When is +AV a good choice (general discussion)?
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When is +AV a good choice (general discussion)?
I have not often taken +AV in 5th and 6th Editions, but I have taken it a few times (on a 6,4). Here are some of my limited experiences:
HE and DE Linos = bad idea (a normal skill is better);
Rotters = good. Keeps them on the pitch and prolongs their poor skill memory (Decay);
Tomb Guardians = good. I was unsure before I took it, but it has worked well in practice, keeping the TG on the pitch, and avoiding CAS rolls (Decay).
There are a small number of other player types on which I would probably take +AV on a 6,4. These include Khemri Skellies (at least 1 normally goes on the defensive LoS) and Underworld Gobbos (same). I am wondering if this policy might usefully be extended to low AV utility players on otherwise high AV teams (e.g. Hobgoblins). This is not only for protection from blocking, but as a defense against failed dodges and GFIs. The TV cost of +AV appears high, but it seems justified in practice for teams who need their players to stay on the pitch (either because the team is slow and clumsy, or because it is particularly fragile). It seems easier to take +AV on a team with below average TV.
I'm interested to know what other coaches think, and what their experiences have been.
All the best.
HE and DE Linos = bad idea (a normal skill is better);
Rotters = good. Keeps them on the pitch and prolongs their poor skill memory (Decay);
Tomb Guardians = good. I was unsure before I took it, but it has worked well in practice, keeping the TG on the pitch, and avoiding CAS rolls (Decay).
There are a small number of other player types on which I would probably take +AV on a 6,4. These include Khemri Skellies (at least 1 normally goes on the defensive LoS) and Underworld Gobbos (same). I am wondering if this policy might usefully be extended to low AV utility players on otherwise high AV teams (e.g. Hobgoblins). This is not only for protection from blocking, but as a defense against failed dodges and GFIs. The TV cost of +AV appears high, but it seems justified in practice for teams who need their players to stay on the pitch (either because the team is slow and clumsy, or because it is particularly fragile). It seems easier to take +AV on a team with below average TV.
I'm interested to know what other coaches think, and what their experiences have been.
All the best.
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Smeborg the Fleshless
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Re: When is +AV a good choice (general discussion)?
I usually like having at least one Longbeard with +AV and Dauntless so I can stick him on a Big Guy.
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Re: When is +AV a good choice (general discussion)?
That's very interesting. When I gave +AV to a Chaos Dwarf, I didn't feel it was worthwhile (compared to a normal skill).Coachbalrog wrote:I usually like having at least one Longbeard with +AV and Dauntless so I can stick him on a Big Guy.
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Smeborg the Fleshless
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Re: When is +AV a good choice (general discussion)?
Minotaur maybe, movement could be good too but they are so squishy.
A guy on fumbbl had a +AV,+AV, mighty blow, piling on, necro werewolf, very hard to foul.
A guy on fumbbl had a +AV,+AV, mighty blow, piling on, necro werewolf, very hard to foul.
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Re: When is +AV a good choice (general discussion)?
I think on many players you are just better off with Block/Wrestle. On a zombie, for example, already with Block then it might be worthwhile.
One of the downsides of course is Claw, which is relatively common and negates your Av bonus.
One of the downsides of course is Claw, which is relatively common and negates your Av bonus.
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Ian 'Double Skulls' Williams
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Re: When is +AV a good choice (general discussion)?
I will probably be taking any +AV that comes to my new Rotters as mentioned earlier. They will need all the help they can get!! (especially with me coaching them!
)
James

James
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Re: When is +AV a good choice (general discussion)?
+1 to the +AV on Rotters... especially if they are lucky enough to already have gained block. 

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Re: When is +AV a good choice (general discussion)?
I think it's always a good choice, just that there are usually better choices!
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Re: When is +AV a good choice (general discussion)?
+av on a rookie rotter nearly doubles his TV, IMO you'd be better off with two rookies.burglarboycie wrote:I will probably be taking any +AV that comes to my new Rotters as mentioned earlier. They will need all the help they can get!! (especially with me coaching them!)
James
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Ian 'Double Skulls' Williams
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Re: When is +AV a good choice (general discussion)?
Never bother with it myself, maybe on a witch elf if I ever got the chance.
But +AV on a dwarf doesn't seem worth it to me, they skill up so slowly it seems such a waste.
But +AV on a dwarf doesn't seem worth it to me, they skill up so slowly it seems such a waste.
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Re: When is +AV a good choice (general discussion)?
2 of the player types on which I gently advocated +AV do not have access to General skills on a normal roll (Tomb Guardians and U/World Gobbos).DoubleSkulls wrote:I think on many players you are just better off with Block/Wrestle. On a zombie, for example, already with Block then it might be worthwhile.
One of the downsides of course is Claw, which is relatively common and negates your Av bonus.
I agree in principle with your comments regarding Claw, however, only 1 in 3 teams have Claw or access to it. And Claw does not apply to failed Dodges/failed GFIs.
All the best.
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Smeborg the Fleshless
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Re: When is +AV a good choice (general discussion)?
That's what I used to think. However, in practice, my longest lived ever Rotter started with +AV. He died on 27 SPPs, so he only ever got Block to add to his +1AV. But he stayed on the pitch rather manfully, contributing to many wins.DoubleSkulls wrote:+av on a rookie rotter nearly doubles his TV, IMO you'd be better off with two rookies.burglarboycie wrote:I will probably be taking any +AV that comes to my new Rotters as mentioned earlier. They will need all the help they can get!! (especially with me coaching them!)
James
All the best.
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Smeborg the Fleshless
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Re: When is +AV a good choice (general discussion)?
Never, due to the amount of claw teams now. Waste of a skill IMHO.
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Re: When is +AV a good choice (general discussion)?
Halflings?
Hrm - not sure even then if I'd take that as a first skill. Maybe second skill if the first was a good one?
Hrm - not sure even then if I'd take that as a first skill. Maybe second skill if the first was a good one?
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Re: When is +AV a good choice (general discussion)?
+1 I rather get +1 MOV always! even for a tomb guardianDon__Vito wrote:Never, due to the amount of claw teams now. Waste of a skill IMHO.
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