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When is +AV a good choice (general discussion)?

Posted: Sat May 21, 2011 12:12 am
by Smeborg
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.

Re: When is +AV a good choice (general discussion)?

Posted: Sat May 21, 2011 1:25 am
by Coachbalrog
I usually like having at least one Longbeard with +AV and Dauntless so I can stick him on a Big Guy.

Re: When is +AV a good choice (general discussion)?

Posted: Sat May 21, 2011 2:02 am
by Smeborg
Coachbalrog wrote:I usually like having at least one Longbeard with +AV and Dauntless so I can stick him on a Big Guy.
That's very interesting. When I gave +AV to a Chaos Dwarf, I didn't feel it was worthwhile (compared to a normal skill).

Re: When is +AV a good choice (general discussion)?

Posted: Sat May 21, 2011 3:23 am
by Overhamsteren
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.

Re: When is +AV a good choice (general discussion)?

Posted: Sat May 21, 2011 3:37 am
by DoubleSkulls
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.

Re: When is +AV a good choice (general discussion)?

Posted: Sat May 21, 2011 6:50 am
by burglarboycie
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! :roll: )
James

Re: When is +AV a good choice (general discussion)?

Posted: Sat May 21, 2011 7:08 am
by betterZthenDeaD
+1 to the +AV on Rotters... especially if they are lucky enough to already have gained block. :orc:

Re: When is +AV a good choice (general discussion)?

Posted: Sat May 21, 2011 7:19 am
by besters
I think it's always a good choice, just that there are usually better choices!

Re: When is +AV a good choice (general discussion)?

Posted: Sat May 21, 2011 7:23 am
by DoubleSkulls
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! :roll: )
James
+av on a rookie rotter nearly doubles his TV, IMO you'd be better off with two rookies.

Re: When is +AV a good choice (general discussion)?

Posted: Sat May 21, 2011 8:08 am
by inkpwn
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.

Re: When is +AV a good choice (general discussion)?

Posted: Sat May 21, 2011 8:09 am
by Smeborg
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.
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).

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.

Re: When is +AV a good choice (general discussion)?

Posted: Sat May 21, 2011 8:11 am
by Smeborg
DoubleSkulls wrote:
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! :roll: )
James
+av on a rookie rotter nearly doubles his TV, IMO you'd be better off with two rookies.
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.

All the best.

Re: When is +AV a good choice (general discussion)?

Posted: Sat May 21, 2011 8:23 am
by Don__Vito
Never, due to the amount of claw teams now. Waste of a skill IMHO.

Re: When is +AV a good choice (general discussion)?

Posted: Sat May 21, 2011 9:54 am
by Runejack
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?

Re: When is +AV a good choice (general discussion)?

Posted: Sat May 21, 2011 9:56 am
by txapo
Don__Vito wrote:Never, due to the amount of claw teams now. Waste of a skill IMHO.
+1 I rather get +1 MOV always! even for a tomb guardian