Rookie Necro Team (LRB6) - doubles rolls

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Joemanji
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Post by Joemanji »

But he can get Jump Up on a normal roll next ... :D Dare them to fail that AV roll.

Plus you can easily protect him from being fouled. He needs an assist anyway, so there should be some friends around. I've used PO loads and never once been fouled as a result.

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Post by Craigtw »

Joemanji wrote:But he can get Jump Up on a normal roll next ... :D Dare them to fail that AV roll.

Plus you can easily protect him from being fouled. He needs an assist anyway, so there should be some friends around. I've used PO loads and never once been fouled as a result.
True. And even if he did get fouled out, it would be fun while it lasted! There is no sense in not making a player too good! Here's to hoping for that sencond set of doubles for him! :D

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Post by Jural »

The thing is, Juggernaut gets more crowd pushes, and Tackle takes down annoying soft targets. Even grab can blow away some of the popular side stepping defenses!

Piling On, a skill I do like, by the way, just doesn't give you as much utility as those other skills.

After Mighty Blow, I'd get this Wolf Block, then it's your choice whether Side Step, Dodge, Jump Up, or Tackle is the next choice. If you are blessed by another double, Juggernaut would be my choice, especially if you haven't chosen block yet.

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Post by Craigtw »

Jural wrote:The thing is, Juggernaut gets more crowd pushes, and Tackle takes down annoying soft targets. Even grab can blow away some of the popular side stepping defenses!
But Grab cannot be learned by anyone who has Frenzy.
Jural wrote:After Mighty Blow, I'd get this Wolf Block, then it's your choice whether Side Step, Dodge, Jump Up, or Tackle is the next choice. If you are blessed by another double, Juggernaut would be my choice, especially if you haven't chosen block yet.
I can see where juggernaut coul dbe useful, but I worry about the getting hit as well as hitting. Block is more safe all around (but not as useful in multi-situations).

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Post by Jural »

Craigtw wrote:
Jural wrote:The thing is, Juggernaut gets more crowd pushes, and Tackle takes down annoying soft targets. Even grab can blow away some of the popular side stepping defenses!
But Grab cannot be learned by anyone who has Frenzy.
Well, it's a great choice, but it isn't legal ;) Yet another reason Side Step >>Stand Firm...

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Post by Carnis »

Craigtw wrote:
Jural wrote:After Mighty Blow, I'd get this Wolf Block, then it's your choice whether Side Step, Dodge, Jump Up, or Tackle is the next choice. If you are blessed by another double, Juggernaut would be my choice, especially if you haven't chosen block yet.
I can see where juggernaut coul dbe useful, but I worry about the getting hit as well as hitting. Block is more safe all around (but not as useful in multi-situations).
He meant juggernaut AFTER block, to take down wrestlers & get crowdpushes. He did not advice skipping block.

Personally I just rate that increase from 31% KO+ to 58% KO+ / blitz higher than the occasional crowdpush. I'd go all killy with it too, MA8 and regen means he won't be too easy to foul out and he will always be in target range. Claws & Frenzy means he will be able to get ALL the relevant killer skills (so long as he keeps rolling those doubles..) before legendary status.. In theory anyway, not like it's actually gonna happen :P.

Said skills being MB (double), PO (double), Claw(start), Frenzy (start), Juggernaut (double). Block (normal), Tackle (normal), Jump Up (normal)

Dodge is a good contender for jump up with an MA8 piece.. Or eventually when you fail to roll the needed 3 doubles/6 skillrolls ;).

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Post by TuernRedvenom »

Craigtw wrote:
Joemanji wrote:But he can get Jump Up on a normal roll next ... :D Dare them to fail that AV roll.

Plus you can easily protect him from being fouled. He needs an assist anyway, so there should be some friends around. I've used PO loads and never once been fouled as a result.
True. And even if he did get fouled out, it would be fun while it lasted! There is no sense in not making a player too good! Here's to hoping for that sencond set of doubles for him! :D
Fully agree!

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Post by Mad Banker »

The Frenzy/Claw/Mighty Blow/Pilling On combo is just sickening (for the opponent...).
I've a snow troll with these skills in my norse team and it racked up 12 casualties in 5 games.

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Post by mattgslater »

But not before Block! I would skip doubles on the second roll. Unless you get an 11 or 12, take Block at 16 SPP. Without Block, the best this guy can be is a really, really cool liability.

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Post by Jural »

I have had a werewolf go Mighty Blow, then Juggernaut, then Block before. It is is not that bad, because I preferentially blitzed with him.

Actually, I like that order for the skills, as Juggernaut gives you many of the advantages of block and some others. It's a poor full time sub, of course, but that is what 31 SPP's is for!

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Post by Craigtw »

I played the viscious norse team yesterday and the game started out with pouring rain. My block dice were hot and towrsd the end of the second half he had five guys left on the field. Unfortunately, some poor placement on my part and a block gone wrong left me open and early in the half he blitzed the ball carrier and knocked it loose. I spent the rest of the half trying to regain the ball.

On his last turn not only did he manage to dodge out, puck up the ball in a tackle sone (with the rain) and dodge out again, but then he anaged a hand off to score....

Final score was 2-1 for him as after the first half all of his team (which was KO'd) came back....

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Post by SunDevil »

stashman wrote:Mighty Blow on both!!!

Lots of Mighty Blow makes the necroteam killy.
I like this option.

I also agree with MiB on the Wolf and Leader on the Ghoul, especially since you only have 2 rerolls. I hate to waste doubles roll when one of those skills really helps shore up a team weakness.

Then, boring as it is, you need to get Block on them both as sooon as possible.

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