Flesh Golem development

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harald
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Post by harald »

Dodge coupled w/ break tackle next.

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Post by BadMrMojo »

Rotogar wrote:...Any other suggestions for doubles?
Frenzy is a lot like Mighty Blow... Great for the player throwing the block (usually!) but not quite as good for the team.

That said, it is probably one of the few real options you have. Dodge would get my vote for the block dice, use with Stand Firm and occasional desperate maneuvers but Frenzy is relatively close behind. What else is there? Diving Tackle and Sidestep would be annoying but not particularly great on a FG.

Dauntless? Nerves of Steel? Catch? Heh.

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Post by Asperon Thorn »

Doubles could be Dauntless, and then Multiple block after that. If you put your Flesh Golems together, guard could help make that a two die block, and the two of them could truly clear the LOS.

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Post by Skummy »

Um, sidestep would be the worst skill possible to give a player with Stand Firm. They can't be pushed anywhere, ever becasue SF is a trait.

Frenzy is actually pretty good for team development if used correctly. Pushing people out of bounds gives you a people advantage, and that's always good for extra blocks with other people.

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Post by Rotogar »

Frenzy does go great with Stand Firm. Push some unlucky slob of the pitch and stand right there on the sideline with no fear. You can't be pushed out of bounds!

But the Dodge is nice too. Makes 'em even harder to take down and can occasionally give you some options.

Dauntless might be okay. Gotta take on Mummies and Big Guys some how, right? But I think I would rather have Dauntless on either a Zombie or Wight.

Those are really the only three choices. Well, maybe Leader is if you are really dry on TRRs.

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Post by squig87 »

I've got a fumbbl necro team as well as a league necro team and I've found so far that the FG dont develop. The only way they get SPP is from Cas, same as black orcs. You can feed them the occasional TD if your 2-0 up but other than that you're hard pressed to score Cas as alot of the time they are out strengthed.

Frenzy would be my first choice for doubles, this combined with the wolfs manouverbility and frenzy will make any player on the pitch a candidate for the crowd.

I'd take block, then guard or breaktacke depending on how my team is going. Anyone got any ideas for these guys to level up quicker?

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Post by DanielLaw »

For Golems with Break Tackle, I'd take Dodge on doubles.
For those without, I'd go the Frenzy, Mighty Blow route.

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Post by Mnemon »

Flesh golems make excellent ballcarriers as well - just as bull centaurs (ok, one of mine rolled a +ag which made it easier but still :) ). Cage with zombies and have some of your ag3 guys close for a handoff-pass action to somebody else deep down. Works especially well against agility teams that easily could outscore you.

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Post by duff »

Pro Good for armor, good when double skulls comes up (3 time i my last game, but that was w/o block), good when you try the dodge option.

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Post by Skummy »

Pro can't be used to reroll armor.

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Post by kithor2002 »

Skummy wrote:Pro can't be used to reroll armor.
Yep,

that possibility belonged to a time long ago :cry:

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+1 ST

Post by Rotogar »

Okay, so Karloff finally got his next skill roll and what do I happen to get? +1 ST Yup! A ST 5 Flesh Golem.

So, does that change anyone's advice about his next skill? :D

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Gus
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Re: +1 ST

Post by Gus »

Rotogar wrote:Okay, so Karloff finally got his next skill roll
lol, i wonder how many of us actually called their FG "Boris Karloff" :D

anyway, about the frenzy thing. i'd like to see how you guys plan to use frenzy to get people out using golems, while in my book they're supposed to be central pillars. with a MA of 4, your opponent would need to be very careless if they'd allow you to blitz with FG.

as for Dauntless, it will be useless except on ST5 guys, and those you would already be able to take with an extra assist.

on the ST5 guy, either Break Tackle then Dodge, to get into those cages, or multiple block. in both cases, he'll need block rather soon, so make sure to make him block (3 dice weepee) and score as much as golemly possible.

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Post by juck101 »

yes either break tackle for a chance to just walk in to a cage and blitz for next skill. Or MB and just sit him on the line and bash... think the mb idea more use will give cas to gain a player advantage. I am a big fan of mb for tactical advantage-not just to gain more SPP

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Post by DoubleSkulls »

Break tackle next. With SF he's going to be very mobile.

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