How to make a Renegade Dark Elf more annoying?
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How to make a Renegade Dark Elf more annoying?
Reacharound, the Chaos Pact Dark Elf just got his fifth skill (regular skill).
His current statline: 6358 Animosity, Dodge, Block, Side Step, +1 Ag
He is, for better or worse, the franchise player. So he generally is relied upon to make plays on offence and be incredibly annoying around the ball at all times. A recent game saw him roll 6 dice on one move action that gained the ball and sealed the match. I can admit that he is damn annoying.
So what would you give him (besides a good kicking whenever he hits the ground)?
I think the obvious choice here is Leap, but can a case be made for any other skill that combines nicely with his skillset?
His current statline: 6358 Animosity, Dodge, Block, Side Step, +1 Ag
He is, for better or worse, the franchise player. So he generally is relied upon to make plays on offence and be incredibly annoying around the ball at all times. A recent game saw him roll 6 dice on one move action that gained the ball and sealed the match. I can admit that he is damn annoying.
So what would you give him (besides a good kicking whenever he hits the ground)?
I think the obvious choice here is Leap, but can a case be made for any other skill that combines nicely with his skillset?
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Re: How to make a Renegade Dark Elf more annoying
This one just screams for leap ...
other (inferior) options i would see:
- Extra Arms (2+ Catch or Pick in 2 TZs, 3+ Interceptions)
- Foul Appearance (additional protection)
- Jump Up/Sure Feet/Kickoff return (increase range)
- Fend (protection and dead annoying with sidestep).
- Sure Hands (Strip Ball protection)
other (inferior) options i would see:
- Extra Arms (2+ Catch or Pick in 2 TZs, 3+ Interceptions)
- Foul Appearance (additional protection)
- Jump Up/Sure Feet/Kickoff return (increase range)
- Fend (protection and dead annoying with sidestep).
- Sure Hands (Strip Ball protection)
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Re: How to make a Renegade Dark Elf more annoying?
I agree that leap is the obvious choice, but there are some interesting mutations like Extra Arms or Two Heads to move him through tackle zones and around people.
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Re: How to make a Renegade Dark Elf more annoying?
Leap is pretty obvious, yeah. He already has Dodge. If you feel like mixing it up, I suggest Fend or or Jump Up.
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Re: How to make a Renegade Dark Elf more annoying?
Plus, with that name - can you really resist being able to blitz by leaping over someone and catching them from the backside? Every time that guy runs after someone, you get to tell them "prepare for the reacharound".




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Re: How to make a Renegade Dark Elf more annoying?
Yah, that's basically been the team anthem since day 1 with AG5MeatLoafX wrote:Every time that guy runs after someone, you get to tell them "prepare for the reacharound".![]()
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I'm surprised nobody mentioned Pro. He's basically at the stage where he almost has all his basic skills, so would anyone consider Pro as a way to mitigate animosity and multiple die rolls per action?
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Re: How to make a Renegade Dark Elf more annoying?
I was considering pro, but for ballhandlers/runners failure is usually a turnover, so you'll go for the team rr if possible.
Not sure how often animosity comes into play and if that's worth to go for pro.
For turnover minimization, I'd rather go for sure feet than pro as i think this guy will GFI alot during his actions. 6 MA is often not enough to get in, do something crazy and get out again (to stay in the slannesh theme
).
Not sure how often animosity comes into play and if that's worth to go for pro.
For turnover minimization, I'd rather go for sure feet than pro as i think this guy will GFI alot during his actions. 6 MA is often not enough to get in, do something crazy and get out again (to stay in the slannesh theme

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Re: How to make a Renegade Dark Elf more annoying?
Surehands or two heads.
Personally I wouldnt bother with leap when two heads would let you stroll through tacklezones anyway. Surehands is nice because it secures you against strip ball plays and its makes him even better at ball snatching.
Personally I wouldnt bother with leap when two heads would let you stroll through tacklezones anyway. Surehands is nice because it secures you against strip ball plays and its makes him even better at ball snatching.
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Re: How to make a Renegade Dark Elf more annoying?
A guy who can dodge at will can still be neutralized with positioning. A Leaper can get through anything whatsoever. It's too bad these new rules all-but dictate that he won't get Pro if he gets Leap, 'cause he needs 100 SPP.
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Re: How to make a Renegade Dark Elf more annoying?
I like leap. Sure you can get two heads and just about forget about TZ but leap can be a great benefit to movement when it comes to getting around a solid line of players improving movement as much as possible is key on the Pact as far as I can see.S.
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Re: How to make a Renegade Dark Elf more annoying?
What about horns? He'll be able to get most anywhere, and he's an AG5 blodger already, so give him the tools to do something when he gets there.
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Re: How to make a Renegade Dark Elf more annoying?
It has to be leap IMO.
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Re: How to make a Renegade Dark Elf more annoying?
Um ... why take two heads to make an AG5 dodge into 2 tacklezones a 2+ and 3 tacklezones a 3+ (4+ into 4, etc.) when leap gets you there on a 2+ regardless of tacklezones and requires only 1 roll where often 2 dodges are needed. OK, the dodge can be RRed with dodge skill, but still ...SillySod wrote:Personally I wouldnt bother with leap when two heads
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Re: How to make a Renegade Dark Elf more annoying?
My elf went +AG, Dodge, Leap, and then managed a +ST, so count me in for the leap crowd.
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