My Beastmen again; good one...

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Robotorz
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Post by Robotorz »

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

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Post by sean newboy »

Actually foul appearance is a very good idea. That and pass block will make for a very scary ag 4 player on any team, much less a chaos one.

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Post by Grumbledook »

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

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Post by Robotorz »

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!

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Post by Grumbledook »

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 ;]

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Post by Robotorz »

Ok you are right thats an option too wich would help other Teammembers gain Spp too!

Ok now I dont know what to take!

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Post by Grumbledook »

heh nerves of steel is also really good and not yet been mentioned

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Post by Balrog »

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

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Post by Grumbledook »

he is ag4 not st4 or am i fool?

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Post by Deathwing »

Horns......you fool! :P

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Post by Asperon Thorn »

Very long legs, then Pass block. Then you have a mad interceptor. :smoking:

Then you can even get catch. And have Super Crazy interceptor :o Oh wait, thats on a doubles, too. :roll:

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Post by Darkson »

Spikes? With AG4 he's gonna be a target for the other team.

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Dodge it is...

Post by Smeborg »

I'd be inclined to give hm Dodge.

Then he's a sort of Elf with Horns - prety handy, especially as a Blitzer.

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Post by Redfang »

Balrog 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
Hmmm, Leap :) That sounds like a beautifully aggressive option!

Especially considering the problems 2 Wardancers gave me, Last match...

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Post by Mestari »

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.

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