foul appearance

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datalorex
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foul appearance

Post by datalorex »

I was thinking about the weakest of the mutations, and at first I put foul appearance near the top of the list as one of the weakest mutations.

Has anyone ever taken FA as a skill?

I was thinking it would be good on a big guy, i.e. a minotaur. My chaos team has survived about 15 games with just 11 players (I sacked my mino after about 5 games because of a -1 AV) I was thinking about hiring another one in a few more games and was thinking that Foul Appearance would be good on him.

Here's my thinking. I don't think coaches would go after a mino with FA because it would require too much effort to set up just to have the attack nullified by FA. So it's the threat of FA that would make it worth it.

Am I just being stupid?

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Post by Father911 »

Play against team with a lot of foul appearance, like nurgle. You'll quickly change your mind. losing a vital blitz every now and then can really hurt.

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Post by Snew »

I just question whether it's the wisest choice on a Mino....

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Post by datalorex »

Yeah, it's great to have, but is it great enough to actually pick?

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Post by Xtreme »

datalorex wrote:Yeah, it's great to have, but is it great enough to actually pick?
I agree, great to start with, but when picking skills there are almost always better options.

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Ziggi Abschuss
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Post by Ziggi Abschuss »

Definitely one of those skills that are excellent if you have it in numbers, but less so if there is only one.

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Post by fen »

It's great, in numbers or even only on key players. After playing Nurgle for a while I decided that having FA Ball Carriers on Both Nurgle and Chaos was worth it. It's a 1/6 chance of forcing the opponent to use a reroll before they get to throw their Block and if they have no rerolls left, it's a 1/6 chance of avoiding that Block completely while also leaving their player in range for a return pounding.

It's also still worth putting on Skaven Linemen when you roll doubles.

imo the most useful mutations are Claw, Prehensile Tail, Extra Arms and Foul Appearance.

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Post by voyagers_uk »

Disturbing presence would rate higher on my list Fen, but it is a matter of taste. FA is so annoying when used correctly.

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Post by Al the Trowel »

Does FA still mess with passing and catching, or is that now disturbing presence?

If the latter ignore this post!

FA always used to be great on Skaven linemen to break up passing plays. A handful of FA forced finesse teams to either make longer passes or to risk the modifiers. Coupled with Pass Block it was nasty.

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Post by ttias »

I love it on gutterrunners. :D

Haven't played that much 5 ed though, I can see how fend might do the trick now.

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Post by fen »

voyagers_uk wrote:Disturbing presence would rate higher on my list Fen, but it is a matter of taste. FA is so annoying when used correctly.
D.Pres is 5th on the list. It's just that you need to stack it in multiples to really go to town and personally I prefer the 'you ain't dodging' of Prehensile Tail over the 'You aint' passing/handing off' of Dist Pres.

You ain't dodging just works against more position and team types than you ain't handing off.

I would go Dist Pres with Nurgle (As already got 5 of them) and P. Tail with Chaos.

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Post by Cramy »

Al the Trowel wrote:Does FA still mess with passing and catching, or is that now disturbing presence?

If the latter ignore this post!

FA always used to be great on Skaven linemen to break up passing plays. A handful of FA forced finesse teams to either make longer passes or to risk the modifiers. Coupled with Pass Block it was nasty.
LRB5:

Disturbing presence: -1 modifier for passing, catching and interception if within 3 squares.

Foul Appearance: 2+ roll required to throw a block.

I play against Nurgle on a regular basis, and these two skills are really annoying. But it depends on the composition of your league. I play Dark Elves in that league, and I have found that those two skills are really annoying for my style of DE play, which involves bashing at key times and at key players, and lots of handoffs and short passes.

If lots of speed/agility teams in your league, then Disturbing Presence is pretty good. But as already mentioned, Disturbing Presence is worth it only if you have lots of them (4-5 for example).

Foul Appearance is always good, but better against bashy teams.

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Post by datalorex »

Well, now that we've discussed the usefulness of Foul Appearance, should I pick it for my Minotaur on my Chaos team? And if so, when should I pick it (1st skill, 2nd, 3rd)?

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Post by TennBoy »

No, I would not put FA on your Mino, every one knows the key to beating Chaos is attack the beastmen and isolate the CWs. No one gives a rip about the Mino.

Give the Mino Claws first to help with gaining spp and 2nd guard, 3rd BT, last Tackle (block if you ever roll doubles)

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Post by fen »

TennBoy wrote:Give the Mino Claws first to help with gaining spp and 2nd guard, 3rd BT, last Tackle (block if you ever roll doubles)
Tackle is a doubles.

Assuming no Doubles
Claw, Juggernaut, Stand Firm, Break Tackle, Foul Appearance - Crowd Pushing Blitzer (FA is taken to make up for not having AV9)

With that Doubles roll
Block, Claw, Stand Firm, Guard, Tentacles, Foul Apperance - Blitzer/Blocker hybrid (Basically a Wild Animal Beast of Nurgle)

But I tend to fire every Minotaur that I haven't rolled +AV and Block on when it reaches the 4th/5th roll. I might reduce my policy to only firing those without a doubles and just take FA instead of the +AV.

Foul Apperance is a nice pseudo +AV in that it reduces the amount of injuries the Minotaur takes, while having the bonus that the minotaur spends a smidge less time knocked over and having to try and stand up.

Still, as you can see 5th Roll is around the area I start considering Foul Appearance. I consider Claw, Juggernaut/Block and Stand Firm to be more important for how I prefer to use the Minotaur.

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