Double on a rookie Beastman

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Lofwyr
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Double on a rookie Beastman

Post by Lofwyr »

Hi,
I´m pretty new on this forum but I like it very much.
At First I want to say sorry for my bad english, but I can´t do any better :D

My Question is a really tricky one. I´m playing a chaos team in a league with 10 teams half agility, half bashy.

This is my team until now:

CW1 - Block
CW2 - Block
CW3
CW4
BM1
BM2 - Dirty Player
BM3 - Sure Hands, Block
BM4
BM5 - Dirty Player
BM6 - AV - 1 :(
BM7 - + ST :D
BM8 - Sure Hands, Block
BM9 - Double
Rookie Ogre

FF 9 and 3 RRs

So after the last game (the Final in our league which I lost to a Norse Player because I managed 2 times in the whole game to get past his armour of 7 while he left me with 3 players on the pitch!) I got a double on my rookie Beastman 9.

Now I really don´t know what to give him.
I thought of:
Leader (cool for the Ogre)
Dauntless (cool with Horns and later Multiple Block)
Big Hand (really good in a team of loosers :) )
Dodge (with Block the second skill very good)
RSC (lets make a monster)
Frenzy (with ST4 blitzing very good too)
Foul appearence (allways good)

and many more...

So it are really too many possibilities and I haven´t got a clue what to take.

Every advice is welcome!

Tobias

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but the second mouse gets the cheese!
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Post by wesleytj »

big hand. make him your primary ballcarrier. then take block and sure hands and he's a very reliable ballcarrier (even more so than elves would be).

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Lofwyr
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Post by Lofwyr »

That was my first thought, but I have already two beastmen with Sure Hands and Block.
Do I really need a third one?

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Post by wesleytj »

well no offense, but you shouldn't have given sure hands to the 2 guys as their first skill. you need to wait for your first doubles roll for big hand, THEN take sure hands on THAT guy to get max usefulness out of it. you can't predict who's gonna get the doubles roll. live and learn.

anyway, yes, it is that important. for all the fluff about how chaos prefer to kill rather than score, the game is still decided by td's, and no single thing makes your offense run more smoothely than a sure hands, big hand runner beastman... Now the rest of your team can concentrate on two things chaos actually do real well... 1) protect that beastman, and 2) clobber the other guys.

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Post by duff »

Big hand is good, but as you say, sure hands on 2 already...
Also the big hand tends to suck up a lot of SPP.
Have you been having more trouble on offense/defence or against a praticular type of team?

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Post by Liandras »

Foul apparence will be my choice, hope for big Hand for your sure hands guys an take FA. in conbination with Pass Block you get an good defensiv Player.

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Post by Boss »

embrace your team ... do the chaotic thing ... give him the claw - few things are more intimidating than a nasty mutant. Besides, it's really fun.

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Post by GenoNBBL »

I had this happen to me. I gave the Beastmen in question Claw, then I gave him Mighty Blow as his second skill and Block as his third. Don't forget he also has horns so he's an excellent blitzer from the get go.

He was an absoloute bugger on the pitch, causing about 3 casuatlies per game. Unfortunatly he only got about 7 or 8 games in before the team retired but he was often the focus of peoples attention. Man I had fun with stunty players! (+2 AV and +2 Inj)

I did have another Beastmen with a double. I gave him Extra Arms. Usually Beastmen catch an accurate pass on a 3+ (basic AG roll +1 for accurate) but the Extra Arms gave him another +1 to catch. He caught acurate passes on a 2+ and was quite the reciever. I also had a couple of AG4 Beastmen as throwers. Next up give him sprint and he could move 9 squares if you pushed him. People never expect that from a Chaos team, I can tell you! :D

Hope this helps.

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Post by bluetooth »

Give him Claw. Let your opponents suffer :D

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Post by Asmodan »

I say foul appaerance.

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Post by Lofwyr »

I said its a tricky one and almost everyone says something different.
But I think it´ll be Big Hand, because I don´t want to win by touchdowns, not by casualities (quite unnormal for chaos, I know :D )
But I totally disagree with wesleytj concerning the Sure Hand Beastmen.
This is my 9th game with the first double.
It could have been the 15th or 20th.
I would have never surived the first 8 games without my sure hands BM.
The are my main ball carriers an with them I won 7 of the 9 games.
And with sure hands they are as good as any other race (exept those elves :evil: ) in picking up the ball.
Why then take the risk waiting for the first double to come to take Big Hand?

Now that I got the first double I think 3 Ballcarriers are better than 2, so its Big Hand.

Thanks for all the advice.

Tobias

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but the second mouse gets the cheese!
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