Beastman with +1 Mv, +1 St - what skill next?

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Gonzo
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Beastman with +1 Mv, +1 St - what skill next?

Post 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
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Juggernaut
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Post by Juggernaut »

IF U won't get +1AG :lol: , 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
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Post 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.

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Post 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...

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Post by DoubleSkulls »

Frenzy would be nice too.

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Post by Gonzo »

Mmmm... Frenzy, and then he's a mini Minotaur!

Pleeease roll a double...

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Post 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...

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Post by sean newboy »

Block followed by tackle (after a while), pro on doubles.

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Post by DoubleSkulls »

sean newboy wrote:pro on doubles.
:o You like pro that much you'll give it to a non-BG?

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Post 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.

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Post 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 :wink: )

Any further thoughts?

and thanks for the replies people.

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Post by Joemanji »

Keep it simple. Block, or if you get another double Dodge then Block.

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Post by Blammaham »

block or doubles claw.S.

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Post by campaigner »

Blammaham wrote:block or doubles claw.S.
second that

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Post by Redfang »

campaigner wrote:
Blammaham wrote:block or doubles claw.S.
second that
same here

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