Dilemma on Skink upgrade

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Borg
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Dilemma on Skink upgrade

Post by Borg »

My first time ever I played Lizards, so I could use some input from more experienced players here.

I have a Skink who scored a TD and earned MVP awards which means : upgrade 8)

Skill Roll : 55

I can take a +MA
I can also take Block however.

If I take the +MA, future skills like Sure Feet and Sprint are fantastic.
That's a potential 12MA
The Block skill however will be better for keeping him on his feet.

Which is the best choice ?

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Post by Little_Rat »

It´s more important to be fast I think... it´s easier to get another double then to get a double 5... so you should keep the movement.

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Post by Borg »

Little_Rat wrote:It´s more important to be fast I think... it´s easier to get another double then to get a double 5... so you should keep the movement.
Quite right.
6 chances for a double
3 chances for a 10.

It also means I'll roll 1 double on average in 6 skill upgrades, meaning this could be my only chance to get Block as I don't think a Skink will ever get to 6 upgrades.

With "normal" access to Sure Feet and Sprint in the following two upgrades do you think MA12 is so much better than MA11 that it outweighs Block ?

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Post by bouncergriim »

This is his first upgrade? I would definitely go +mv. IF however it were a later upgrade and you had designed him for defensive purposes (diving tackle and sidestep) then I would say go block.

I had a skink roll 4+6 who I had developed for defense, I gave him +av, because he got hit more than the other skinks.

As nice as a blodger is, skinks are fast and it would be great if you develop him into a one turn TDer, then he wouldn't have to worry about getting hit cause you would only field him when you needed a quick TD or were down quite a few players.


PS Not getting hit (being able to out run oppenents) is better than getting hit even with blodge.

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Post by DoubleSkulls »

Normally I'd agree - but doubles on skinks are great value.

Sure Hands, block and strip ball are all great skills to take IMO - and add more to the team than +MA (or even +av) would.

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Post by Urb »

For me I always choose what my team doesn't have. Movement lizards have. Regular skills they don't. I think surehands is the popular choice on a normal doubles but I'd be agressive and go stripball. I don't think block would ever be a popular choice for me on skink. I just don't play that way but to each thier own.

Anyways. ma9 is nice but I think if you stick to good tactics other skills would serve you better.

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Post by PubBowler »

Sure Hands or Block for me.

Your team is generally fast but you need reliable ball carriers and either one of these helps you that.

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Post by Borg »

Urb wrote: I think surehands is the popular choice on a normal doubles but I'd be agressive and go stripball.
Strip Ball, on a 2-strength player ?
Isn't it preferable to have at least strength 3 for that skill to be useful ?

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Post by Urb »

It's preferable to have str7 but the idea is to push not take down your opponent. It's a similar strategy as woodelf catchers with wrestle stripball. Any way you can get the ball out of the hands of your opponents player you do it right? I haven't done the math but with a rr your chances to push are fairly decient and sometimes it's the only option you have. Stunty is just great for sneaking into cages with skinks and with thier high move there is no where an opponent can hide.

Sure hands does eliminate this problem but it means they have to hold the ball with that one player therefore limiting what they can do on the field. Saurus's can all but stop that type of game. Stripball skink good.

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Post by datalorex »

Borg wrote:
Urb wrote: I think surehands is the popular choice on a normal doubles but I'd be agressive and go stripball.
Strip Ball, on a 2-strength player ?
Isn't it preferable to have at least strength 3 for that skill to be useful ?
Preferable, yes, necessary, no. Even with a 1/2 die block, you have a 25/36 chance of taking the ball from a ball carrier without block. The problem is dodging into cages where you'll have 1/3 die block.

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Post by Darkson »

Block for me (or maybe Sure Hands).

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Post by fen »

Block, Sure Hands or Strip Ball. In that Order, the Stat Increase I'd consider on a non-doubles 10 would be +AV, they're fast enough already.

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Post by Cramy »

For a STR2 player, I like to give them block before Strip Ball. That way you will cause a Turnover only on rolling a skull on the 1/2 dice block.

You have 1/6 chances of rolling a skull with one die. You have 1/3 chances of rolling a skull with two dice.

You have 1/3 chances of rolling a skull/powskull with one die. You have a 2/3 chance of rolling a skull/powskull with two dice. The powskull may make your opponent fall and drop the ball (if he doesn't have block), but you will fall as well if you don't have block, and then you are potentially in the middle of a bunch of upset opponents ready to foul you.

Since you need doubles to get block and strip ball. If you give him block and you get another doubles after that, then Strip Ball is good. I wouldn't give him Strip Ball first and then hope for another double.

As others have said, skills like Sure Hands and Block are quite good on doubles. I would also consider Fend (after block), Kick and Pass Block, but these depend on your opponents in your league, and may be more useful later-on in your Skink development.

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Post by mattgslater »

I'm with Fen on skills over MA on a Skink (at least on doubles).

Sure Hands saves turns, and prevents defenses from getting the ball and scoring on you. Not just when you don't have a RR either. It means you can go for the ball early on.

If you have an experienced Skink that you don't want to get killed, Block beats +1AV any day; the only way I'd give a Skink +1 MA on a 5/5 roll would be if he already had Sprint for some reason (then it roxxx). On a 6/4 result, I'd probably go for +MA over +AV or an A skill; sure, he needs the armor, but that kind of speed makes matchups very frustrating for your opponent.

I could imagine giving him Shadowing too, if you already have a couple guys with Sure Hands. That, combined with (EDIT: Diving Tackle) on a normal roll, make for an extremely obnoxious free safety. Then if you get a +MA roll on the guy, he'll be a ridiculously obnoxious free safety instead. Not that it's a GRRREAT idea, but nobody does it so your opponents should give you some brownie points for being clever if you can make it work.

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Post by Pipey »

I'd go with block or sure hands.

Ideally you could do with a skink with both.

Maybe go block and hopefully he'll survive long enough to get another double in the future.

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