Flesh Golem development

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Rotogar
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Flesh Golem development

Post by Rotogar »

I'm trying to decide what the second skill on both my Flesh Golems is going to be for my PbEMBBL Universal Movie Monsters. They both picked up Block and are nice little obstacles and lane holders. Both are getting close to their second skill roll. I posted this on the PbEMBBL forums but thought it might be nice to widen the amount of advice I am getting.

I was originally thinking Guard. With Guard, they can really get in and mix it up. All those Zombies & Wights floating around get a boost. A werewolf can get some great Frenzies going. But Guard won't really help the Golems get going.

So, maybe Mighty Blow first. Then they pick up more casualties and get to that third roll quicker.

Or, anyone have another suggestion?

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BadMrMojo
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Re: Flesh Golem development

Post by BadMrMojo »

Rotogar wrote:...
I was originally thinking Guard. With Guard, they can really get in and mix it up. All those Zombies & Wights floating around get a boost. A werewolf can get some great Frenzies going. But Guard won't really help the Golems get going.
...
I'm firmly in the "take skills that win games over skills that advance your players" camp. If there is no such thing, than I've just created it.

That said, it's worthwhile trying to get the buggers to skill up and spread out your SPPs. Maybe a mix of the two? Guard then MB on one and vice versa on the other. You might find your guarder ends up in position to do some more smacking around than the other, if people avoid him.

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Post by bk »

Just played against some golems last night. It's thier stand firm thats makes them great. Since they both have block now I would go with Guard or maybe break tackle. Btackle helps them go where you want a str4 pillar to be put.

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Post by Skummy »

If this is a long term league, go with MB. If it's short term, take guard and don't look back. Guard's going to make your zombies much more effective at holding people back from hitting or fouling the wolves. And really, that's what the whole team's purpose is, right?

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Post by Asperon Thorn »

Well since these guys are primarily blockers, and not Blitzers, I would give them Guard. As a third Skill I would give them tackle, and almost forego MB altogether. I think they best serve just to be in the way, and help others just be in the way, while your wights and Werewolves do the real damage.

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Post by Mirascael »

Guard will help all your players by making more and better blocks, suffering from less blocks and therefore should help the overall team development significantly. As third skill I'd consider Break Tackle which helps them to accomplish their supportive functions even better.

Personally I believe that few skills for many players are far better than many skills for a few players, keeping a low TR isn't that bad after all with regard to handicaps. It's actually quite amusing for example to win against a frenzy mummy side because of the handicaps it caused due to its ridiculous SPP-accumulation whereas the rest of team is pathetically underdeveloped.

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Post by DanielLaw »

Guard. Excellent combination with Stand Firm. The combination of ST 4, Stand Firm and Guard, can be a real headache for your opponent.

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harald
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Post by harald »

Definately go with Guard and then Break Tackle next.

You don't need mighty blow or tackle on these guys since that duty should be handled by the werewolves.

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Post by kithor2002 »

Give them Guard and you will see how your opponent will suffer at making his blocks. :wink:

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Post by Redfang »

Guard!

R

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Post by bubb »

Go Guard for sure. Do not worry about advancing SPP. If you are using them for support of your scoring/blitzing players they will undoubtedly be in the middle of the pile and ST4 with block will still produce plenty of 2 dice blocks which leads to more CAS and in effect, advancement.

These guys were built for this type of skill. Break tackle next in my opinion or tackle.

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Post by Gus »

i'd like to add: on doubles, go with dodge. combined to stand firm, that rocks :)

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kithor2002
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Post by kithor2002 »

Gus wrote:i'd like to add: on doubles, go with dodge. combined to stand firm, that rocks :)
I think Dodge with a AG 2 guy is a wasted skill even if he has standfirm.
On doubles I will give him Frenzy :wink:

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Post by mtn_bike »

I've got to go with everyone else. Guard. He is your only guy with natural access to ST skills.

Since I just started a necro team I've considered what I would get my FG if I rolled doubles. Leader. RR's are 140K during the season. The FG is AV9 so he's hard to get off the field. May seem like a waste and I'm sure there is something better but I use RR's like their going out of style.

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Post by Rotogar »

So, the consensus seems to be Guard. Makes me happy to know I was thinking that first! :D

But several people brought up doubles, so I thought I would run with that. I like the Dodge idea. I know it will rarely happen, but it does combo nicely with the Stand Firm. But I was originally thinking Frenzy (and still am leaning that way). A ST 4 Frenzy player is scary to see. And if the other Flesh Golem (or a lucky Zombie) w/ Guard is nearby, that Frenzied FG can wade through the thick of things after ball carriers in a way no Werewolf (well, no +1 ST Werewolf) can. Come to think of it, it would be awfully foolhardy to risk a +1 ST Werewolf in that way. The FG has better AV, Thick Skull *and* Regenerate. They are deffinitely the best choice to wade into a crowd dishing out lumps. The Leader thing is an interesting choice but I loaded up on RRs early with this squad. Have 5 now. So spending doubles on another RR seems a waste.

Any other suggestions for doubles?

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