Minotaur - first skill?

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Minotaur - first skill?

Post by BadBadger »

Did a search for this but couldn't find a straight answer (prob isn't one :wink: )

My Chaos Team's Mino just got his first skill after bagging 13SP (15 tot) last night.
Rolled a double 5.
Now I don't think the MA is worth it, so I'm torn between taking Block to be safe or Claw to cause even more damage.
My gut says Claw now, and hopefully take the Block after the next game.

Finally, got 70k to spend. Was going to get another BM to sideline my MA5 BM but then would an apo make more sense to protect the two CW's without Block? Figuring I have just 11 players atm and one of them is uncertain due to niggle...
Any advice?

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Post by TuernRedvenom »

If your league allows gen access for big guys then definately take a mutation! Otherwise wait for your next skill, which should come shortly, to get block. Tentacles is my personal favourite but a claw is nice too.

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Post by Old Man Draco »

As a mino is treated a big guy and can only get STR skills, use the double and get block to make him more reliable.

It of course depends on if you play by the LRB 4.0 or 3.0 atm and what your comish will do when the rules are changed by him to LRB 4.0.

Is you still have general skill acces then go for a mutation! This depends on the opponents in your league. Having Mighty Blow allready, I would take RSC for the obvious reason instead of Claw.:D

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Post by Urb »

There is always pro... I would think this would be the first choice for all big guys... if I had pro I would take a mutation for sure. Claws would be my first choice. You have to break armour before you can even think about causing injury.

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Post by Juggernaut »

Mino - depends on U.
Claw = more CS, less reliability and a big red point on him as a player to blitz and foul every turn. but of course that's the life and he will be opening opposing players as bottles.
Block = more reliability, more safety and a better defensive player.

I would as almost everybody take Claw just because it's better, but in my CD team I have a Mino with Block (because he can't take Mutations) and he is really a big player. already saved him few times against a blitz of Orc Troll when he rolled both down and fell down.

money - take Apo. Your Mino and other players with SPP will need him

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Post by Old Man Draco »

Urb wrote:There is always pro... I would think this would be the first choice for all big guys... if I had pro I would take a mutation for sure. Claws would be my first choice. You have to break armour before you can even think about causing injury.
But a stunned or KO result won't help either! As stated. It depends on the AV of the other teams in the league. If they are elves I would go for the RSC.

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Post by BadBadger »

Well, I believe the rules we are using advocate Gen + Str + Phys for Minos and RO's. So rude not to take the Claw I think. Tentacles do look fun but I want him to continue as a wrecking machine. Hate decisions like this. Reckon it depends on who I play next out of orc or lizard.

Def go the apo.
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Post by gken1 »

if you're just hunting st3's go claw. u can set up 3 dice blocks with ease with him and it's only 1 in 27 failure.

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Post by kithor2002 »

I would also give him claw

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Post by Urb »

Draco wrote:
Urb wrote:There is always pro... I would think this would be the first choice for all big guys... if I had pro I would take a mutation for sure. Claws would be my first choice. You have to break armour before you can even think about causing injury.
But a stunned or KO result won't help either! As stated. It depends on the AV of the other teams in the league. If they are elves I would go for the RSC.
I would beg to differ here. A KO is a good result. Anytime you get an opponents player off the pitch is a good thing. Plus the more you break armour the more chances you have at causing casulties. I even see stunned as a decient result. Better than not breaking armour at all. I can totally see the benefits from RSC but you still have MB to help with the injury.

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Post by BadBadger »

Gotta agree with the claw theory. I need to get through the armour first and foremost. Mighty Blow is relegated to the injury roll but will still prove very useful.
If I have claw, and someone rolls skulls against me, the claw presumably adds to the AV roll?

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Post by Old Man Draco »

That is a definite yes, the answer to your last question! :D

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Post by Jinxed »

Without block is any frenzied player a turnover in waiting.

And on a BG with no option to Re-roll?

Definitely block.

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Post by Vero »

Block if you're going to block with him and claw/RSC (RSC is a bit better against av8 teams ko+ wise with mb, claw against 9 or higher) if you're going to blitz about every turn (with one assist to get that 3 dice block).

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Post by DoubleSkulls »

I'd not take Claw.

To my mind the choice is either Tentacles (great if you use him as a backfield safety) or RSF.

The reason for that is the way Wild Animal works. As you want to be blocking as much as possible getting your opponent prone is useful, getting them stunned isn't. So the higher proportion of cas from RSF means that when you do break armour the effects are more devasting (remember that because of MB you are effectively choosing +2/+1 or +1/+2). However failing to break armour isn't so much of a problem as you may get to block them next turn if they just stand up.

BTW unless the league is very bashy I'd take Tentacles - its an undervalued skill.

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