At ST2 and AV7, and with no skills, Slann Catchers are the most fragile players in the entire game. Oppositiion blitzers will try to eat them up for breakfast. Dodge is a priority, with Block not far behind.

This would be my role for him as well.Grendel wrote: I have used the guy as my mobile blitzer/last line of defense kind of player. The first skill he got was Block, the second was tackle.
We just greatly disagree .... I don't think the Slann need Dodge or Block to win.Joemanji wrote:Dodge is a priority, with Block not far behind.
I'll freely admit my teams gets hit for a pretty good amount of CAS, but by not getting Block and Dodge I've focused the entire team on ball acquistion.Joemanji wrote:Yeah course, I don't meant to say you are wrong and I am right. Just offering my opinion on my style of play. I'm actually really interested in seeing how your style would work.
The advantage of not starting with any Block or Dodge is that you can have more flexibility regarding taking them in the future.Leipziger wrote:From my (admittedly small) experience, I'd echo Joemanji's thoughts on Slann. With no players starting with any skills that will keep them alive, then getting some block/dodge is a priority for how I played them (as ersatz skaven), particularly the brittle catchers. Obviously, block will be helpful on defence too (which is a hoot with Slann!
Could this approach be done with Pact as well? A couple of the marauders would seem to have to go the Block / Claw / MB / Horns route, just to have some nut crackers, but a couple of Wrestle / Tackle / Strip Ball ball retrievers would seem to make sense as well.PubBowler wrote:The advantage of not starting with any Block or Dodge is that you can have more flexibility regarding taking them in the future.Leipziger wrote:From my (admittedly small) experience, I'd echo Joemanji's thoughts on Slann. With no players starting with any skills that will keep them alive, then getting some block/dodge is a priority for how I played them (as ersatz skaven), particularly the brittle catchers. Obviously, block will be helpful on defence too (which is a hoot with Slann!
Galak's example of Wrestle Blitzers is a good one:
Most ball retrieving Blitzers benefit from Wrestle more than Block but having both is a waste of TV and they often start with Block.
Not taking Dodge on anyone makes any Tackle on the opposing team a waste of TV.
With Slann you have more options in this regard.
Yeah, I'm still not seeing it on an individual level (0-1 on an AV7 starting piece). Of course what you say is right in your examples, but I've had an orc team with a single +MA blitzer, and while he was useful, it was relatively simple for my opponent to keep tabs on him. Well, and the team didn't suffer so much overall. And I didn't need to worry about AV7!mattgslater wrote:YES!Jural wrote:All you Chaos Pact guys... Why the skaven? +1MA and -1AV over a Marauder for the same price, plus Animosity? Doesn't seem worth it to me... but maybe the +1MA is that good?
MA7 over MA6 is the most important MA bump in the game (other than 2 to 3, or 9 to 10 if Sprint is a possibility). The board is 26 squares wide: from the half-way line to the end zone is 13. An MA7 player set up one-back (as close as is feasible on D) can score in 2 turns without GFI: on offense, he can lose a square to avoid a TZ and still avoid GFI.
On top of that, there are all of the other normal arguments for MA (situationally better, but that's a lot of situations). The GFI rules (and their interplay with the turnover rule) really boost the value of MA bumps anyway, as by changing the odds you can open up new tactical options (for instance, moving into position for an early block as opposed to a late one).
Interesting, I can really see the advantage of even a single MA 7 piece in this regard. And the -1 AV wouldn't hurt, he wouldn't take too many hits.PubBowler wrote:This would be my role for him as well.Grendel wrote: I have used the guy as my mobile blitzer/last line of defense kind of player. The first skill he got was Block, the second was tackle.
Maybe even Horns as a mutation (Mighty Blow or Diving Tackle on doubles)
I use Dodge on my Dark Elves in much this way, I try to put as much pressure on the ball as possible. So I might argue that Dodge on a catcher isn't ONLY about safety.GalakStarscraper wrote:I'll freely admit my teams gets hit for a pretty good amount of CAS, but by not getting Block and Dodge I've focused the entire team on ball acquistion.
Wrestle and Strip Ball on the Blitzers is to free the ball up.
Sure Hands, Catch, Kick-off Return, and Pass Block on the Catchers is all about ball retrevial and motion.
That the theory I've used .... so far its worked.
Tom
You can avoid that requirement through Guard/Side Step/Dodge. With that combo of skills on at least two (preferably three) Blitzers, you'll be able to get one or two guys into the cage on your opponents turn, leaving your AG4 lineman or catcher free to leap in on your turn.Jural wrote:(I still maintain leaping guard would be nigh impossible to deal with en masse... but I would need some AG 4 blitzers or doubles rolling catchers!)