bull centaur doubles on 2nd skill
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I'd rather develop them both into runners/Blitzers and leave the grinding to the Chaos Dwarfs. Mighty Blow is not a Skill for a BC imo (unless you make it to the 4th or 5th roll without a double or stat increase) ... too many other stuff to pick. Manouverability is the the primary goal.Fronko wrote:Would you recommend developing two different bull centaurs, like one blocker with block frenzy mighty blow and stuff and one ball carrier with bt, sure hands, dodge? Or would you rather have two hitters and care for the ball with your gobboes?
I always start with
1) Break Tackle (can't be tied up easily anymore)
2) Block (obvious)
3) if none of the 3 first rolls was a double or stat increase, next one is Sure hands
4) still no double? well Guard, Tackle or Mighty Blow become an option
Doubles:
1) Standfirm
2) Dodge
3) Catch
Stat Increases:
take anything what you get. MV+ is nice, ST+ great and AG+ is the ultimate blessing of Hashut.
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Tim wrote:I always start with
1) Break Tackle (can't be tied up easily anymore)
2) Block (obvious)
3) if none of the 3 first rolls was a double or stat increase, next one is Sure hands
4) still no double? well Guard, Tackle or Mighty Blow become an option

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Ian 'Double Skulls' Williams
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Ok, that's another option. I do like the option of an M9ST4-Frenzier to push people out, but a Minotaur might work out the same.Skummy wrote:That's why you buy a Minotaur. The new WA rules are very kind.Cooper wrote:Even ony 1 Frenzy player will totally alter your opponents playing. That can only be a good thing,
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It may be too late, but for purposes of the discussion, I'll put out my vote for Dodge. The reason being that you have stated that you like to use the bull centaur running game. With that play style, the Dodge is more valuable for TWO reasons -
1. When you get break tackle, he's going to be nearly impossible to prevent from running whereever he feels like going.
2. Strength 4 Blodgers are REALLY hard to knock down (without a big guy). Grab sure hands as fast as possible and your BC becomes an almost unstopable runner.
I took dodge as the first skill on my BC because I was planning to run with him, and it's hard to tell you how well it worked. I think he lost the ball ONE TIME all season. Like all sports, Blood Bowl is all about creating mismatches that your opponents have to adjust their game to deal with, and a str 4 blodging ball carrier is the perfect example. Most teams simply have NO WAY of dealing with such a monstrosity.
Of course, if you intend to use the BC as a glorified black orc, feel free to take frenzy or stand firm.
1. When you get break tackle, he's going to be nearly impossible to prevent from running whereever he feels like going.
2. Strength 4 Blodgers are REALLY hard to knock down (without a big guy). Grab sure hands as fast as possible and your BC becomes an almost unstopable runner.
I took dodge as the first skill on my BC because I was planning to run with him, and it's hard to tell you how well it worked. I think he lost the ball ONE TIME all season. Like all sports, Blood Bowl is all about creating mismatches that your opponents have to adjust their game to deal with, and a str 4 blodging ball carrier is the perfect example. Most teams simply have NO WAY of dealing with such a monstrosity.
Of course, if you intend to use the BC as a glorified black orc, feel free to take frenzy or stand firm.
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Matsu wrote:Of course, if you intend to use the BC as a glorified black orc, feel free to take frenzy or stand firm.

IMO this is more important than dodge. 4+ dodges are quite likely to fail, and in my experience CD teams tend to have plenty of RRs so not turning over is more important than an increased chance of success.
As for the protective benefits of dodge, they are nice, but on a S4 Av9 player I'm not too worried about him getting hit.
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