An Interesting Dilemna...

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Kamikaze Rudy
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An Interesting Dilemna...

Post by Kamikaze Rudy »

I have a Bull Centaur who was coming along quite nicely. For his first skill roll, he rolled doubles and I gave him Catch. His second skill roll was also a doubles roll and I gave him Dodge. And for his 3rd skill roll, guess what he rolled? Yeah that's right....Doubles! Now this guy desperately needs Block and Break Tackle, but do I ignore the doubles roll? Or should I go with Stand Firm? Movement? Nerves of Steel?

I have a pretty good idea of what I'm gonna take, I just want to hear some opinions and ideas.

Thanks Gentlemen!

He's my primary Ball Carrier as my other Centaur is a Block, Mighty Blow, Guard, Niggling kinda dude. I also have a AG4 Accurate, Sure Hands Hobbo to get him the ball.

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Post by Mestari »

Well, Stand Firm is definitely important for a guy like that, but not having block is a liability. That is, however, somewhat offset by the fact that he has dodge.

If you rolled 5+5 as it appears, movement is also a good choice, but I would perhaps go for Stand Firm.

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Post by Skummy »

At this point in a player's development, I would probably ignore the doubles and go with Break Tackle. 4 skills is about as much as you can be sure of getting with a player. Block would be my next choice, barring an agility or strength increase.

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Post by neoliminal »

If your league has any strip ball, I'd give him sure hands.

Side Step is always good on a runner.

But personally I couldn't turn down the Movement Increase

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Post by Kamikaze Rudy »

funny you said that Neo -

I just lost a big rivalry game to the Skaven last night because he has a Block Gutter Runner with Strip Ball. I had my Centaur surrounded by Guard guys meaning he would go 3 dice down on the BC. He stripped him 3 times in that game because I think he rolled Open Pow/Both Down/Push Backs on all 3 occasions. If I would have had Block or Sure Hands I could have avoided it.

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Post by Matsu »

Here are the 2 questions in my mind:

1. Is this league running long enough that long-term planning is important?
2. Are you comfortable enough in your offense without giving him block or sure hands?

If the answer to both is yes, then take the movement or Stand Firm. He'll be better for it in the long run.

Personally, I'd probably just break down and take block. With catch block and dodge he's already gross - there's a point when you have to stop planning for the future and just enjoy what you've got.

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Post by neoliminal »

The thing I like about the Movement Increase is that he'll use it every turn and it will always be useful in some way. I'm never at a lose for what to do with extra movement.

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Post by DoubleSkulls »

Move or Stand Firm. I'd probably take +MA.

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Post by Old Man Draco »

Nerves of steel I'd say. Think of all the TD you can get. You've allreay got Catch and Dodge. Shouldn't be that hard to get away. And as you've said, you've got a Hobbo to supply him! :smoking:

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Post by Blackscale »

I would take the MA+, but sure hands is also a good choice.

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