Discuss Fantasy football-style board games - GW's Blood Bowl, Impact!'s Elfball, Privateer Press' Grind, Heresy's Deathball, etc. THIS IS NOT AN NFL FANTASY FOOTBALL SITE!
Ok, my beastman rolled for his first upgrade and rolled 5 and 5, thus opening every single skills, +AV or +MV. I'm getting a little brainfreeze here.
So far i got
Warrior +Ag Block
Warrior Block
Warrior (rolled a 10, probly guard)
Beastman +Ag Dodge (love him )
a bunch of block beastmen
Beastman Sure hands
Beastman i'm wondering about
Mino without skill
Currently an ex-Blood Bowl coach, most likely to be found dying to Armoured Skeletons in the frozen ruins of Felstad, or bleeding into the arena sands of Rome or burning rubber for Mars' entertainment.
I think if I was going this route I'd rather take Accurate and then Strong Arm. I just find I get more milage out of using a skill that reduces the number of times you have to reroll over having a free reroll for something you're probably going to do once a drive. (I do know this means you may not have a reroll for the catch, but that's a risk I'm willing to take.)
And I'd then get Pro + Sure Hands if I didn't roll another doubles. Plus I'd toss the ball to Extra Arms beastmen.
Nah, accurate and SA make to many 2+ pass rolls, which is an almost guaranteed fail (at least where my teams are concerned). A 3+ with a skill reroll works more times for me than a 2+ with (perhaps) a TRR.
Reason:''
Currently an ex-Blood Bowl coach, most likely to be found dying to Armoured Skeletons in the frozen ruins of Felstad, or bleeding into the arena sands of Rome or burning rubber for Mars' entertainment.
One of those statisticians worked out that a 3+ with a RR has a higher chance of succeeding that a 2+. I don't know if it's true or not but that rings in my ears every time pass vs accurate comes up.
Snew wrote:One of those statisticians worked out that a 3+ with a RR has a higher chance of succeeding that a 2+. I don't know if it's true or not but that rings in my ears every time pass vs accurate comes up.
It's true, 8/9 vs 5/6 for successes.
But I find that Accurate + Strong Arm is better than Pass + Strong Arm on AG3 because there are other ranges to think about, and reduces fumbles as well.
2+ 2+ 3+ 4+ vs. 3+ 3+ 4+ 5+
Basically, I'm only going to turn a beastman into a thrower if he's going to either be throwing quick passes (where Strong Arm is useless) or Long Range passes (where I really want to stack the bonuses to get an accurate pass.) It's personal preference for the particular purpose I put Beastmen to that's all. Of course if I had normal access to a skill or mutation that improved short rang passing (so I could stack it with Strong Arm) I'd take Pass.
Darkson wrote:Nah, accurate and SA make to many 2+ pass rolls, which is an almost guaranteed fail (at least where my teams are concerned). A 3+ with a skill reroll works more times for me than a 2+ with (perhaps) a TRR.
I'm sorry, are we talking about a passing chaos team???