Chaos Beastman with Big Hand rolls a doubles next

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Gus
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Chaos Beastman with Big Hand rolls a doubles next

Post by Gus »

okay, my Beastie rolled a second doubles for his second skill. after Big Hand, i'm wondering what to take. i have a few ideas, like two heads, dodge, stand firm, NoS, HMP, Pass/Accurate.

what would be your advice, ideas, etc ?

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Post by Urb »

Depends on how you plan on playing the guy. What's the rest of your roster look like?

Right now I'm leaning on two heads without knowing anything else about your roster. Too bad you didn't give him claws... claws/rsc is deadly.

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Post by Gus »

okay, here's the rest of the roster:

1 Ogre
2 Block/Guard CWs
2 Block CWs
1 Block/Tackle Beastie
1 Frenzy/Claw Beastie
2 Block Beasties
2 -AV/Block Beasties

and our guy, with Big Hand and 23 SPP (so third skill isn't far).

i have 12 FF and 3 RR, 110k cash (RR next game, unless the team gets raped).

as it is, i'm leaning towards HMP, but the problem is that i play a running/mobile cage game. so generally speaking, i'm not sure that i would have a safe place to HMP to once i get the ball. so if i don't go this route, then stand firm/dodge/two heads to allo him to get out of the scrum once he got the ball, or pass/accurate to diversify my game, since he's obviously my ball carrier.

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Post by Tim »

He can already pickup a ball in tons of TZ. So the next skill should focus on getting him to a ball covered by TZs. One choice could be leap. 4+ to get in, 2+ to pickup, but what then ... pass it out with a high chance of a fumble or ideal a HMP or NoS. Standfirm could help, dodge could help.

So whatever you do, you'll have to hope for just another double to make him perfect.

Considering the skill usablility outside of the "recover and secure ball from plenty of TZ" i think leap and dodge have the additinal use in other situations. A STR4 leaper on a Blitz is always great, even if he needs a 4+

I'd go leap.

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Post by Urb »

The cage thing is pretty much the way to go with chaos. Personally I'd go with two heads. So far your team has been developed to smash em up and cage so why not stay focused to that task. HMP would be interesting but it's a desperation tactic with a ag3 mv6 team. Could open some holes though.

If you roll doubles again for that one guy dodge is the way to go... otherwise I think you'll have to settle for block.

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Post by Vero »

Dodge, or pass if you're ever going to play ball :)

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Post by Aksho »

Dodge! picking up at 2+ is great but getting away from that place is important 2 ;)

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Post by gken1 »

two heads....gives you +1 to dodge :)

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Post by The Florist »

The thing speaking for two heads is that you need to get to the ball, then from the ball. This is where we like our traits, since they can be used more often. Still, you could also use your generally superior strength to open up the ball somewhat, only need an easy dodge or nothing to get to it. From there you need to get the ball away. NoS would be great help there.

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Post by Lofwyr »

Dodge, because he will be your main ball carrier and it´s never bad to have dodge (and blodge in the future) on him.
Or accurate, to have the possibility to pass the ball to someone else, if your cage is in danger.

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Post by Gonzo »

Dodge seems the best skill to take, but also consider Foul Appearance - As this guy is your main ball carrier opponents are going to have to think twice about the consequences if they fail the D6 roll to block/blitz...

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Post by gken1 »

dodge you only use once.

Two heads will get u to the ball....2+ dodges, 2+ pick up, and u can use it every dodge. 3+ dodge into tacklezone.

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Post by Xtreme »

Two Heads.
Just thinking about all the mutation possiblites almost makes me want to start modeling a chaos team.

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Post by Xeterog »

How about Nerves of steel?

get the ball on a 2+ no matter what..then throw it to someone outside the scrum on a 3+ no matter what (well, if it's a quick pass)

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Post by sean newboy »

2 heads or nerves of steel.

NOS will help getting the ball away to someone else.

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