What are some interesting options for agi 4 chaos warrior?

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absent1
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What are some interesting options for agi 4 chaos warrior?

Post by absent1 »

As the title says i've got an agi 4 chaos warrior, obviously block is next, but long term what are some good options? Do i just go down the super killer route with mighty blow, claw, piling on and hope i roll a doubles for jump up? That would be pretty sick, but 6 skills takes a long time =P. I also have an agi 4 beastmen, with surehands (surehands was first, and agi was second) so i don't need a real dedicated ball handler, though i will use him to get the ball if i have to. I'd prefer he did something either unique or use him to try and erase the enemy from the field so i don't take damage of my own
(This is on the cyanide game btw)

My team is pretty undeveloped, but i'll probably have at least one tentacle chaos warrior and at least one frenzy, MB, claw chaos warrior.

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Post by Grumbledook »

the AG doesn't really help with building a killer warrior only slows down the progression a skill

I'd use him as part of the cage as he can dodge really well and also be a useful outlet if you need to move the ball to someone else

the other warriors can get stuck in as usual

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Post by Carnis »

You could sack the AG4 warrior, imo it's just 40k TVbloat/wasted skill on a team which already starts a little fat with all that horns on AV8 players. Especially as you have a MA6/AG4 ballhandler.

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Post by Andromidius »

Perfect ball carrier for the middle of a cage.

My skill progression would be Block > Sure Hands after this. Keep him alive, keep the ball in his hands. And laugh as your opponant tries in vein to get it off him.

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Post by Setomidor »

I disagree with sacking him, and I think two AG4 players (especially with one being S4) is very convenient on a Chaos team. Hell, you can even manage a passing game if you want to by using the Warrior as the receiver and the Gor as the thrower.

I'd probably go block with him first, and then maybe consider dodge if you happends to roll a double for any of the two coming skill rolls. Use him to put pressure on the ball, and don't hesitate to pick the ball up in an opposing tackle zone.

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Post by mattgslater »

You don't even have to use him as the initial receiver if you still have a RR. Pick up with the AG4 BM, throw to an AG3 BM who needs an SPP, and have him chuck to the AG4 Warrior. Then the Warrior can get partway downfield before the pressure starts, where his high ST will make him very hard to take down.

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Post by absent1 »

I didn't realize chaos warriors already had 2+ jump up or i wouldn't have mentioned that =P But yeah i'll dodge on doubles, he will be easier to skill up and i'm not sure what else though, maybe just tackle and mighty blow? He makes a good blitzer since he's more mobile.

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Post by Smeborg »

A most excellent ball carrier, I would suggest.

AG4, Sure Hands, Block, Fend, Foul Appearance. Dodge on a doubles.

Very hard to sack, and he can dodge and pass the ball when needed. He will get plenty of TDs and PCs, and hence will skill up well.

I believe it pays to have at least one Warrior as a ball carrier in a Chaos side.

Hope this helps.

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Post by Carnis »

I'd agree with ballcarrying in LRB4 where TV is not reliant on AG4. In LRB5 it's a colossal waste to go from a skilless team to a skilless team with AG4 warrior. Guy is now 5 4 4 9 no skills. Means he's a crappy blocker and a slow ballcarrier -> eats rerolls going for it AND blocking.

I like carrying the ball with warriors too, but not as a primary tactic. Rather, when you take the ball off your oppo, or you're facing a block/strip ball guy and want to make sure he gets 2die against at best (this does not work *at all* against jugger or wrestle strip though). It's also nice that in your team ALL your players are potential carriers with AG3 and decent (compared to dwarves) MA.

Problem though: If you go ballcarrier route with your S4 warrior, you give up your best blocker positional for what is essentially a fluke situation anyway (you get leap-blitzed with TWO leaping/dodging guards) - your ballcarrier should be protected by minimum 2 guards anyway.

As I see it he has three options: Become an AG5 elf blitzer (wrackle/twoheads/stand firm type skills), taking advantage of both AG4 and S4 is very hard..

edit: Three options I meant.. 1) Sack (in a new team) 2) Elf-blitzertype 3) Ballcarry (least favourite imo)

I'm in the minority here though, most seem to consider giving up that S4 warrior for ballcarrying a sweet enough deal. I've struggled somewhat with the stats of my chaos team-members (being average at everything, yet paying 20% more for everything) in FUMBBL, meaning I really don't feel like "wasting" a warrior (+ his skillups) as primary ballcarry..

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Post by absent1 »

Thanks for the feedback, i'll see what i roll on skills before too much speculation. I'm not sure i'll use surehands enough on him to be worth it, but what about big hand? If i'm using him on defense that could be really useful. Especially if i also give him tackle and 2 heads right?

I also will always take an agi up on an agi 3 player, so although i'm sure your way works fine for you, i really like having a few players that are reliable (with a TRR) for doing actual football stuff. 2 agi 4 players gives me a threat at pass attack which even if i don't use is nice to have =)

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Post by Ikterus »

This guy is a perfect ball carrier.

Give your +Ag Beastman Leap and use him as a ballretriever tossing it to the Warrior who safely carries it into the endzone.

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Post by voyagers_uk »

Leap, Tentacles

make him your last ditch safety

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Post by mattgslater »

Block, Two Heads. Don't take Sure Hands on him: you don't want to be tempted to pick up the ball with him unless it would be unwise not to (beat Strip Ball by preventing 1d blitzes, easy to do with this guy). Big Hand would make a good #4 skill, but you'll want it before then, and an Extra Arms Beastman is a better Big Hand target. I'd get him Stand Firm or Foul Appearance for a #4 instead.

The value of an AG4 player on an AG3 team is that you can use him to build your team through distributing the ball. Rather than scoring with him, you can use him to help others score (until he gets close to going up). Still, I'd use him as a cage-front and target receiver against bash, and a ball-handler when caging up against speed until he goes up again. Without Block, this guy is a lot less effective.

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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 voyagers_uk »

Essentially he is a Vampire with no negatrait and a MA hit....

he should be used to set-up your plays rather than carry the ball.

allowing him to have skills or mutation to aid movement or harrassment will be a good idea from a flexibility viewpoint.

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Post by cyagen »

V_uk got a point.

My policy is to never plan more than 2 skills in advance since you never know what Nuffle will give you.

So I would go Block and Tentacle (Dodge or Diving Tackle on doubles) to make him a mobile safety.

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