Dilemma on Skink upgrade

Want to know how to beat your opponents, then get advice, or give advice here.

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Sharky2k
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Post by Sharky2k »

i would go for block or sure hands

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mlindsay2706
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Post by mlindsay2706 »

as others have said, take the block. the MA is nice, but itll be MA zero if he dies. block will keep him alive more as well as giving your overall team something it doesnt have, which like someone else said, is common skills

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Meradanis
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Post by Meradanis »

If you don't want the stat increase, I highly recommend taking 'Hail Mary Pass'. Normally, your Lizards suck at the passing game, because of AG3 and -1 thanks to beeing Stunty. With 'Hail Mary Pass', you can do throw the ball with 2+ around the whole field. Because of your speed, you can swarm with all your skinks and sauri into one corner of the pitch (near the endzone) and make a pass from your own endzone above the whole enemy line.

It's a great enrichment to your tactical arsenal, because normally Lizards play the running game only. The Hail Mary Pass tactic works best against slow teams (Dwarfs, Orcs, ...), but don't use it when facing elfs or skaven (they'll somehow get the ball nontheless).

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Borg
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Post by Borg »

Lots of good advice and different suggestions,
which proves one thing to me : this game is GOOD.
It allows different approaches which all have their merit.

Finally decided to go with Sure hands as I preferred to have a more reliable ball carrier first of all.

Thanks for your great input fellas. 8)

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Brokje
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Post by Brokje »

A wise choise, I think.

Cheers!
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omnimutant
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Post by omnimutant »

Sure Hands if you don't have it already. Block is nice, but you've got plenty of Saurus' that should be protecting your ball carrier anyway. I've found that when I can actually pick up the ball :roll: I score very fast with the lizards. Sure hands keeps those expensive re-rolls for crazy deffensive stunty moves and both down block results with the sauri pre-block.

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