Rolled an 11 at an Rookie Slayer - Pool Question

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What should I give Lîm Talonleg

+1 AG
12
41%
Guard
2
7%
Juggernaut
4
14%
Stand Firm
0
No votes
Mighty Blow
9
31%
Pilling on
0
No votes
Multiple Block
2
7%
 
Total votes: 29

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Glorian Underhill
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Rolled an 11 at an Rookie Slayer - Pool Question

Post by Glorian Underhill »

My rookie Slayer just advanced for his first skill.

I got no Guard in the whole Team, as it is only Game 4.

And well Rolled a 5,6.


EDIT. Ups just realised that Im in the Skills and Trait queries. Can an MOD put this into the Tactics and Team development please?

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Post by TuernRedvenom »

+AG will add 40k to your team value! There's no way +AG on troll slayer is worth that. Sure now he can sort of dodge but that's not the kind of game your dwarves should be playing.
Stick to Mighty Blow and use him as a sweeper to get at those annoying catchers. Second skill Stand Firm and you can control the sidelines with ease.

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Post by Cramy »

Yep, I agree with Tuern. Go for MB. Then if you want to dominate the sidelines, go with Stand Firm next. If you want to get to those catchers, then tackle is good as the second skill.

IMO, a Troll Slayer does one thing, and that's sweep. Unless somebody found another good use for them.

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Post by Glorian Underhill »

The plus 40.000 on Team Costs is my main problem.

I should add that in our league we got SSP when pushing someone into the fans. :roll: No need to tell that bashy teams dominate. :)
Its a house rule and I use it up to the max.
So Juggernaut might do it. Juggernaut counters most of the new skills, but I doubt so much of my League members will go for Wrestle or Fend. Important is just the secured push back.

I personaly would just go for guard as it is a well known thing that you can never have enough guard.

MB is nice but I tend to roll a 10 or just sh**.

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Post by Duke Jan »

Glorian Underhill wrote:I should add that in our league we got SSP when pushing someone into the fans.
In that case: Side-Step

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Post by Mootaz »

Juggernaut!
Juggernaut lets you ignore Stand Firm and lets you convert that both down into a push to get people really off the pitch.

Problem with Guard is, your Slayer has to be in the thick of it to get good use out of it, and this is where you don't want your slayer to be.

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Post by kithor2002 »

Sidestep can be chosen on a double.

So either go for standfirm or guard.

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Glorian Underhill
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Post by Glorian Underhill »

Duke Jan wrote:In that case: Side-Step
For whom?

Last time I checked Side Step is an agility Skill and an 11 is not a double. 8)
Except your Slayers can take agility skills......

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Post by Duke Jan »

Oh yeah, duh, need more coffee. Or sleep.

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Post by Cramy »

I'd go for more coffee.

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