Beastman, MV or not

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Redfang
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Beastman, MV or not

Post by Redfang »

Hi,

Back about my Chaos Team...

Played my 3rd and 4th matches; a very bad 2-0 loss against undead and a Great 4-0 win against a Skaven team that could field only 8 players.

I already had a +1Ag beastman (only increase on entire team), but the last match got me 4 increases;

Block for my only Chaos Warrior (who scored twice :))
Block for my Minotaur
Block for a Beastman
+1 Mv for a Beastman.

Now I'm not sure whether to take the +1 Mv or take block or a different skill.

Is a Mv increase really useful on a Beastman?

Cheers,

R

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Post by Blackscale »

I would keep the MV. Block seems better on short term, but extra movement makes it easier to keep up with faster teams.

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Post by narkotic »

take it and develop him either as a:
runner: sure hands, block, dodge
defensive sweeper: block, strip ball, tackle

or catcher if you roll doubles - catch, sure feet, dodge and block

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Agentrock
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Post by Agentrock »

I agree...the +1 MV is great to have for a player with Horns (2 dice Blitz vs most other players). You can develop him into your safety/anti-ball handler by giving him Strip Ball, Block, and Tackle...the extra movement will allow the player to catch those pesky faster players.

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Post by Tim »

If it's the first skill on the beastman i'd take MA+ and hope for a double on the next 2 skill rolls: VLL (or another +MA). Block or Sure Hands on a regular skill.

Having 1 or 2 MA 8 Beastman really lifts the Chaos team into a new dimension of speed, resulting in easy 2 turn scores and even the slight possibilty of pulling off a complex one turner.

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Post by Fronko »

Yep, hat's it! MA 7 enables you to do 2 turn TDs, without too many GFIs. And it makes for a great safety, combined with proper skills (as suggested above).

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Post by sean newboy »

Definately take the +1 mv.

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Post by Asmodan »

I agree with the rest, take the +1 mv.

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Post by DoubleSkulls »

+MA is always useful. That little bit of extra speed can make a small difference often.

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Post by wesleytj »

yep, take the +ma and play him back, as the "last line of defense"...give him skills like tackle and mighty blow, so whoever sneaks thru the line has a nasty surprise waiting for them . :)

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Post by Deathwing »

Yes. Every time. MA increases are infinitely more useful on slower teams than they are on faster ones.
What I'm getting at is that +1 MA on an Orc Blitzer is better than +1MA on a Human Blitzer because of the team context.
Take it. You're looking at a player that can move a potential 8 squares and throw a ST4 Block at the end of it! :o You're looking at the only player in your team that can score in 2 turns without the need to gfi.

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Post by Balrog »

Like everyone else, I say take the +1 MA.

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Post by Amon242 »

In our house league a coach acquired an extra MV beastmen. After getting the extra movement, the beastman became one of his top players, and I think he leads the team in TD's, so it was a good choice for him to take the MV. It really increases you scoring potential.

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Post by zeroalpha »

Go with the movement, you'll certainly notice it on a chaos team. There are a heap of uses for him, a saftey and/or scorer. Stick with the movement increase

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Post by Rupert »

Strange - everyone agree that the extra movement is great on a Beastman but I dont see Very Long Legs on many Beastmen. Would any of you consider VLL on a double?

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