Dubbel 6 on skink with AG4

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Dubbel 6 on skink with AG4?

+Strength
50
94%
Block
3
6%
 
Total votes: 53

Magictobe
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Dubbel 6 on skink with AG4

Post by Magictobe »

Yes I was lucky. Some say again but ... I know better.

Last game I had two strength increases on my sauri and now on my skink with AG 4.

I doubt between +ST or Block.

Help me and please state why you choose your option.

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Post by katadder »

I would say str as most people that can catch a skink are only st2 or 3 anyway so that gives you more survival IMO.

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Post by stashman »

It's easier to roll a double again, then roll a double 6

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Post by Digger Goreman »

The only bad thing 'bout a skink is weak armor, low strength and average agility....

With a St and Ag upgrade you've solved most of the skinky-dinks problems....

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Post by SillySod »

Take the strength.... it costs alot but this is one of the (suprisingly few) players who should take it.

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Post by Magictobe »

It looks like strength is the better choice here. It get's him closer to strength 4. OHHH, could you imagine. Like I am rolling strength increases.

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Post by Tarp »

@ Sillysod, what players would you not take +ST for?

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what would you not take strength for?

Post by ceetee »

Captain Hat. :D :roll:

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Post by katadder »

Tarp wrote:@ Sillysod, what players would you not take +ST for?
snotling, halfling.

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Post by Mr_lemon »

katadder wrote:
Tarp wrote:@ Sillysod, what players would you not take +ST for?
snotling, halfling.
I agree, would never consider +ST on any of my Snotlings because it makes them to expensive without really helping them out at all. Even with ST2 they will end up flat and KO'd (if you're lucky). My best snotling has +AG and a double which puts his value to 90k and although he is my most creative Snotling I think he is to expensive so a +ST snotling at 70k isn't really worth. But then again, I don't think I would take +ST on my ogres either. A double roll (Block, Sure hands, Strip Ball, Tackle or Dodge etc) is more valuable and opens up more tactical options than even more ST does to the team, but I also have four ogres with guard which might make that decision easier.

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Post by bjorn9486 »

I would take it, gives you a nice cage breaker/safty that can make it through tackle zones.

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Post by Magictobe »

It seems there is not a lot of discussion. I thought there would be more that would say block for survival but I took the strength.

Now AG4 ST3 here we go. I will let you know what his next skill will be.

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Post by stashman »

Tarp wrote:@ Sillysod, what players would you not take +ST for?
Hmmm... What??? Maybe something else...

Snotling... Dirty Player (kick them in da face), Pro (when trying to land), Leader (me is da boss, and cheap reroll)

Deathroller... Frenzy, Frenzy, Frenzy (wow! just go right into the opponents cage becuse nothing can stop you)

Fanatic... Block (better and safer), Pro (reroll scatter), Sure Feet (lets always GFI)

Bombardier... Pass (reroll bomb), Accurate (throw da bomb better), Hail Mary Pass (incomming!!! )

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Post by SillySod »

I wouldnt ignore the +St in all these situations and nor is this a definitive list but I would almost never take +St on...

- any big guy (possibly on a krox or beast of nurgle)
- amazon linewomen
- any chaos player
- hobgoblins
- any elven lineman
- deathrollers, bombardiers, fanatics
- human linemen
- human catchers (ok, this one is very situational)
- mummies
- skinks (although a +St skink could work)
- saurus (ok... maybe)
- flesh golems (perhaps if already block/guard)
- ogres
- snotlings
- orcish goblins
- undead skeletons
- thralls (especially Captain Hat ;))

If those players had picked up an agility or something else which made them special then I might consider the +St but on the whole they wouldnt ever see it and would get a doubles skill like guard or leader instead. Depending on how much I wanted to keep my TS in check I would probably turn down +St on a whole host of other players too but that would be much more situational.

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Post by Storch »

Sod,
I have to disagree with a couple of those.

Elven Linemen - really aren;t linemen anymore with +ST and become safeties or blitzers depending on when you roll the +ST. Really changes a player for the better by giving you something you couldn't get otherwise i.e. a S4 player.

Skinks - The original topic. A S3 skink is unbelievably better than a S2 skink. You need to play with at least one other skink and treat them as one player, in other words, one is S3 and the other is a tackle zone you doge to mark the player and you have a S4 blitz in the back field that nobody expects.

Saurus - +ST evolves him into a mini-Krox. What's not to like?

Any Chaos Player - I am assuming you are excepting beastmen here as +ST is killer on them as well. I got one on my Chaos squad and he is just behind the Mino in the CAS race.

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