Double 6 on a rookie Beastman (Nurgle)
Posted: Wed Nov 12, 2003 12:58 pm
Newish Nurgle team. Eight games, 4/2/2. TR 147. Been progressing quite slowly though, skill wise. Eight skills (a mixture of block, guard and tackle) without a double or a stat increase but then a double six on an otherwise, rookie beastman.
Big hand is a serious option as we all know that those 3+ pick ups with reroll fail 1 in 9 (although roughly 1 in 6 in important situatiions). Pickup on 2's in rain, in tackle zones and importantly on short kick offs, is just great. So I want that.
But leader is equally important. Without too many skills, my turns don't tend to finish. That leaves the Beast quite often unmoved (and therefore no chance of causing SPPs) even if some poor sap is stood next to him. With a leader reroll, I know that I can afford to use him earlier in the turn and therefore should be able to cause more damage and get block skill quicker. When I have that, I have a greater chance of causing enough casualties to get a new rotter! Of course I can even use the reroll for the bonehead roll (many turns I have left him unmoved not wanting to weaken the offensive line with a bonehead).
But a ST4 beastman blitzes with ST5 and causes all sorts of trouble on defence. I'd normally not even think about it but know that I'll be a long while before I get another couple of doubles and a ST4 beastman is a long way off picking up block and therefore still a two die block calamity waiting to happen.
What do you guys reckon?
Big hand is a serious option as we all know that those 3+ pick ups with reroll fail 1 in 9 (although roughly 1 in 6 in important situatiions). Pickup on 2's in rain, in tackle zones and importantly on short kick offs, is just great. So I want that.
But leader is equally important. Without too many skills, my turns don't tend to finish. That leaves the Beast quite often unmoved (and therefore no chance of causing SPPs) even if some poor sap is stood next to him. With a leader reroll, I know that I can afford to use him earlier in the turn and therefore should be able to cause more damage and get block skill quicker. When I have that, I have a greater chance of causing enough casualties to get a new rotter! Of course I can even use the reroll for the bonehead roll (many turns I have left him unmoved not wanting to weaken the offensive line with a bonehead).
But a ST4 beastman blitzes with ST5 and causes all sorts of trouble on defence. I'd normally not even think about it but know that I'll be a long while before I get another couple of doubles and a ST4 beastman is a long way off picking up block and therefore still a two die block calamity waiting to happen.
What do you guys reckon?