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Beastman with +1 Mv, +1 St - what skill next?
Posted: Sun Dec 21, 2003 2:33 pm
by Gonzo
All in the title really, just got my first strength increase in 8 years of playing this game
Here's the rest of the team:
CW - Claw niggle 11 spps
CW - Claw, block 25 spps
CW - Block 8 spps
CW - 0 spps
Beast - Horns, block 11 spps
Beast - Horns, block, tackle, strip ball 33 spps
Beast - Horns, 0 spps
Beast - Horns, guard 13 spps
Beast - Horns, block 14 spps
Beast - Horns, big hand, sure hands 30 spps
Beast - Horns, block, tackle 28 spps
Beast - Horns, block 10 spps
Beast - Horns, block 12 spps
Beast - Horns, block 8 spps
4 rerolls
11 ff
Apoth
Posted: Sun Dec 21, 2003 2:53 pm
by Juggernaut
IF U won't get +1AG

, then I would give him Block or Sure Hands.
Block - it'll make him a great player, but just a little bit better than 6SPP CW
Sure Hands - a really good ball carrier and a real scoring thread
Juggernaut
Posted: Sun Dec 21, 2003 3:36 pm
by DoubleSkulls
Block. Doubles I'd give him Claw.
You've already got a strip baller and a SH/BH ball carrier.
You need more tackle, but ordinary beastmen can do that.
Posted: Sun Dec 21, 2003 6:05 pm
by Gonzo
I'm certainly leaning towards giving him block - my big hand/sure hand ball carrier has got -1 ag so it would be more useful to blitz away those tackle zones.
On a double I was thinking about tenticles to tie up opposition catchers although more claws is tempting...
Posted: Sun Dec 21, 2003 7:10 pm
by DoubleSkulls
Frenzy would be nice too.
Posted: Sun Dec 21, 2003 11:39 pm
by Gonzo
Mmmm... Frenzy, and then he's a mini Minotaur!
Pleeease roll a double...
Posted: Thu Jan 01, 2004 7:20 am
by Alesdair
I was thinking Catch with a dubs... just to really keep the opposition guessing your plans, and he is a real 2 turn scoring threat.
But then i saw your SH guy is -1AG so that rules out the pass. You'd need to Handoff with the SH and then quick pass to this guy... and that is a lot of work, and only really worth doing when there's only 2 turns left to score.
on a reg skill block does seem an obvious choice...
Or SH, to increase offencive options, and the speed and the strength is what you want on a ball carrier...
Posted: Thu Jan 01, 2004 1:07 pm
by sean newboy
Block followed by tackle (after a while), pro on doubles.
Posted: Thu Jan 01, 2004 1:31 pm
by DoubleSkulls
sean newboy wrote:pro on doubles.

You like pro that much you'll give it to a non-BG?
Posted: Thu Jan 01, 2004 1:37 pm
by sean newboy
This guy, yes. As a skill for someone with no special skills or attributes, no. This is a "go to" guy, a playmaker.
Posted: Thu Jan 01, 2004 2:15 pm
by Gonzo
Seeing that he is clearly blessed with two increases on his first two skill rolls I want to capitalise on these unique attributes (block, tackle) but at the same time you don't get many opportunities to create 'something different' in this game - i.e catch, two heads etc.
Realising that I would have to be some lucky sod to roll further doubles and also taking into account my main ball hog can't throw for toffee it sadly looks like I will have to go the former blitzer route(st5 at that

)
Any further thoughts?
and thanks for the replies people.
Posted: Thu Jan 01, 2004 4:32 pm
by Joemanji
Keep it simple. Block, or if you get another double Dodge then Block.
Posted: Thu Jan 01, 2004 5:50 pm
by Blammaham
block or doubles claw.S.
Posted: Wed Jan 07, 2004 11:47 am
by campaigner
Blammaham wrote:block or doubles claw.S.
second that
Posted: Wed Jan 07, 2004 11:52 am
by Redfang
campaigner wrote:Blammaham wrote:block or doubles claw.S.
second that
same here