Flesh Golem 6+4...

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Flesh Golem 6+4...

Post by Digger Goreman »

... Speed (MA5) or Block (First Skill)....

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Post by stashman »

AV10 F T W :lol:

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Post by Digger Goreman »

Durrrrrr... NOT an option....

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Post by katadder »

yes it is, and thats what I would take to, AV10.

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Post by Digger Goreman »

Ummm, no... it's not for me....

It is a relative rarity to break AV9... which the FG is....

Speed would increase his mobility and ability to blitz off the ground and go places... a worthy attribute... but is it THAT much better than MA4?

The FG has no other added skills, and would definitely benefit from the Block Skill, which is usually my first choice on a regular roll....

Is there something I'm missing that would entice me to add an extra 20k to my TV and keep suffering from rolling double downs against blitzers, et al...?

This is the conundrum and reason for asking....

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Post by Marlow »

Tough choice...

I would take the Move, and hope I can get some extra skill points quick for Block.

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Post by Andromidius »

Block.

I hate to say it, but it's the logical choice for a model that needs to break heads to skill up. +AV would be a fantastic second or third skill, but Flesh Golems need Block.

~Andromidius

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Post by DoubleSkulls »

Block because of exactly the same reasons Andromidius said. They skill up too slowly otherwise. Second skill I'd take the Av. Av 10 is twice as hard to break as Av 9 (unless you are up against claw).

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Post by Digger Goreman »

What are your feelings on Mighty Blow over Block...?

Is it worth going down more if you get the +1 to break the other's armor?

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LRB6/Icepelt Edition: Ah!, when Blood Bowl made sense....
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Post by DoubleSkulls »

In terms of additional cas I think Mighty Blow and Block are about the same. Most of that is because you'll do a lot more blocks with a Block player, rather than each hit doing more damage. Since Block means fewer turnovers I think it means you win more games with it than MB.

I think Golems normally want Block and Guard. With SF already that makes them great shock absorbers. Mighty Blow I'd take 3rd, but Grab is also interesting because of the way that aids in sideline exploitation.

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Post by Grendel »

Digger Goreman wrote:What are your feelings on Mighty Blow over Block...?

Is it worth going down more if you get the +1 to break the other's armor?
I would suggest going for block first. It is true that the MB will get you more injuries, but the block skill will strengthen your line on the defensive side as well as help you put more people down on the offensive.

I guess it is the eternal conundrum of the Strength player. And it ultimately comes down to personal taste/preference. ;)

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Post by Digger Goreman »

Grendel wrote: I guess it is the eternal conundrum of the Strength player. And it ultimately comes down to personal taste/preference. ;)
Sigh, exactly....

And these guys/constructs skill up sooooo slowly....

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Post by grampyseer »

I played a necro team on fumbbl for a while and I found that mighty blow was a better option for the quick skill up. If you're playing in an advanced league...block would be safer.

If you save a re roll, and orchestrate 2 dice hits...you should get the next skill up pretty quick if you already have mighty blow.



..my 2 cents

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Post by mattgslater »

Block. Otherwise he'll never advance again.

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Post by Marlow »

Digger Goreman wrote:What are your feelings on Mighty Blow over Block...?
I experimented on my Team one Golem took Block, the other Mighty Blow first. The Mighty Blow player now has twice as many Casulties and three skills...

Ian does have a point that Block helps you make (and resist) more blocks so you should be hitting more, just for less effect. If there is a limited amount of Block on the other teams and you are happy with taking the Both Down to get the Casulties even if it is a Turnover I would take MB.

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