Another skill choice question (Chaos Warrior)
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Another skill choice question (Chaos Warrior)
I was lucky enough to roll doubles for a Chaos Warrior who already has ST+1 and MA+1 (6/5/3/9). I had been thinking about finally giving him block, but now I have no idea. The team is bashy enough (TR 253) with two reliable ball carrier beastmen (one with sure hands and one with big hand), so I could try something more interesting with this one.
Dodge and Stand Firm would be obvious choices. If I chose dodge I could eventually have a ST5 blodger with no nega traits!
Opinions, suggestions?
ljm
Dodge and Stand Firm would be obvious choices. If I chose dodge I could eventually have a ST5 blodger with no nega traits!
Opinions, suggestions?
ljm
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One false move, wizard, and your familiar gets it!
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Personally i would go for pile on but thats just me, forget the doubles. Frenzy would be my fav double choice. Tentacles would be the mutation i would choose, with the current rules for them.
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Giving piling on to a player as valuable as a +ST chaos warrior is suicidal in my opinion. He will be fouled at least once every game - assuming this is LRB with I Got My Eye On You and the impossibility to reroll armour rolls; if not, expect him to be fouled about 4-5 times every game.Skummy wrote:Razor sharp claws, and then the piling on. He will be the most hated player in the league.
There is no big difference between +4 and +5 on an armour roll, so I really don't see the use of giving to THIS guy piling on in view of the drawbacks of having him lying around...
The choice of your skill entirely depends on how your team is built, your style of play and your league.
If you play among lots of fast and agile players, tentacles, or even prehensile tail, could be really fun. If you have lots of other bashy players, you can develop your guy aggressively:
- claws (and NOT razor sharp fans, as the effect of the latter will only be felt once your av rolls go through, while claws are more likely to bring results since they apply to the first roll (i.e. the av...)) if there are many players will high armour;
- stand firm if you want to have the opportunity to hit back those who fail to knock you down. Very useful against opponents who cannot put up high strength against you too often...
Dodge is probably the most all-round of the skills you could pick for your chaos warrior, but if you have many opponents with tackle and guard, the use of your skill can be too often neutralised. Yet, with +1ma, dodge can be very useful: your CW could make a nice ball carrier for running games, and dodge (+block later...) can make him an absolute pain to bring down.
Frenzy would also be very appropriate for a st 5 player, since with so much strength,you are less likely to find yourself caught in a situation where you are overpowered with defensive assists if your first block is not successful, and consequently find yourself forced to follow your target in a scrum of opposing players...
To conclude, I would find Claws, Dodge and Frenzy as the best all-round skills. Dodge nonetheless will be hampered if you have many tacklers in your league.
Stand firm could be very profitable, but you will only be able to harvest its full benefits if you are very focused in your tactics and style of play.
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- wesleytj
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i think i'd go with tentacles. a guy who's that talented statistically should fasten himself to your opponent's best player and latch on tight. should totally shut the guy down.
get blk later
get blk later

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I should have told you more about the team. Here's a quick list of all the other players:
minotaur (block)
chaos warrior (block)
chaos warrior (block, piling on, tackle)
chaos warrior (block, piling on, razor sharp fangs, tackle, av-1)
beastman (big hand, block)
beastman (block, kick-off return, sure hands, ma+1)
beastman (block, guard, tackle)
beastman (block, guard, kick)
beastman (guard, stand firm)
beastman (guard, pass block)
beastman (dirty player)
2* rookie beastman
The league uses Chet's kicking rules, therefore the beastman with kick-off return and the pass blocker.
I'm facing various teams, with a well developed dwarf team being one of my main opponents. Without him, I would already have taken Dodge for the CW.
Thank you for all the suggestions! I'm still undecided though
ljm
minotaur (block)
chaos warrior (block)
chaos warrior (block, piling on, tackle)
chaos warrior (block, piling on, razor sharp fangs, tackle, av-1)
beastman (big hand, block)
beastman (block, kick-off return, sure hands, ma+1)
beastman (block, guard, tackle)
beastman (block, guard, kick)
beastman (guard, stand firm)
beastman (guard, pass block)
beastman (dirty player)
2* rookie beastman
The league uses Chet's kicking rules, therefore the beastman with kick-off return and the pass blocker.
I'm facing various teams, with a well developed dwarf team being one of my main opponents. Without him, I would already have taken Dodge for the CW.
Thank you for all the suggestions! I'm still undecided though

ljm
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- DoubleSkulls
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Frenzy is going to be really good on a S5 player. Okay, so you are going to have to wait a while for block, but you can still use him to make nasty holes in your opponents lines as you aren't using up TRR elsewhere.
Against Dwarves Stand Firm would be useful as it means those pesky Troll slayers can't push him out of bounds, but like Frenzy really needs other skills to make it better.
If Dwarves are a problem then dodge is nearly pointless.
RSF is nice and helps take care of everyone, while boosting his SPPs.
Tentacles is good for tying down faster players too.
Against Dwarves Stand Firm would be useful as it means those pesky Troll slayers can't push him out of bounds, but like Frenzy really needs other skills to make it better.
If Dwarves are a problem then dodge is nearly pointless.
RSF is nice and helps take care of everyone, while boosting his SPPs.
Tentacles is good for tying down faster players too.
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I'd go with tentacles a s well. Gives you a good chance to really tie those nasty AG5-i-dodge-or-leap-everywhere receivers up. With MA6 he can cover the whole backfield!
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My choice would be Tentacles as well....with ST5 he will be a real nasty "catcher stopper",
if not tentacles then i woulds take razor sharp claws....much better than piling on cause of the reasons JJB gave....
if not tentacles then i woulds take razor sharp claws....much better than piling on cause of the reasons JJB gave....
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- slackman
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tentacles is a great skill w/ st5. my problem is you have to BEAT your opponent, not just tie them, for it to work. ive had my fumbbl stunty league mino fail to hold on to snotlings...
depends on what you want to use him for, really. w/ the -av, i probably wouldnt go the PO/RSC route. maybe you should get spikes to get that av back.
slackman42
depends on what you want to use him for, really. w/ the -av, i probably wouldnt go the PO/RSC route. maybe you should get spikes to get that av back.
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I'm still undecided
I already have a mino as my safety and I'm thinking whether I should have both my ST5 players in the backfield. If I put the CW in the line I can't effectively tie the receivers and I'm too chicken to put the mino in the middle of the action...
ljm


ljm
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Well, I decided to go for a more offensive role for the player and took Stand Firm after all. If I ever get doubles for my mino, I'll give him Tentacles.
I played the aforementioned dwarf team today and the skill worked brilliantly resulting in two TDs and one FG for the player. I used SF aggressively trying to get the player behind the opponent's line since I did not have to worry about the player falling down. Also, he managed to stop the opponents one field goal attempt by blocking the kicker's running lane.
Now he's 10 points from his next skill roll - maybe he'll finally get Block. Although Break Tackle seems very useful indeed
ljm
I played the aforementioned dwarf team today and the skill worked brilliantly resulting in two TDs and one FG for the player. I used SF aggressively trying to get the player behind the opponent's line since I did not have to worry about the player falling down. Also, he managed to stop the opponents one field goal attempt by blocking the kicker's running lane.
Now he's 10 points from his next skill roll - maybe he'll finally get Block. Although Break Tackle seems very useful indeed

ljm
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One false move, wizard, and your familiar gets it!