4RRs, 11 Beastmen, 70K in the bank...only 1 advance.

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Sixpack595
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4RRs, 11 Beastmen, 70K in the bank...only 1 advance.

Post by Sixpack595 »

My 1st game went well, I have 4 players an MVP away from a skill, and 1 rolles a regular advance. I allways gave Sure Hands for my 1st roll, but now I'm thinking Block. With 4 RRs Sure hands can be *almost* redundant, but with the Horns to blitz ballcarriers Block isn't as huge as if I were just all str 3. Since I'm only fielding 11 and have 1 MNG I think I'll buy an Apo. Maybe Guard to lend assists since I'm already down a man. Any ideas?

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Post by Matsu »

I'd still go with sure hands for that first skill - It's not just to pick up the ball, but also to protect against stripballers.

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Post by Kheldar »

I would go for Sure Hands, too. Not because of Stripballer don't think after 1rst match there will be too many, but so you can use the rools on the blocks. You can to some risky things before thinking about the ball. This will help you alot.

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Old Man Draco
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Post by Old Man Draco »

I'd say get the APO. Later you'll want to buy warriors and if they die just after you bought them you'll feel very miserable.

As a skill I'd take block. Combined with horns they make nasty blitzers. If your next opponent is a dodgy team I'd even consider Tackle to get them down. Nasty skill against dodgy players, tackle is!!!

Anyway, your bound to get the wrong skill anyway. You'll see. Take this skill and you needed the other! It allways works that way! :wink: :smoking:

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Al the Trowel
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Post by Al the Trowel »

I'd take guard - very useful until you get some CWs on the side. Sure Hands is good but taking it early may mean that you rely on him to pick up th ball, which may result in him becoming the main ball carrier, scorer and/or thrower. And so he'll soak up SPPs better spread elsewhere.

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Post by berserker »

As I am a conservative coach (a 3+ roll is too dangerous for me), I never give sure hands to the first player earning a skill because after that I'd be to tempted to have him keep the ball and score himself, preventing his partners from getting spp's...

So on my chaos team I gave guard and block to the beastmen who got a skill (team is 3 games old so far...)

On my Nurgle team I got +1 ST so I took it :D and now he's already the star of the team as he got block too, after only three games, scored 3 times, inflicted 2 cas and got one mvp. The problem is I use him a lot now of course and he gets the spp! The other got dirty player (I am a big fan of it right now as I not getting a lot of cas on average with my teams (1.58 cas a game after 92 games with 15 different teams)...)

Sure hands will follow soon on both teams, but only for the 4th or 5th player earning a skill, to force myself to develop all the players.

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Post by gken1 »

got to grab apoth...no brainer 50k to save any of your 60k players?

I'd grab block just to give yourself a reliable blitzer.

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Post by martynq »

Get the apothecary.

First skill would be Block for me.

I'd save Sure Hands for the next skill on the first beastman to get a double (after he takes Big Hand) to create the ultimate ball carrier.

Martyn

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Post by Alesdair »

Or kick.

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