Chaos Beastman with Big Hand rolls a doubles next
- DoubleSkulls
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- Lamoron
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Two heads is fine, granting 2+ Dodge out og TZ, but Dodge will also allow you, to not get knocked down the following turn. When you run out of rerolls, 3+ with Dodge-reroll, is better than 2+ without.
I vote for dodge, for the added use, and if you should be lucky and roll a third double, take the two heads, and your in business.
I vote for dodge, for the added use, and if you should be lucky and roll a third double, take the two heads, and your in business.
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My oppinion, not yours!
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Most of the time ST teams lose to agility it is because they can't get the ball safely caged. I'd take Accurate to address this problem, so that even if they coffin corner kick it deep, you can still get it up the field fairly reliably. 3rd skill would become Sure Hands, and all of a sudden you've got a Chaos Thrower - who is a solid player that will not hog SPP's. Chaos Warriors are the ball carriers. You just need to get 'em the ball and they'll do the rest.
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- Lamoron
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- Gus
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erm no, i have enough experience of this game to not fall in this trap 
Dodge -> only one in the team, i wasn't overly convinced of the "protection" factor, and Two Heads works many times as opposed to the Dodge reroll, who can also be cancelled by Tackle.
Accurate would have meant i'd develop a passing game. i am NOT orientated towards a passing game with chaos, a running/mobile cage suits me better (no, not necessarily 8-turns TD). the problem with NoS and HMP is that it would have meant my Beastman would have stayed in the scrum after getting the ball, which i wanted to avoid as much as possible. HMP posed another probem, being the fact that i wasn't sure i could cover enough field to ensure the pass wouldn't be quickly recovered by the opposition. Stand Firm was a close call, but i wanted to try Two Heads to help me succeed dodges instead of failing them without a TO.
Last, a very competent player that i won't name (see sig ^^) told me Spikes would have been a good option, but i had the feeling of "wasting" the doubles to protect "someone who would have been more worth-protecting if i had chosen another mutation instead of spikes"
even though HMP really appealed to me because it could be useful at times, and was an unusual pick, i decided to go for Two Heads. next doubles is prolly SF or HMP, but i think i'd prefer to give him block now ^^

Dodge -> only one in the team, i wasn't overly convinced of the "protection" factor, and Two Heads works many times as opposed to the Dodge reroll, who can also be cancelled by Tackle.
Accurate would have meant i'd develop a passing game. i am NOT orientated towards a passing game with chaos, a running/mobile cage suits me better (no, not necessarily 8-turns TD). the problem with NoS and HMP is that it would have meant my Beastman would have stayed in the scrum after getting the ball, which i wanted to avoid as much as possible. HMP posed another probem, being the fact that i wasn't sure i could cover enough field to ensure the pass wouldn't be quickly recovered by the opposition. Stand Firm was a close call, but i wanted to try Two Heads to help me succeed dodges instead of failing them without a TO.
Last, a very competent player that i won't name (see sig ^^) told me Spikes would have been a good option, but i had the feeling of "wasting" the doubles to protect "someone who would have been more worth-protecting if i had chosen another mutation instead of spikes"

even though HMP really appealed to me because it could be useful at times, and was an unusual pick, i decided to go for Two Heads. next doubles is prolly SF or HMP, but i think i'd prefer to give him block now ^^
Reason: ''
I do it for the pun of it !
- Alesdair
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