need advice on a skill choice
- cleminho
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need advice on a skill choice
Hi!
I'm playing the skavens and I hesitate with my second skill for a gutter runner.
I have a team with a rat ogre, 2 storm vermin and 4 gutter runners and linerats.
My other 3 gutters all have earned block, one of them has side step, another one has pass block and the third one just earned block so far.
My fourth gutter has earned 1pt in AG and I've just made a double on my starplayer roll. I hesitated because there are some interesting skills with a 5AG gutter but some do not "use" my double, others do not "use" the fact I have 5AG.
So, I hesitated with:
- Very long legs (doesn't add to the 5AG)
- Two heads
- Extra arms (but better "nerves of steel", no?)
- nerves of steel (doesn't add to the 5AG, nor use the opportunity to have a physical trait)
- Leap (doesn't use the double)
- Foul appearance (doesn't use the 5AG)
- Block?
A friend of mine was very strong on advising me the following:
- dauntless
- horns
- spikes
But I do not agree, especially with 5AG gutter (if so, why did I chose 5AG at the begining, I would rather have chosen Block and that's it!)
1) What would you advise me???
2) What would you advise me knowing that I am playing a league and I only have 3 games left against (in order) the Chaos (but weak in our end of league), the Orcs and the lizardmen? (you must also know that my rat ogre has block, piling on; i have a linerat with block and leader; I have a storm vermin with tackle and piling on and another one with tackle; 2 throwers with one with accurate)
Thank you very much.
NB: I have personally a preference for Two Heads, Nerves of steel or VeryLL, but leap? Well, I do not really know.
I'm playing the skavens and I hesitate with my second skill for a gutter runner.
I have a team with a rat ogre, 2 storm vermin and 4 gutter runners and linerats.
My other 3 gutters all have earned block, one of them has side step, another one has pass block and the third one just earned block so far.
My fourth gutter has earned 1pt in AG and I've just made a double on my starplayer roll. I hesitated because there are some interesting skills with a 5AG gutter but some do not "use" my double, others do not "use" the fact I have 5AG.
So, I hesitated with:
- Very long legs (doesn't add to the 5AG)
- Two heads
- Extra arms (but better "nerves of steel", no?)
- nerves of steel (doesn't add to the 5AG, nor use the opportunity to have a physical trait)
- Leap (doesn't use the double)
- Foul appearance (doesn't use the 5AG)
- Block?
A friend of mine was very strong on advising me the following:
- dauntless
- horns
- spikes
But I do not agree, especially with 5AG gutter (if so, why did I chose 5AG at the begining, I would rather have chosen Block and that's it!)
1) What would you advise me???
2) What would you advise me knowing that I am playing a league and I only have 3 games left against (in order) the Chaos (but weak in our end of league), the Orcs and the lizardmen? (you must also know that my rat ogre has block, piling on; i have a linerat with block and leader; I have a storm vermin with tackle and piling on and another one with tackle; 2 throwers with one with accurate)
Thank you very much.
NB: I have personally a preference for Two Heads, Nerves of steel or VeryLL, but leap? Well, I do not really know.
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If you really have three games left with the team and you're not planning to keep the team after the league I'd give him dauntless. Makes him excellent blitzer against those str4 guys albeit a bit unreliable (From 1 or 2d block to -2d block). Very long legs would make nearer a agile 1 turn scorer but with only three games left you probably won't have enough time to develop +ma or sprint. So, I'd give him dauntless.
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- cleminho
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Ok. Thanks.
I have a little preference for VLL 'cause it is a pain in the a... for the opponent to play a 10MA player and he would have to avoid him on the field if he doesn't want to be intercepted on a 3+ when he passes the ball, especially when I have another gutter with pass block. Furthermore, A "quick snap" on the kickoff might occur anytime which would let me score in one turn.
I have personally a small preference to have my gutters even more agile if it possible than defensive players. I had planned to have one like that (defensive) but I prefered to give them block first and for the one with 5AG, I think it would be a pity to play him defensively. I even thought of accurate (long bomb on 3+) but I do not play like that and I would need free receivers.
Thank you for your help. Any other suggestions? And what do you think of mines?
I have a little preference for VLL 'cause it is a pain in the a... for the opponent to play a 10MA player and he would have to avoid him on the field if he doesn't want to be intercepted on a 3+ when he passes the ball, especially when I have another gutter with pass block. Furthermore, A "quick snap" on the kickoff might occur anytime which would let me score in one turn.
I have personally a small preference to have my gutters even more agile if it possible than defensive players. I had planned to have one like that (defensive) but I prefered to give them block first and for the one with 5AG, I think it would be a pity to play him defensively. I even thought of accurate (long bomb on 3+) but I do not play like that and I would need free receivers.
Thank you for your help. Any other suggestions? And what do you think of mines?
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My two cents:
don't give him dauntless or horns, try that on another GR if possible. With AG5 he will be your main scorer and the primary target for your opponents.
If he has AG5 give him Block and Leap and he will score at least 3x per match.
If you don't want to waste the double (which is understandable) give him VLL. That point of movement will make a difference and he'll be able to intercept on a 3+.
With AG5, VLL, Block and Leap he will be the best player in your league (except maybe some nasty War Dancer)
don't give him dauntless or horns, try that on another GR if possible. With AG5 he will be your main scorer and the primary target for your opponents.
If he has AG5 give him Block and Leap and he will score at least 3x per match.
If you don't want to waste the double (which is understandable) give him VLL. That point of movement will make a difference and he'll be able to intercept on a 3+.
With AG5, VLL, Block and Leap he will be the best player in your league (except maybe some nasty War Dancer)
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- cleminho
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Yes, I totally agree with you.
I had made a double with a gutter at the beginnig of my league but he was unfortunately killed by the crowd (my opponent pushed another gutter against him in order to have him pushed off the crowd knowing in the meantime that my first gutter would enter his end zone and score a TD!!! Who would have thought he would have made 12 on the injury and 6!!!).
For this one, I remind you that i only have 3 games left and we won't keep track of the team afterwards. So, I won't be able to give him block and leap, but I agree and a gutter with VLL, block and Leap, combined with his didge, is one of my dream so is one with VLL, sprint, sure feet (and block, ideally).
For the interception on 3+, I know, but I will take that into consideration only because I think it is a way to bother the opponent when he passe the ball, not because I do think I will be able to attempt any interception with him, given that I do not think any opponent will ever take the risk to passe the ball with him under the passing rule range. But, if I could I would take VLL and pass block. But, how take pass block and leave an opportunity to have sprint and score in one turn??? It is always the same questions...But, I prefer ask me those questions and have all those possibilities than, for example, have the possibilities a skink has.
About jump up, of course it would be great, but I cannot have everything and I do personally think there are many other skills that come first and with 9MA, after standing back on his feet, he still has 6MA left.
Thank you for any other comments. I am a little bit more and more for VLL, but I still like advice.
Thx anyway.
I had made a double with a gutter at the beginnig of my league but he was unfortunately killed by the crowd (my opponent pushed another gutter against him in order to have him pushed off the crowd knowing in the meantime that my first gutter would enter his end zone and score a TD!!! Who would have thought he would have made 12 on the injury and 6!!!).
For this one, I remind you that i only have 3 games left and we won't keep track of the team afterwards. So, I won't be able to give him block and leap, but I agree and a gutter with VLL, block and Leap, combined with his didge, is one of my dream so is one with VLL, sprint, sure feet (and block, ideally).
For the interception on 3+, I know, but I will take that into consideration only because I think it is a way to bother the opponent when he passe the ball, not because I do think I will be able to attempt any interception with him, given that I do not think any opponent will ever take the risk to passe the ball with him under the passing rule range. But, if I could I would take VLL and pass block. But, how take pass block and leave an opportunity to have sprint and score in one turn??? It is always the same questions...But, I prefer ask me those questions and have all those possibilities than, for example, have the possibilities a skink has.
About jump up, of course it would be great, but I cannot have everything and I do personally think there are many other skills that come first and with 9MA, after standing back on his feet, he still has 6MA left.
Thank you for any other comments. I am a little bit more and more for VLL, but I still like advice.
Thx anyway.
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- cleminho
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For short term use dauntless, followed by Strip Ball. With Ag 5, MA 9 and Dodge he is perfect for hitting ball carriers that think they are safe. I presume you have a minimum of 16 SPP, 31 needed for your next skill. That's 5 TDs in two games to set you up with a player that can free up a ball almost anywhere. (Be careful of the guards, and sure hands ball carriers though).
I might be inclined to take Spikes if I didn't intend to get him another skill before season's end. The extra AV will help keep him alive, which is a must for an AG5 GR.
I might be inclined to take Spikes if I didn't intend to get him another skill before season's end. The extra AV will help keep him alive, which is a must for an AG5 GR.
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- cleminho
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Thx. I must say I do think it is a very very good idea. Nevertheless, I am not sur I will be able to reach the 31xp in two games. I cannot take that risk and I think it is far less good without strip ball. So, I think I am gonna take VLL and take the risk that 7AV is sufficient for my last 3 games because dauntless will not be enough without strip ball and I think there are more chance not to have it than to have it before the end.
But, I definitely will give him that in a next league if I am that lucky, It would be the extreme defender, hoping to add block, then leap, with 5AG, 9MA, dodge, Dauntless and strip ball, who will stop him??? Of course, I will have to reach 76xp, but...
Thank you thrn everyone.
But, I definitely will give him that in a next league if I am that lucky, It would be the extreme defender, hoping to add block, then leap, with 5AG, 9MA, dodge, Dauntless and strip ball, who will stop him??? Of course, I will have to reach 76xp, but...
Thank you thrn everyone.
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