Wierd skill combos

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Storch
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Wierd skill combos

Post by Storch »

I was planning out possible player developments and while thinking about things like what I would want to take as skill choices on doubles, I came across a couple of questions regarding the interaction of certain skills that I was hoping I could get cleared up.

1. Can a player use the Dodge skill use it to reroll the dodge roll if they used Break Tackle. I can't see why you wouldn't be able to, but I wanted to check.

2. A bit sillier, but can a player with Multiple Block use it to Stab two people? Multiple block says you can throw blacks against two people and Stab say that instead of throwing a block, you can stab them. It doesn't feel right, but I can't find anything that says this wouldn't work.

Thanks.

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Post by Mootaz »

yes to both.

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Post by Joemanji »

Correct, both are allowed.

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Post by Darkson »

Which is why the DE Assasin Star has Multiple Block on his skill list.

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Post by matsu hantakage »

Wow that Multiple Block ruling is simply incredible. That has to an automatic first double skill for Dark Elve Assassins. First turn roll 2 9's and bingo - instant hole in the front line - very nasty.

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Post by Geggster »

Yep - but you roll a nine against a mummy then you are stuck there like a lemon whilst you wait for him to pound you with ST5, MB.

Multi-block stab works great in principal (as does gobbo with chainsaw) but as you are static once you've stabbed/sawed even on a blitz, you better hope you beat armour.

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Post by TuernRedvenom »

adding to that you can't multiblock on a blitz in lrb 5.

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Post by Geggster »

Ah - then multi-block relies on you being next to two players at the start of your turn which is all very well for a treeman or a minotaur, but not so likely for a dark elf (unless it is the start of the drive as MAtsu mentions) as he'll very likely be on his tush.

I don't see the great side of Chainsaw or Stab, personally. You can't move after the hit, so in many cases your player is stood next to the oppo and in the case of the chainsaw, almost certainly down and out (he hasn't got dodge so a two dice hit will see him down more than not with a 5 to beat armour followed by a 7 to get him off and out of the game).

And with multi-block on the stab, it will only really work on the very first block and unless you are playing woodies or something, not really a percentage skill to have taken.

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Post by Darkson »

Yep, it's a great combo in theory, but on the pitch it doesn't work that well.
I tried it against Galak's Vamp team, and yeah, it caused a few problems, but I rolled a lot of above average AV rolls (against AV7), and he just coldn't knock the bugger down, even though he was getting 2 or 3 2D blocks per turn.

Still didn't win me the game though.

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Post by wesleytj »

multiblock would indeed be a great assassin doubles skill, but i don't think it's automatic, for reaons alluded to later. you really have to set up for it because you can't do it on a blitz. although, as a counter-point, shadow MIGHT sometimes help you get into circumstances where the multiblock would work.

i think in MOST cases, though, i'd rather take mighty blow and stab with a +1. that should scare just about anybody just about all the time.

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Post by TuernRedvenom »

wesleytj wrote: i think in MOST cases, though, i'd rather take mighty blow and stab with a +1. that should scare just about anybody just about all the time.
Stab is always with unmodified armour/injury rolls so that won't work.

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