Block + Guard = Kroxigor

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bouf
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Block + Guard = Kroxigor

Post by bouf »

I have a Kroxigor with Block/Guard. He's on 27 SPPs so he's about to skill up.
(Next game vs Woodies so wish me luck!!!)
:o Ooh, I should mention that he is on a Slann team!

The Links: Bubba Longshanks of the R'lyeh Summoners

I was thinking
Stand Firm (he acts as a road block on my team and it has great synergy with Per Tail)
Maybe Break Tackle (I don't really use him to blitz because Blitz + Bonehead = Fail, but mobility is a key to Slann success)

On Doubles I was Pro all the way but I've been thinking Dodge now...
He'll be toe to toe with other big guys most often, and when was the last time you saw a Minotaur with Tackle? Keeping him on his feet will make him more effective at his role as a Plug, And have good synergy with Pretail and Guard (plus SF or other passive skills) and will mix well with Break Tackle should he live that long... which is more likely with Bl-odge!

What do you think???

Pro Vs Dodge
<Assuming I can roll the doubles>

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DDogwood
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Post by DDogwood »

I would take Pro. Dodge is cool, but until he can get Break Tackle, it's a purely defensive skill, and will probably just make people try to hit him even less.

Pro, on the other hand, lets you reroll failed Bone Head tests and bad blocks. I haven't seen Slann in action, but with all that Leap I suspect that they need lots of rerolls, and don't want to waste them on a Loner.

On a regular roll, I'd probably take Stand Firm, but Grab may be worth considering.

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Post by Jural »

For doubles, I'd choose Fend, Dodge, or Side Step.

If he's really getting beat on by STR 5 opponents all game, you need to free him up to get to an ideal space. So choose Fend.

Side Step will also help with the positioning, but not as much. Plus Big Guys are very likely to have Juggernaut, making Stand Firm less useful than it is on most STR access pieces.

Dodge is a fine choice as well, and combos well with Break tackle down the road. I just think you can get better bang for your buck.

Pro? For me, meh. Just live with the 1 in 6 failed actions. Often a Krox is best no taking an action anyway. Pro is fine in place of block, but changing a 1/6 failure to a 1/10 chance doesn't seem worth it to me on a piece which is already relatively risk free with block.

With such a risky team, avoiding turnovers should be your focus, not necessarily maximizing the effectivenes of the Krox.

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Post by tenwit »

Jural wrote:Pro? For me, meh. Just live with the 1 in 6 failed actions. Often a Krox is best no taking an action anyway. Pro is fine in place of block, but changing a 1/6 failure to a 1/10 chance doesn't seem worth it to me on a piece which is already relatively risk free with block.
One of the main rolls to Pro (I'd guess about twice as common as the Bonehead roll) is the block roll. Turning a push into a knockdown is gold, especially on a player that comes with Mighty Blow.

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Post by Andromidius »

I'd go for Stand Firm, personally. You need your Krox where you put him, Guarding weaker players and tripping up key enemy players with his tail.

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Post by Jural »

tenwit wrote:
Jural wrote:Pro? For me, meh. Just live with the 1 in 6 failed actions. Often a Krox is best no taking an action anyway. Pro is fine in place of block, but changing a 1/6 failure to a 1/10 chance doesn't seem worth it to me on a piece which is already relatively risk free with block.
One of the main rolls to Pro (I'd guess about twice as common as the Bonehead roll) is the block roll. Turning a push into a knockdown is gold, especially on a player that comes with Mighty Blow.
Yeah, I'm willing to live with the boost from Block and pick up skills to make him more useful.

Different story on a Lizardman Krox, however.

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Post by PubBowler »

I would think Stand Firm is the best normal roll.

I would take Frenzy on doubles.

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Post by stashman »

Normal skills

Grab
Stick players close to the tail!

Stand Firm
Just stay where you are, don't let easy 2 dice blocks against fool you!


Double Skill Rolls

Tackle
Nothing is more depressing than a lineman with block and dodge put to hold the big guy in check!

Diving Tackle
It will be hard to leave his tacklezone, even for an AG4 player.

Shadowing
With MA6 and Tail this can be really annoying for opponent.

Sure Feet
Just to get more "safe" movement!

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Post by tenwit »

You'd have a truly unique krox if you picked any of those doubles skills.. especially Diving Tackle. He has to make a Bonehead roll to stand up! Nah. On doubles, get Block then Pro. There's some slight case for Tackle on a krox on a lizardman team, but only after Block. There's no call for it on a Slann team, everyone else on the team can get it: if you put someone else with Tackle beside the krox, you accomplish the same thing.

If kroxs had G access, Shadowing might be a candidate for 4th or 5th skill. But it's never going to get picked in real life.

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Post by bouf »

I didn't manage those two casualties... I had an awful game and was lucky to come away with the tie... :puke:

We'll have to wait and see if I can get that Doubles... I play Khemri Tomorrow and lead him by 680 in TV.... Should be a blowout!

I'm still leaning towards Dodge... But Pro is a close 2nd. Standfirm is my pick for non doubles.

If I rolled stats, I'd skip all but ST, and even then I think I would prefer the doubles.

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Post by tenwit »

Given the make-up of your team, I think that Grab might be a very strong contender. You have a lot of heavy hitters (and, of course, Diving Tacklers): Grab allows you to get several shots on key opponents using only Block Actions, and it also allows you to make better use of DT.

Stand Firm has a lot going for it, too.

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Post by Cramy »

He's got block. On a doubles roll then I would take Pro.

On a normal roll I would take Stand Firm. I've never used Grab or seen it used yet, so can't really comment on it. It depends on what you want this player to do. Get in the way or setup hits for others.

Fend seems to be a very odd suggestion. Why would Fend be better than Pro or other General or Agility skills? A Big Guy with a tail usually wants to stay close to players, not stay away.

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Post by DDogwood »

tenwit wrote:Given the make-up of your team, I think that Grab might be a very strong contender. You have a lot of heavy hitters (and, of course, Diving Tacklers): Grab allows you to get several shots on key opponents using only Block Actions, and it also allows you to make better use of DT.
The problem I see with Grab is that it only works on a Block, not a Blitz - and Prehensile Tail doesn't keep opponents in your TZ like Tentacles. So, you're more likely to set up blocks against sacrificial lambs than valuable players.

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Post by Storch »

On the other hand, people will stil try the dodge vs prehensile tail whereas with tentacles on a strong player, most will just resign themselves to getting hit. The tail gives some hope of getting away which they can fail, freeing you up on the next urn.

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Post by Andromidius »

Tackle might be an interesting combo for the Krox. In that it makes him extra deadly against Blodgers and combos quite well with his Prehensile Tail.

Of course Pro is probably the preferable doubles skill still.

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