Dilemma on Skink upgrade
- Sharky2k
- Star Player
- Posts: 681
- Joined: Thu Nov 06, 2003 7:31 am
- Location: near Frankfurt /Germany
- Contact:
-
- Ex-Mega Star, now just a Super Star
- Posts: 1605
- Joined: Sun Sep 04, 2005 8:12 pm
- Location: Probably a Bleeding Through gig.
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
Reason: ''
[size=67]And death climbs up the steps one by one,
To give you the rose that's been burnt by her sun
Point me to the sky above
I can't get there on my own
Walk me to the graveyard
<b>Dig up her bones</b>[/size]
To give you the rose that's been burnt by her sun
Point me to the sky above
I can't get there on my own
Walk me to the graveyard
<b>Dig up her bones</b>[/size]
- Meradanis
- Emerging Star
- Posts: 397
- Joined: Sun Jul 03, 2005 12:21 pm
- Location: Germany
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).
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).
Reason: ''
-
- Experienced
- Posts: 75
- Joined: Fri Oct 28, 2005 5:24 pm
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.
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.

Reason: ''
-
- Experienced
- Posts: 150
- Joined: Wed Jan 05, 2005 11:53 pm
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
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.

Reason: ''