Discuss Fantasy football-style board games - GW's Blood Bowl, Impact!'s Elfball, Privateer Press' Grind, Heresy's Deathball, etc. THIS IS NOT AN NFL FANTASY FOOTBALL SITE!
Bert wrote:LOL, just rename it Troll/Planet ask for advice And ya those are some good points. One strength of this team is the 3 big guys that opponents have to deal with. I think the way to look at is that Block gives you reliability, mostly on defense. The mino doesnt lose tacklezones when he WA's unlike the other twos BH/RS. With block he can still hold his position. But damn its more fun to have the Str 6 and for Pact its trying to find an identity for your team. Str 6 mino sounds like a good place to start. Enjoy
Get Juggernaut and Break Tackle on him, and he's a one Minotaur Cage Breaker.
Yup he's already got Jug so Break Tackle on the way
Bert wrote:LOL, just rename it Troll/Planet ask for advice
Pffff - they hijack my thread and want me to rename it... pretty daring
Actually I'm good with people giving advice in here for others too - the problem is, my own Skaven question has just been "overasked" and I didn't get a response (took horns now)
Heh opps.... I gave a half ass response so for what its worth. I like a catcher role for him. Sounds like your going blitzer/safety with him. Getting more SPP's for him could be a bugger tho.
Bert wrote:LOL, just rename it Troll/Planet ask for advice
Pffff - they hijack my thread and want me to rename it... pretty daring
Actually I'm good with people giving advice in here for others too - the problem is, my own Skaven question has just been "overasked" and I didn't get a response (took horns now)
With a little luck and elbow grease, we can turn this into another "looking for nurgle advice" thread
Doubles for a Marauder (no skill yet)
+MA/+AV/skill for the Minotaur (Juggernaut)
Marauder
I was tempted to go for "Jump up" - but then again - the jump up, pile on, mighty blow, claw combo might never come.. thats a ton of SSP. I could go for Catch - but with 6 move.. hmm. I'm tempted to go for Leap, to get into the cage. (Along with Strip Ball afterwards)
Minotaur
I see no sense in +AV, because the Mino didn't roll doubles yet. (What would I protect? Juggernaut - can get that easy again)
+MA seems very useful to me - increasing his range.
I love love love diving tackle on a young marauder, slap tail and stand firm on him down the road... nothing like ag4 players needing a 5-6 on dodge to herd players to your big guys (or guarantee your opponent burns his blitz every turn on your marauder)
Daht wrote:I love love love diving tackle on a young marauder, slap tail and stand firm on him down the road... nothing like ag4 players needing a 5-6 on dodge to herd players to your big guys (or guarantee your opponent burns his blitz every turn on your marauder)
Well we have a very small league with 5 teams, one of them being slann. (1 Necro, 1 Human, 1 Orcs)
Usually dont consider doubles on a marauder, diving tackle would be pretty nice. Ma+ would be a good pick. Mino sometimes gets into doing gfi with 5 move, also 6 move lets him properly defend from the middle.
I'd skip the double on the Marauder until I had a pretty well-developed team. If he had Block already, I'd give him Side Step, but not on a newer team that can't afford to spam positioning skills. I wouldn't bother with Jump Up; PO/JU is two improvements and 50k, and even on a killer player with Block and MB isn't better than Claw and Frenzy.
MA, AV or a skill on the Mino. Can't go wrong. He's expensive, AV8, and takes a lot of hits, so AV is good. He's MA5 and Frenzy, so MA is good. Juggernaut is perfectly reasonable, though, because he has a deep development track and a low life-expectancy, and presents a significant turnover risk.
Reason:''
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.
The Mino already has Juggernaut - I'll go with +MA.
For the Marauder - if I pass on doubles what would I give to him?
I already have 2 Marauders with Block, - Do I really want to give Block as first skill to each of them except the thrower? (I'd really like to pass a bit with the guys instead of grinding all the way - but then again, who am I kidding - they only move 6)
I'd like to develop a thrower, but still have hopes that one of the Marauders might pick up an AG Boost on it's first skillup.
The idea I fancy the most is Diving Tackle and then going Tail and Stand Firm as suggested, but then again with the knowledge that this will not work against the team I play the most makes this choice pretty poor.
Dodge, two heads
Dodge/sidestep, guard
sneaky git, dirty player
sure feet, extra arms
Still tagging an AG3 ballcarrier or catcher/goblin with diving tackle could be helpful vs necro, human, orcs. Even making a slann use his leap to get away from you isn't worthless.
Reason:''
there is Nuffle, always in my lawn
peering through my keyhole
wanting to touch my low hanging fruit