Very difficult decision on chaos warrior
- Lofwyr
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Very difficult decision on chaos warrior
Hi,
I have a chaos warrior which rolled a St+1 on his first skill.
Now he gets his second skill and i rolled a double.
There are now many good possibilities:
1. Block (a really good skill but wasting the double)
2. RSC (with PO following really devastating)
3. Claw (Very good, too)
4. Frenzy (ST5 frenzy-wow)
5. Stand firm (good for holding the line and dodging)
6. Dodge (for blodge with the next skill)
7. Tentacles (with ST5 allways good)
8. Catch (why not make him the ball carrier- I have a AG4 BM for passing)
9. Big Hand (ball carrier)
10. Sidestep (As good as Stand firm)
I don´t like Foul appearance that much.
So that are 10 very good skills what makes it a real hard decision.
Some thoughts: I have a CW with block, RSC, Claw and one with Block and piling on and one BM with Claw, nearly everybody has block, so I don´t need more hitting power.
This cancels RSC, Claw and frenzy I think.
I don´t want to waste the double, so no block.
What about giving him next break tackle, dodging into the cage and holding the ballcarrier (after a failed block f.e.) with tentacles?
It´s difficult to knock him down and difficult to dodge away.
But after all i really don´t know. So all advices are welcome.
Tobias
I have a chaos warrior which rolled a St+1 on his first skill.
Now he gets his second skill and i rolled a double.
There are now many good possibilities:
1. Block (a really good skill but wasting the double)
2. RSC (with PO following really devastating)
3. Claw (Very good, too)
4. Frenzy (ST5 frenzy-wow)
5. Stand firm (good for holding the line and dodging)
6. Dodge (for blodge with the next skill)
7. Tentacles (with ST5 allways good)
8. Catch (why not make him the ball carrier- I have a AG4 BM for passing)
9. Big Hand (ball carrier)
10. Sidestep (As good as Stand firm)
I don´t like Foul appearance that much.
So that are 10 very good skills what makes it a real hard decision.
Some thoughts: I have a CW with block, RSC, Claw and one with Block and piling on and one BM with Claw, nearly everybody has block, so I don´t need more hitting power.
This cancels RSC, Claw and frenzy I think.
I don´t want to waste the double, so no block.
What about giving him next break tackle, dodging into the cage and holding the ballcarrier (after a failed block f.e.) with tentacles?
It´s difficult to knock him down and difficult to dodge away.
But after all i really don´t know. So all advices are welcome.
Tobias
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Don't take Piling On on this guy. My choice in order of preference is:
Claw or RSC (depends on the make up of the league - lots of low av teams take RSC, lots of dwarves, CDs etc take Claw)
Stand Firm
Frenzy
As an alternative, if you intend making him a pain, take Side step and then Guard - he will then be able to be blocked into a cage!
Dave
Claw or RSC (depends on the make up of the league - lots of low av teams take RSC, lots of dwarves, CDs etc take Claw)
Stand Firm
Frenzy
As an alternative, if you intend making him a pain, take Side step and then Guard - he will then be able to be blocked into a cage!
Dave
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I would take side step before stand firm if you don't use him in the LoS.
He's not that fast so I wouldn't waste him on ball carier play. I'd get him dogde and Block as next skill. A ST5 Blodge guy is devastating to your opponents LoS!
He's not that fast so I wouldn't waste him on ball carier play. I'd get him dogde and Block as next skill. A ST5 Blodge guy is devastating to your opponents LoS!

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TENTACLES!!!
With STR5 he's very hard to escape from or to remove from the tiedup player with a blitz.
Check those stats:
Hold ST2 player: 83.3% (yeah, pests like Gutterrunners, WE catchers or Skinks)
Hold ST3 player: 72.2% (almost everything else that can be receiver or carry a ball)
Hold ST4 player: 58.2% (Vampires or odd ST+ receivers)
Hold ST5 player: 41.7% (well, yes ...)
Hold ST6 player: 27.8% (treehugger!)
Usually your opponent will send 2 quick receivers down the pitch to score in two turns. One you can blitz down and foul out if needed. With this guy you can really put a lock on the second one, leaving you lots of guys to charge the ball carrier or swarm a potential 3rd reciever.
I'd follow up with Block and Break tackle for the next two skills ...
With STR5 he's very hard to escape from or to remove from the tiedup player with a blitz.
Check those stats:
Hold ST2 player: 83.3% (yeah, pests like Gutterrunners, WE catchers or Skinks)
Hold ST3 player: 72.2% (almost everything else that can be receiver or carry a ball)
Hold ST4 player: 58.2% (Vampires or odd ST+ receivers)
Hold ST5 player: 41.7% (well, yes ...)
Hold ST6 player: 27.8% (treehugger!)
Usually your opponent will send 2 quick receivers down the pitch to score in two turns. One you can blitz down and foul out if needed. With this guy you can really put a lock on the second one, leaving you lots of guys to charge the ball carrier or swarm a potential 3rd reciever.
I'd follow up with Block and Break tackle for the next two skills ...
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- MickeX
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I'd go with either
1. Tentacles. Very useful. Makes sure he gets to block a lot too.
2. Dodge. Then Block, Sure Hands. That's a very nice ballcarrier - really tough to get the ball from. But you should get him the SPPs for two new skills fast, since he'll be so much more useful when he gets there.
3. Frenzy. Frenzy is good for threathening to push out players, to get a second chance of getting them down. But you can get Frenzy for a Beast instead, since it's important mostly on blitzes anyway.
Micke
1. Tentacles. Very useful. Makes sure he gets to block a lot too.
2. Dodge. Then Block, Sure Hands. That's a very nice ballcarrier - really tough to get the ball from. But you should get him the SPPs for two new skills fast, since he'll be so much more useful when he gets there.
3. Frenzy. Frenzy is good for threathening to push out players, to get a second chance of getting them down. But you can get Frenzy for a Beast instead, since it's important mostly on blitzes anyway.
Micke
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- Drool_bucket
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I like the tentacles option. Being able to lock down a potential reciever/important player should be very useful for a "slower" team like Chaos. Plus, if he fails to get away, you'll be able to smash him on your turn.
Claw and RSF are great, but it appears that you have a bunch of that already. And I couldn't bring myself to waste the double on block, when you have all those mutations out there.
Finally, Big Hand might be a "darkhorse" choice. Being able to snag the ball in the middle of a huge scrum could be a really nice option. However, I think that skill should be saved for a beastman.
Claw and RSF are great, but it appears that you have a bunch of that already. And I couldn't bring myself to waste the double on block, when you have all those mutations out there.
Finally, Big Hand might be a "darkhorse" choice. Being able to snag the ball in the middle of a huge scrum could be a really nice option. However, I think that skill should be saved for a beastman.
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....
I would take the claw. Cause it is more important to stun or knock out a player than to get a cas. (atleast if you are planing to win the game
)
And block as his second doubbel or not.
I would NOT go for blodge, since most of the opponents LOS probably has tackle.

And block as his second doubbel or not.
I would NOT go for blodge, since most of the opponents LOS probably has tackle.
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