Double roll on a Block Nurgle Warior
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Double roll on a Block Nurgle Warior
Suggestions anyone?
Leader? Dodge? Jump Up? Or waste the Double and go for simple Mighty Blow?
Thanks and greets!
M
Edit: LRB 5.0 btw..
Leader? Dodge? Jump Up? Or waste the Double and go for simple Mighty Blow?
Thanks and greets!
M
Edit: LRB 5.0 btw..
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- howlinggriffon
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Depends how many re-rolls you've got already. If three or less, it might be best to go for Leader. A free 140,000 gp re-roll is hard to turn down!
If you've already got more than three, turn him into a Blodger or go for Mighty Blow.
If you've already got more than three, turn him into a Blodger or go for Mighty Blow.
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Jump Up if he's going to work as a Blocker or if you plan to put Break Tackle on him, Dodge. Jump Up will probably be better as my experiences showed that Dodge wasn't so hot on Chaos Warriors anymore. It just provides a target for the opposing tackle players to single out. One of the advantages of chaos/nurgle is building very homogenous players so no single one stands out as the prime target.
Also I'd skip on leader as I'd rather put it on a Rotter/Pestigore.
Also I'd skip on leader as I'd rather put it on a Rotter/Pestigore.
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I'd go leader. Nurgle warriors are so tough to take off the pitch, so a safey place for that extra reroll.
Jump up is not so good with 2 agility. You would need a 3+ to use it.
Dodge isn't too bad, especially if you get break tackle next. But at 4 MV he isn't the best blitzer.
Side step could be interesting. Move around your disturbing presence where you want. Works well with tentacles or guard.
overall its hard to tell without the whole team listed, but I like leader.
Jump up is not so good with 2 agility. You would need a 3+ to use it.
Dodge isn't too bad, especially if you get break tackle next. But at 4 MV he isn't the best blitzer.
Side step could be interesting. Move around your disturbing presence where you want. Works well with tentacles or guard.
overall its hard to tell without the whole team listed, but I like leader.
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- Shaggy
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That is a very good question I have not ahd to think about on my team yet. So pardon me while I think out loud...
Passing skills, the only one here even worth looking at with 2 ag would be Leader I think. Everything else seems worse than 20k for mighty blow or guard.
Leader for a 30k (TV) re-roll. Not free as some-one mentioned. Is good. Depending on re-roll count and other skills on the team, Leader sounds like a good choice to me.
Agility chart seems pretty poor too, but you do get into some interseting possibilities.
I would not take jump up. Sure the extra 3 move would be nice, but 2 ag needing to roll to use would not pay off enough (in my opinion.) In the end all you'll get is marked which usually happens inside the scrum anyway.
I think my favorite is sidestep.
Sidestep would work well with tentacles and guard (and disturbing prescence) as mentioned above - and or frenzy...sidelines power. He'd be annoying.
Dodge to go with break tackle or the be a blodging guarder. Again, gets forfeited to tackle.
Diving Tackle to help hold onto guys? This would pair with tentacles or tackle. 4 move going prone, even for a turn over seems a steep price.
Sure feet to give him extended range ? extra gfi just mean more chances to fail, and at 4 move 2 ag, this guy will be locked in scrums not streaking down the field. (which rules out sprint for me too by the way)
Diving catch and catch don't seem to fit with ag 2. And even with the mutation VLL I don't see Leap being viable. Major funny mind you, but not tremendously playable.
I'm sure I am forgetting something... Toss between Side Step and Leader to me I think. Anything under 4 team re-rolls and I'm at leader, otherwise Side step I think.
Cheers.
Passing skills, the only one here even worth looking at with 2 ag would be Leader I think. Everything else seems worse than 20k for mighty blow or guard.
Leader for a 30k (TV) re-roll. Not free as some-one mentioned. Is good. Depending on re-roll count and other skills on the team, Leader sounds like a good choice to me.
Agility chart seems pretty poor too, but you do get into some interseting possibilities.
I would not take jump up. Sure the extra 3 move would be nice, but 2 ag needing to roll to use would not pay off enough (in my opinion.) In the end all you'll get is marked which usually happens inside the scrum anyway.
I think my favorite is sidestep.
Sidestep would work well with tentacles and guard (and disturbing prescence) as mentioned above - and or frenzy...sidelines power. He'd be annoying.
Dodge to go with break tackle or the be a blodging guarder. Again, gets forfeited to tackle.
Diving Tackle to help hold onto guys? This would pair with tentacles or tackle. 4 move going prone, even for a turn over seems a steep price.
Sure feet to give him extended range ? extra gfi just mean more chances to fail, and at 4 move 2 ag, this guy will be locked in scrums not streaking down the field. (which rules out sprint for me too by the way)
Diving catch and catch don't seem to fit with ag 2. And even with the mutation VLL I don't see Leap being viable. Major funny mind you, but not tremendously playable.
I'm sure I am forgetting something... Toss between Side Step and Leader to me I think. Anything under 4 team re-rolls and I'm at leader, otherwise Side step I think.
Cheers.
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You don´t have to roll when you take a Blitz action? Damm, I missed that.Buggrit wrote:You only have to roll for Jump Up if you declare a block. If you Blitz you don't need to roll, and if you're just moving you don't need to roll.
I've got a Black Orc with Jump Up who's really good at jumping up and twatting people. It's fun
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- wesleytj
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i think i'd have to really consider sidestep here. as others have said, leader is a rotter or pestigor skill.
the leader doesn't have to be on the field long, just make sure you use your leader reroll first.
the leader doesn't have to be on the field long, just make sure you use your leader reroll first.
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- Shaggy
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No, you do not have to roll, but you spend a blitz action.Jeremiah Kool wrote:You don´t have to roll when you take a Blitz action? Damm, I missed that.Buggrit wrote:You only have to roll for Jump Up if you declare a block. If you Blitz you don't need to roll, and if you're just moving you don't need to roll.
I've got a Black Orc with Jump Up who's really good at jumping up and twatting people. It's fun
Which for me means a pestigor isn't going to use his horns this turn. Or Another warrior isn't going to blitz. Or I'd have to hold off from attacking the ball carrier.. Odds are if I'm blitzing with a downed warrior it would be the guy marking him Any competent coach would mark a downed jump up block warrior turning what used to be a blitz he would need 5 or 6 move (thus needing jump up) for into just 4 move required (no jump up needed)... But different styles and different enviroments are just that different. If it does work for you then I guess it is a good choice...
IF I roll doubles on a pestigor there are way better passing chart or agility chart skills to take than Leader in my opinion... Pass with strong arm next is solid. So is Nerves of Steel with extra arms. Or Dodge, catch, diving tackle, side step... One day if I'm feeling crazy I might take Leap just to add VLL, but that is a long way down the road.
And my Rotters on doubles want things like Dodge, Guard, Diving tackle and Sneaky Git.. not to mention fend and block or wrestle, tackle and dirty player all before leader I think. Rotters die. Skilled rotters are targets. even if Leader were a better choice 140k re-roll for only 30k tv. the rotter wouldn't last... I don't want to rent a Leader skill I want to buy it. So I don't see Leader being an option there...
Again, maybe I've just had poor winning and bad cas rate on my rotters, probably just a playstyle difference.
Great points guys I enjoy the discussion.
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- Shaggy
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I just don't know DS.
I mean 3+ to block from prone just doesn't seem like countering the loss of 3 move paid for piling on to me.
I mean 3+ to block from prone just doesn't seem like countering the loss of 3 move paid for piling on to me.
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