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Beastman, MV or not
Posted: Fri Apr 11, 2003 2:11 pm
by Redfang
Hi,
Back about my Chaos Team...
Played my 3rd and 4th matches; a very bad 2-0 loss against undead and a Great 4-0 win against a Skaven team that could field only 8 players.
I already had a +1Ag beastman (only increase on entire team), but the last match got me 4 increases;
Block for my only Chaos Warrior (who scored twice

)
Block for my Minotaur
Block for a Beastman
+1 Mv for a Beastman.
Now I'm not sure whether to take the +1 Mv or take block or a different skill.
Is a Mv increase really useful on a Beastman?
Cheers,
R
Posted: Fri Apr 11, 2003 2:21 pm
by Blackscale
I would keep the MV. Block seems better on short term, but extra movement makes it easier to keep up with faster teams.
Posted: Fri Apr 11, 2003 2:24 pm
by narkotic
take it and develop him either as a:
runner: sure hands, block, dodge
defensive sweeper: block, strip ball, tackle
or catcher if you roll doubles - catch, sure feet, dodge and block
Posted: Fri Apr 11, 2003 2:24 pm
by Agentrock
I agree...the +1 MV is great to have for a player with Horns (2 dice Blitz vs most other players). You can develop him into your safety/anti-ball handler by giving him Strip Ball, Block, and Tackle...the extra movement will allow the player to catch those pesky faster players.
Posted: Fri Apr 11, 2003 2:31 pm
by Tim
If it's the first skill on the beastman i'd take MA+ and hope for a double on the next 2 skill rolls: VLL (or another +MA). Block or Sure Hands on a regular skill.
Having 1 or 2 MA 8 Beastman really lifts the Chaos team into a new dimension of speed, resulting in easy 2 turn scores and even the slight possibilty of pulling off a complex one turner.
Posted: Fri Apr 11, 2003 2:46 pm
by Fronko
Yep, hat's it! MA 7 enables you to do 2 turn TDs, without too many GFIs. And it makes for a great safety, combined with proper skills (as suggested above).
Posted: Fri Apr 11, 2003 3:06 pm
by sean newboy
Definately take the +1 mv.
Posted: Fri Apr 11, 2003 3:13 pm
by Asmodan
I agree with the rest, take the +1 mv.
Asmodan
Posted: Fri Apr 11, 2003 4:10 pm
by DoubleSkulls
+MA is always useful. That little bit of extra speed can make a small difference often.
Posted: Fri Apr 11, 2003 4:38 pm
by wesleytj
yep, take the +ma and play him back, as the "last line of defense"...give him skills like tackle and mighty blow, so whoever sneaks thru the line has a nasty surprise waiting for them .

Posted: Fri Apr 11, 2003 4:42 pm
by Deathwing
Yes. Every time. MA increases are infinitely more useful on slower teams than they are on faster ones.
What I'm getting at is that +1 MA on an Orc Blitzer is better than +1MA on a Human Blitzer because of the team context.
Take it. You're looking at a player that can move a potential 8 squares and throw a ST4 Block at the end of it!

You're looking at the only player in your team that can score in 2 turns without the need to gfi.
Posted: Fri Apr 11, 2003 4:52 pm
by Balrog
Like everyone else, I say take the +1 MA.
-Balrog
Posted: Fri Apr 11, 2003 8:44 pm
by Amon242
In our house league a coach acquired an extra MV beastmen. After getting the extra movement, the beastman became one of his top players, and I think he leads the team in TD's, so it was a good choice for him to take the MV. It really increases you scoring potential.
Posted: Sat Apr 12, 2003 8:28 am
by zeroalpha
Go with the movement, you'll certainly notice it on a chaos team. There are a heap of uses for him, a saftey and/or scorer. Stick with the movement increase
Posted: Sat Apr 12, 2003 9:49 am
by Rupert
Strange - everyone agree that the extra movement is great on a Beastman but I dont see Very Long Legs on many Beastmen. Would any of you consider VLL on a double?