Anyone disagree?

Joe
I've coached quite a few lizardmen teams, and I have occassionally accepted a Saurus with AG2. Especially if he already had the skillset (Once had a Saurus with Dodge and Break Tackle roll a +AG...) But frankly, it's not a winner's choice. If you give him Sure Hands and Kick-Off return though, it isn't as crazy as it seems.mattgslater wrote: IMO, +AG is only worthwhile at AG1 if you've really got a plan with it, and in that case you should re-evaluate your plan first and make sure that you understand this is a "fun" improvement.
My point exactly. It's not exactly the best bump in terms of mileage or value (well, not one of them: two +AG rolls on a Saurus would be coolness), but it does have enough "fun" value to be worth considering if you don't mind a little point hit. And that's on one of the best AG1 guys out there for AG-bumping: if it were, say, a Mummy, or a Treeman on a Wood Elf team, you'd never let the thought of taking the AG-up cross your mind (maybe on a Halfling team...).Jural wrote:I've coached quite a few lizardmen teams, and I have occassionally accepted a Saurus with AG2. Especially if he already had the skillset (Once had a Saurus with Dodge and Break Tackle roll a +AG...) But frankly, it's not a winner's choice. If you give him Sure Hands and Kick-Off return though, it isn't as crazy as it seems.mattgslater wrote: IMO, +AG is only worthwhile at AG1 if you've really got a plan with it, and in that case you should re-evaluate your plan first and make sure that you understand this is a "fun" improvement.