DE Lino with ST+, next skill?
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DE Lino with ST+, next skill?
Hi!
My friends and me are playing a short league of BB, we are in our 10 game, with 6 more to come. After that we play for a trophy with a KO system. The league consists mostly of bashy teams.
I got lucky and have a strength 4 Lino who will hopefully get his next skill after next game. I wonder if it should be LEAP (for the cages), or BLOCK for everyday use. Any opinions?
Thanks and good luck with your teams, winst
My friends and me are playing a short league of BB, we are in our 10 game, with 6 more to come. After that we play for a trophy with a KO system. The league consists mostly of bashy teams.
I got lucky and have a strength 4 Lino who will hopefully get his next skill after next game. I wonder if it should be LEAP (for the cages), or BLOCK for everyday use. Any opinions?
Thanks and good luck with your teams, winst
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Because of STR+ I would use him as a blocker. You could easily get two block-dice against most opppnents without caring about guarding teammates.
For this purpose block is a good choise in my opinion. I took it as first skill for all my Blackorc Blockers and I'm really satisfied.
For this purpose block is a good choise in my opinion. I took it as first skill for all my Blackorc Blockers and I'm really satisfied.
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I think it's safe to say that pretty much anyone who jumps in is going to be saying, "Block!" It's as close to a no-brainer as you can get, IMO.
On doubles I'd go with Guard. Guard + AG4 = nightmare for your opponents. On another team I might be tempted by frenzy, but DEs already have witch elves, so you shouldn't have to worry about keeping the sidelines clear. Some folks will say Mighty Blow (or even Jump Up) on doubles, undoubtedly, but I think the team as a whole benefits more from Guard.
On another stat increase, I'd take it in an instant. Some people might argue against a +MA or +AG but I sure wouldn't pass it up.
On doubles I'd go with Guard. Guard + AG4 = nightmare for your opponents. On another team I might be tempted by frenzy, but DEs already have witch elves, so you shouldn't have to worry about keeping the sidelines clear. Some folks will say Mighty Blow (or even Jump Up) on doubles, undoubtedly, but I think the team as a whole benefits more from Guard.
On another stat increase, I'd take it in an instant. Some people might argue against a +MA or +AG but I sure wouldn't pass it up.
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thx guys
thanks for the help folks!
Good points you made.
So block it will be
, that will leave me worrying about those Black Orc cages, but at least it will help the guy survive without a big "foul me dirty" hat on (that is the hope at least).
Good points you made.
So block it will be

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but at least it will help the guy survive without a big "foul me dirty" hat on (that is the hope at least).

Unwritten law of Bloodbowl #1:
Any stat increased elves (all types) are always marked for death.
Unwritten law of Bloodbowl #2:
Any stunty with blodge and ag 4 are always marked for death.
Defunct Unwritten law of Bloodbowl #3:
Any jump up mummy's are always marked for death. No longer valid due to the fact that mummies can not get jump up with current rules.
Unwritten law of Bloodbowl #4 (now #3, see above):
All one turn scorers are always marked for death.
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Unwritten Law of Bloodbowl #7 (now #6):
A GFI with a re-roll for the winning TD will always fail.
Unwritten Law of Bloodbowl #8 (now #7):
If you need to hit the ball carrier to score the winning TD, he ball will pop loose and always fall to the Blitzer, who will catch it on a 6, and will be one square out of range of the EZ.
A GFI with a re-roll for the winning TD will always fail.
Unwritten Law of Bloodbowl #8 (now #7):
If you need to hit the ball carrier to score the winning TD, he ball will pop loose and always fall to the Blitzer, who will catch it on a 6, and will be one square out of range of the EZ.
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And man went on to prove that black was white and was promptly killed at the next zebra crossing...Drax wrote:can the laws remain as "unwritten" in status even though they have been written here??...
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