How to develop an AG 3 Bull Centaur

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Decker_cky
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Post by Decker_cky »

yea, but since I'm expecting him to get really good at catching boots with his teeth, I'd rather he lasts longer.

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TuernRedvenom
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Post by TuernRedvenom »

Decker_cky wrote:yea, but since I'm expecting him to get really good at catching boots with his teeth, I'd rather he lasts longer.
There's nothing more honorable then a good player dying on the pitch! Instead of aging, getting -1 STR and retiring. Go for the glory!

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Un bon mot ne prouve rien. - Voltaire
Decker_cky
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Post by Decker_cky »

once again, vault, so no aging


:D

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Snappy_Dresser
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Post by Snappy_Dresser »

Don't spend too much time mulling over your next skill, as my boyz are going to ensure you don't live to see it. The Black Wall is coming for you, Decker_cky.

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Decker_cky
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Post by Decker_cky »

please...he'll beat you worse than Borak did last season.

Oh, and he got a new skill.

He rolled 11 again :o

stupid rules...i should have an AG 5 Bull centaur.

I was actually thinking of Grab as a skill, since it would make breaking through a line alot easier. That way leaving a cage he could set up extra blocks, reduce the number of dodges he has to make on a push result, negate side step etc...

BTW, at this point, in 10 games he has 14 TDs, 5 CAS, 1 completion and no MVP's for 53 SPP.

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sven
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Post by sven »

surely he must be your top scorer now, if i were you i would start to try and share the spp's out a little so that you can develop the team as well. cause if he does die your team could suffer.

phil

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when i looked like loosing i may of, but not any more.
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Post by DoubleSkulls »

Grab can't be used when blitzing so not quite as useful as you might hope.

Juggernaut is probably a more useful skill since it works against stand firm/sidestep players too - making it excellent for hole punching.

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Decker_cky
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Post by Decker_cky »

well, i suffered a case of everyone else dying around him and was down to 9 players, but finally got some good winnings and will be up to 13 players, but all of the hobgoblins are rookies (last game, force one to get a TD for his first development to take kick, he got it, and then on turn 7 of the 2nd, he was killed...apothecary.....killed :x )

But my CD blockers are all coming around since they get all the MVP's to combine with their casualties (and 1 interception!). I'll hopefully get a second bull pretty soon.

But what do you think of grab for the Bull? Or should I take a safe choice with something like sure hands? (though strip ball isn't around much in the league currently).

edit: hadn't read that it couldn't be used on the blitz...thanks for the heads up, oh and juggernaught works against fend and stand firm, not side step.

I think i'm gonna go with Pro though, it just makes him overall more useful and saves me rerolls.

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Post by squig87 »

I think an ag4 bull is any chaos dwarf players wet dream...

*dribbles*

ahem...

Squig

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Berrrlitz!!!
Decker_cky
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Post by Decker_cky »

let me say this....he's everything you dreamed he would be.....and more

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Snappy_Dresser
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Post by Snappy_Dresser »

Just you wait for the little surprise I've got planned for Bald Bull in the coming weeks....

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Decker_cky
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Post by Decker_cky »

thought i'd resurrect this thread for an update:

After 20 games with the team, Bald Bull has 86 SPPs.
He has AG4, Block, Pro, Strip Ball.

I really slowed down on him in the last 5-6 games (a few completions and 1-2 TDs in that time) though to develop my other Bull Centaur, Boo Radley.

Boo has 61 SPPs (including 5 MVPs, so I forced him a bit), and got his skills in the following order: MV+1, Dodge, AG+1, Block. As you can see, I've now got a killer tandem in those two. I'm thinking Sure Hands on Boo once he hits 76.

So what are your opinions on a normal roll or a double (since I'd just take any stat increase I get).

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Cloggy
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Post by Cloggy »

Given the history of your skill rolls I very much doubt your next roll wil be a normal skill :-?

If this unlikely event does occur I would go for strip ball. This makes it possible to run 1 bull around the opponent players to threaten the ballcarrier, while using the other one as a sweeper. Seems like a killer combo to me! I would give sure hands to hobgobs, or to a strip ball bull later on.

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My Bulls have the "Thin Skull" trait. After every block they make, roll a D6. On a 1+ they get ko-ed and stay in the ko-box for the rest of the game.
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