Doubles would be a no brainer for MEgz, but I am stuck between the many other options. What do you guys think?

I am playing in the Competition (Grandslam format) so I anticipate another 30-40 games before retirement. so far the record is 11-0-0

Re: Minotaur

Posted: Fri Nov 27, 2009 12:04 pm
by howlinggriffon
Tentacle is nice on a Mino - keeps those pesky Wood Elf catchers within reach for the next turn's punching... Claw is nice too as it means she would be a stone cold killer... Otherwise, Guard, Break Tackle, Grab and Juggernaut are all sane choices. If you get two doubles, go for Pro or Tackle after Block.

Re: Minotaur

Posted: Fri Nov 27, 2009 12:13 pm
by Asariel
Already having P.Tail and knowing how much the AI live to dodge Tentacles would be my Choice, used it a lot in SP with a line Mino. If using it a lot on D as your blitzer though I could see the use of Break Tackle or Jugger, P. Tail almost "loses" you a skill slot when heading down that build though, still good enough if you fail to knock them over (shouldn't happen too often with normally 6 Dice if you get a guard assist in). Guard always nice on a ST5 piece that doesn't lose TZs (honestly would have had it instead of P.Tail) especially as the team is light on it at present.

Re: Minotaur

Posted: Fri Nov 27, 2009 12:31 pm
by voyagers_uk
I have noticed that the AI tends not to load up on Guard, so with 4ST 4 and 1 ST 5 I figured I was ok, and I was facing 2 Wood Elf teams. I just don't trust tentacles.... The other suggestions have merit, although i do already have Claw HG..

Re: Minotaur

Posted: Fri Nov 27, 2009 12:50 pm
by Craigtw
I think Stand Firm would be a solid choice. This would allow you to crowd surf with impunity with little fear of being surfed yourself. It also lends itself nicely to the Prehensile Tail.

Re: Minotaur

Posted: Fri Nov 27, 2009 3:51 pm
by Carnis
You don't REALLY need any tactics advice facing the AI.. I think I managed to win all but the very first 2-3 games at 4-0 or 5-0. My best ones were 7-0. Never got down to 8-0 though. Played chaos as well.. Sadly winning any of the majors didn't grant any of the bonuses from the rulebooks. Going for the 8-0 was the only thing that kept me playing for more than 2 days.

Spam Block/Guard/MB/Claw on every beastman/warrior.

Guard, Block, Claw and MB work as intended (CLAW even with piling on, unlike MB). The AI also takes 2die against blocks and 4+ dodges enmasse, so fielding 9 on the line is a GOOD idea and makes the opponent on hard difficulty the equilent of a braindead comatose 8year-old. I always left my 2 ballcarriers out of the line so they always start their turn on their feet.

Get 1-2 block dodge ballcarriers, other with surehands other with x-arms (the beastmen who get +MA, preferably). The other runs to receive & score, the other runs & grabs the ball + handoffs.. Or passes if you aren't yet at 176 SPPs.
Get 1-2 Block/Guard/MB/Claw/PO beastman. Due to the AI giving freeblocks enmasse getting more would be advantageous, but because the mechanics for piling on don't work (ie. the game uses MB before you get the chance to use piling on (ie. on the failed armor roll as well). Rest should get a mix of tackle and prehensile tail instead of piling on.

Skills to avoid more than on TT:
Tentacles: The skill is not always used as intended, the skill is less powerful than in TT.
Juggernaut: Block/Juggernaut does not cancel wrestle in the PC version, you ALWAYS get a push instead of KD if you took this skill.
Dirty Player: The skill is used before assists on the armor check (ie. only works on the injury check, if you rolled a natural 10+ vs AV9 etc etc..)
Piling on: MB is wasted on the first block, so rerolling armor is almost out of the question and rerolling stuns works rarer than it would in TT.
Mass stand firm: The ai almost only gets 2die against blocks, so sf is very rarely needed. Can use it as skill 6 on the prehensile tail players.
Mass dodge: You only really need it on the ballcarriers, the rest should focus on Block / Claw / MB / Guard.
Also avoid: +AV on the blockers, +MA on the blockers, +AG on any1 but the ballcarriers.

The skill for your mino is block & pro on doubles, guard & standfirm otherwise. I managed 10-12+ CAS more often than not. Even the wrongly coded piling on is great for that.. Reroll KOs and you'll get another try next turn..

Let us know if you make it to 8-0 one day (or even 8-1!).

Re: Minotaur

Posted: Sat Nov 28, 2009 1:50 pm
by voyagers_uk
spoke too soon, or maybe just hoped too much.

MEgz died on a go for it whilst Blitzing in the final. she had previously died at a block from Grashnak but the apoth saved her.

a 1-0 win and 5-3 on casualties saw me win 310k replace her with MEgz II and bought an extra beastman

damn it was bloody!

Re: Minotaur

Posted: Sat Nov 28, 2009 5:41 pm
by Smeborg
You jinxed her by daring to mention her in your posts. The same has happened to me more than once.

Re: Minotaur

Posted: Sat Nov 28, 2009 6:38 pm
by Wanchor
Carnis wrote:You don't REALLY need any tactics advice facing the AI.....the game uses MB before you get the chance to use piling on (ie. on the failed armor roll as well
Big post for something so needless, hah. Anyway, I think the Mighty Blow-Piling On problem has been fixed.