My Beastmen again; good one...
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I would go with Pass. Saves the Re-Roll for the other Guys. Helps you achive more TD´s (either by pass - run - handoff-run-score or by forcing the defence to spread out and making the running game easier).
Catch would just create a weak Gutter-Runner with lots of SPP and the rest of the team would stay behind.
Foul Apperance helps on defence (especial with Pass Block or multiple FA) but it does not bring you SPP in the same rate as Pass would do (I think)
Go with Pass
Catch would just create a weak Gutter-Runner with lots of SPP and the rest of the team would stay behind.
Foul Apperance helps on defence (especial with Pass Block or multiple FA) but it does not bring you SPP in the same rate as Pass would do (I think)
Go with Pass
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who cares about the rate of getting him spp, personally when i have good players i save them for when they are really needed for a quick/easy score
the more spp they get the more tr they add and also are going to age quicker, rather keep them useful for as long as possable
much like a chaos dwarf with 3 normal skills, when you got guard and mighty blow not really much more they can take without a doubles, though pro can be handy to try and reroll double pushback blocks
the more spp they get the more tr they add and also are going to age quicker, rather keep them useful for as long as possable
much like a chaos dwarf with 3 normal skills, when you got guard and mighty blow not really much more they can take without a doubles, though pro can be handy to try and reroll double pushback blocks
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Grumbledook if you where refering to my post:
I think you did not read what I have writen or I was not accurate enough.
I was not talking about the Ag+ Beastman but the other Team. I know that most people want to have quality Players for when they need them (myself too) but most often if you have one, you use him here, there, now and then and OOPS he has to be Fired because his St Decreased or anything (or 4 NI or whatever) and then? Your Team stays behind, his star is lost and you basicaly have a rookie Team.
For that reason I "voted" not to give him Catch for TD scoring reasons. If you would want to go the Pass-Block way fine, but I am sure a Ag 4 player with Catch will score heavily and not only when there was a need of a save Touchdown.
Same with 1 Turners. Coach looses him, he looses game. But if he spreads out his SPP to get at least some players 1 or 2 skills he still can score. Too bad that I see this very seldomly!
I think you did not read what I have writen or I was not accurate enough.
I was not talking about the Ag+ Beastman but the other Team. I know that most people want to have quality Players for when they need them (myself too) but most often if you have one, you use him here, there, now and then and OOPS he has to be Fired because his St Decreased or anything (or 4 NI or whatever) and then? Your Team stays behind, his star is lost and you basicaly have a rookie Team.
For that reason I "voted" not to give him Catch for TD scoring reasons. If you would want to go the Pass-Block way fine, but I am sure a Ag 4 player with Catch will score heavily and not only when there was a need of a save Touchdown.
Same with 1 Turners. Coach looses him, he looses game. But if he spreads out his SPP to get at least some players 1 or 2 skills he still can score. Too bad that I see this very seldomly!
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ag4 and catch doesn't have to score heavily, it depends how you use them
he would make a useful interceptor and also a reciever to give teammates a completion spp, once he has caught the pass he can move on and hand it off to another team mate, just cause he has ag4 and catch doesn't mean he will score lots
you can also use him as a diverstion, so he needs to be marked and with ag4 2 markers are usually useful to stop him being thrown to, that can leave more space to cage up through, or you can move other players up and pass to them though it is more of a risk ;]
he would make a useful interceptor and also a reciever to give teammates a completion spp, once he has caught the pass he can move on and hand it off to another team mate, just cause he has ag4 and catch doesn't mean he will score lots
you can also use him as a diverstion, so he needs to be marked and with ag4 2 markers are usually useful to stop him being thrown to, that can leave more space to cage up through, or you can move other players up and pass to them though it is more of a risk ;]
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Dodge it is...
I'd be inclined to give hm Dodge.
Then he's a sort of Elf with Horns - prety handy, especially as a Blitzer.
Cheers
Then he's a sort of Elf with Horns - prety handy, especially as a Blitzer.
Cheers
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Smeborg the Fleshless
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Hmmm, LeapBalrog wrote:Here are the options I would consider:
Claw
Dodge
Frenzy
Leap
Of those I would most likely go with Leap, a ST 4 blitz into a cage is nothing to scoff at.
-Balrog

Especially considering the problems 2 Wardancers gave me, Last match...
R
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What I've found useful in situations like these is the "frequency of use" -analysis.
The basic idea is that the more often you get to use the skill the more it's worth the TR increase that gaining the skill has caused. That is the reason why dodge is very often the best option on doubles. You just don't run out of situations where you either dodge or are blocked.
Naturally there are skills that you take only to intimidate the opponent and to prevent certain tactics from him out of fear of the skill(s) you have - this is to be taken into account also even if you don't get to actually use the skill.
So the main things to consider are your playing style and your opponents.
-If they pass alot in your league then Foul Appearance is a good choice.
-Dodge, as mentioned, is always a good choice.
-VLL is handy as it gets used alot - and remember that the difference between MA6 and MA7 is a big one. No GFI's to reach EZ in two turns.
Those would perhaps be my top three choices... Naturally other mutations are quite good choices too, and Pass (I usually avoid passing alot) might be a good diversion.
The basic idea is that the more often you get to use the skill the more it's worth the TR increase that gaining the skill has caused. That is the reason why dodge is very often the best option on doubles. You just don't run out of situations where you either dodge or are blocked.
Naturally there are skills that you take only to intimidate the opponent and to prevent certain tactics from him out of fear of the skill(s) you have - this is to be taken into account also even if you don't get to actually use the skill.
So the main things to consider are your playing style and your opponents.
-If they pass alot in your league then Foul Appearance is a good choice.
-Dodge, as mentioned, is always a good choice.
-VLL is handy as it gets used alot - and remember that the difference between MA6 and MA7 is a big one. No GFI's to reach EZ in two turns.
Those would perhaps be my top three choices... Naturally other mutations are quite good choices too, and Pass (I usually avoid passing alot) might be a good diversion.
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[url=http://www.talkbloodbowl.com/phpBB2/viewtopic.php?t=3460]-[/url]Teemu
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