Beastman with Diving Tackle gets 2nd Double on Skill Roll

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Blue Moon
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Beastman with Diving Tackle gets 2nd Double on Skill Roll

Post by Blue Moon »

As the title suggests, one of my beastmen who already has diving tackle has got a double 5 on his second skill roll.

I'm thinking either of side step, which is my current favourite, or maybe jump up. I think either would be really useful for him in a defensive back, or corner back role.

Other possibilities maybe to ignore the double and just take a normal skill, maybe block, tackle or maybe prehensile tail.

Finally I could take the extra movement which could be useful both in defense and offense.

I was just wondering if anyone had any insight or experience with these skill combinations, or with Chaos in general.

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Post by Andromidius »

I'd probably suggest +1MA. Means you can leave him in the backfield and then use him to pin enemy catcher down.

Just never expect him to skill up ever again, unless you get very lucky.

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Post by stashman »

Side Step or +AV

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Post by wolfie81 »

Jump up might work well with DT?
or frenzy to get into that really anoying DT space! (plus horns helps)
side step is aways good option.
+1 MV is good aswell.

choices choices :?: :?: :?:

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Post by Grendel »

That is always the trouble with doubles. too many choices.

Personally I would go for "Jump Up". But it depends largely on the role of the Beastman and how often you are really using that diving Tackle.

Does he have any other skills?
What about getting Dodge?

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Post by mattgslater »

I'd go for Side Step. That lets you have one less Guard Beastman and focus instead on something else, as the oppo will just about never go his way.

However, MA7 is really cool.

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What is Nuffle's view? Through a window, two-by-three. He peers through snake eyes.
What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.
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Post by Tarp »

take the jump-up, make a truly special player :)

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Post by SillySod »

Sidestep or dodge.

Mind you, you can probably quite happily ignore the double (although you'd be boring and deserve to have the player die next game :P)

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Post by DDogwood »

I like the idea of using him as a safety - give him +MA and he can lock down catchers who sneak into your backfield. Side step is a great skill, but without block or dodge it's pretty easy to just knock him down.

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Post by Craigtw »

The choice may also dcepend on the rest of the team - what other players and skills you have.

With the beastman already having diving tackle, then prehensile tail may be a very good choice for him, and one I would seriously consider. On his next upgrade give him tackle, and you have a beastman that will give elves and gutter runners nightmares!

But I tend to like the mutations....

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Post by Blue Moon »

Thanks for all the advice chaps.

This is my entire team.

CW - Block, Guard
CW
CW

Beastman - Pass Block
Beastman - Block
Beastman - -1AV, Dirty Player
Beastman - Block
Beastman - Mighty Blow, Claws
Beastman - Diving Tackle, ?
Beastman -
Beastman - Block
Beastman - Block
Beastman - Kick

Rerolls - 4
FF - 10
Assistant Coaches - 1
Cheerleader - 1
Apothecary

Record - 5 - 2 - 3

I'm planning on giving the next two beastmen who already have block, tackle as their second skill, and use them to defend the wings.

I'm also really trying to get my CWs to skill up, but I'm having no luck with them. The two without skills have yet to get a single SPP! :( The number of times that they've been in a position to score, and fluff it, or get taken out just before the endzone, I've lost count!

My player with dirty player got his second MVP whilst spending the entire game in the dugout! I thought dirty player may keep the opposition honest and not try and foul me, I'll probably cut this player when I buy a fourth CW, and a minatour.

Btw, I've already had a minatour, but he died in his first game, despite using an apothecary! :x

The league runs from January to mid October, with the playoffs after that. The teams will also roll over for next season, although there will be some mechanism for players retiring.

I am leaning heavily towards Sidestep to compliment the diving tackle. I think it'll really make it difficult for an opposition player with the ball to either dodge away or blitz me away. I reckon it'll probably then be block, then tackle for his next skills if he's lucky enough to get them, or vice versa.

A lot of my other beastmen are also close to their second skills, so its lucky pretty good for the future.


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Post by Joemanji »

You have plenty of the basic skills I see, so you can develop this guy into a specific role. Side Step seems the obvious choice here. It will really frustrate your opponent. However, the players is still vulnerable so Block should be his next skill IMO.

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Post by Andromidius »

Alright, I'll agree with Sidestep. Though +1 MA is still a great thing.

Next skill he gets should be Block (or Wrestle). Then Tackle. He'll be the bane of any Catcher or Blodging Blitzer.

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Post by mattgslater »

Funny enough, the thread below about doubles on an Orc Blitzer who could be used as a safety or [edit:] outside LB started me thinking about this guy... and I think maybe you should take the +MA. That way, you don't have a Side Step cornerback, but your easy access to Guard (and the prevalence of Block BMs on your roster) does degrade its value somewhat on a guy without Block, as the standard diagonal wide-zone setup will carry you against most teams, especially if you have a +MA guy with Diving Tackle and Horns at safety. Get him Tackle next, and just be ready to make his blitz your first roll if you have a TRR (80:1 says you keep your turn) until he hits 51. If you fail a KD, all you have to do is keep the oppo from getting an assist, and he's now got a hard roll instead of an easy one.

Against slower players, drop him in at OLB (at least while you don't have enough Guard to go around), protecting the cornerback with Block from one square behind LOS and two in from the sideline (that is, closer to the wide zone marker). From that shallow position, you can score in 2T without a GFI. Try to get your Pass Block guy Extra Arms next, so he can pick up on a 2+ (or intercept on a 5+). Then you've got something remotely resembling a two-turner when you don't need the fast safety.

Reason: ''
What is Nuffle's view? Through a window, two-by-three. He peers through snake eyes.
What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.
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Post by mattgslater »

BTW, why the exotic skills like Pass Block and Diving Tackle? It seems to me you don't have your ball-handler position covered.

Reason: ''
What is Nuffle's view? Through a window, two-by-three. He peers through snake eyes.
What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.
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