Block Rat Ogre rolls 5+5 - help?
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Re: Block Rat Ogre rolls 5+5 - help?
I'd go dodge, but with the same caveat outlined by Pippy.
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Re: Block Rat Ogre rolls 5+5 - help?
CLAW. If not claw, then tentacles. The problem with tentacles is you also need stand firm.. And with stand firm you also need guard.. Then he'll be a real menace though (Bluard/SF/Tents S5).
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Re: Block Rat Ogre rolls 5+5 - help?
I'll throw my vote in with the Claw crowd. Works on 8AV crews as well as 9AV. The Skaven really need their few blocks to succeed and a Block/Claw (Blaw?) Rat Ogre will more than pull his weight.
Close second - Dodge, as long as you MVP him a lot to get him to Break Tackle.
I love Tentacles but, as has been posted, you need more skills to make it truly terrifying and that might not happen.
Congrats on the double doubles!
Close second - Dodge, as long as you MVP him a lot to get him to Break Tackle.
I love Tentacles but, as has been posted, you need more skills to make it truly terrifying and that might not happen.
Congrats on the double doubles!
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Re: Block Rat Ogre rolls 5+5 - help?
I'd say dodge.
Rat Ogres die. Blodge will help. And with Break Tackle he'll really rock.
I'd let my blitzers try for claw mighty. They can kill stuff without having ST5
Rat Ogres die. Blodge will help. And with Break Tackle he'll really rock.
I'd let my blitzers try for claw mighty. They can kill stuff without having ST5

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Re: Block Rat Ogre rolls 5+5 - help?
Thanks for the input everyone.
To answer a few questions, the league is Cyanide's game, so it's perpetual. My last rat ogre had 4 skills before he died. I expect that this rat ogre could go all the way to 6 if I took block/dodge, since I wouldn't really expect him to die. This seems to make dodge a great option.
Since it's cyanide, the team makeup is limited. Out of the 9 teams currently in the game, 3 are AV7 teams, but goblins don't play much in ranked so they hardly count. It's more like 2 of 8. In addition, I can't really pick which races I will face, although I will say dwarves, chaos and woodies seem the most popular in ranked.
I'm kind of leaning towards dodge due to the perpetual nature of the league, but I just don't know.
To answer a few questions, the league is Cyanide's game, so it's perpetual. My last rat ogre had 4 skills before he died. I expect that this rat ogre could go all the way to 6 if I took block/dodge, since I wouldn't really expect him to die. This seems to make dodge a great option.
Since it's cyanide, the team makeup is limited. Out of the 9 teams currently in the game, 3 are AV7 teams, but goblins don't play much in ranked so they hardly count. It's more like 2 of 8. In addition, I can't really pick which races I will face, although I will say dwarves, chaos and woodies seem the most popular in ranked.
I'm kind of leaning towards dodge due to the perpetual nature of the league, but I just don't know.
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Re: Block Rat Ogre rolls 5+5 - help?
I'm going with Sidestep. As Grum said, the combo with Prehensile Tail is just MEAN.
Pro is a decent shout, but the use for it is a little reduced with him having block.
Horns could prove amusing (effectively makes him a faster Minotaur.)
Hell, taking the MA wouldn't be a bad idea. or make him AV9.
So many choices...but Sidestep would be my nr 1.
Pro is a decent shout, but the use for it is a little reduced with him having block.
Horns could prove amusing (effectively makes him a faster Minotaur.)
Hell, taking the MA wouldn't be a bad idea. or make him AV9.
So many choices...but Sidestep would be my nr 1.
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Re: Block Rat Ogre rolls 5+5 - help?
If its a "Cyanide Game League" DO NOT TAKE TENTACLES, EVER.
I played the cyanide game on singleplayer and tentacles totally bugs in it. It's somehow miscalculated so, that the opponent gets free about twice as often as it would in TT. I'm not sure how, but the opponent can frequently roll over 9's with S3 players while its a ST+d6 vs ST+d6 comparison. In addition to that, it's misinterpreted so, that if your opponent leaves your Tentacle TZ to another TZ of the same tentacle player, then the game doesnt consider him "leaving your TZ", so you only get to roll when he finally attempts to leave to a TZ other than one next to your tentacle player.
I played the cyanide game on singleplayer and tentacles totally bugs in it. It's somehow miscalculated so, that the opponent gets free about twice as often as it would in TT. I'm not sure how, but the opponent can frequently roll over 9's with S3 players while its a ST+d6 vs ST+d6 comparison. In addition to that, it's misinterpreted so, that if your opponent leaves your Tentacle TZ to another TZ of the same tentacle player, then the game doesnt consider him "leaving your TZ", so you only get to roll when he finally attempts to leave to a TZ other than one next to your tentacle player.
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Re: Block Rat Ogre rolls 5+5 - help?
Unless your league is really full of Av7 teams (or those are the ones that worry you most) I'd take Claw. Making the RO a devastating killing machine of dwarves etc is just really handy for keeping the numbers the way you want them.
If elves, skaven or zons are the main competition then I'd take tentacles. A highly reliable pin who never loses his TZ - and is hard to dodge away from even if you make your tentacles roll is very handy.
If elves, skaven or zons are the main competition then I'd take tentacles. A highly reliable pin who never loses his TZ - and is hard to dodge away from even if you make your tentacles roll is very handy.
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Re: Block Rat Ogre rolls 5+5 - help?
Given that context... Claw!
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Re: Block Rat Ogre rolls 5+5 - help?
I think i'd give him Pro.
50% RR of a failed Wild Animal Roll means more blocks, better blitz reliability and more chances to get him back into action on a move action. More Blocks=more damage to opponent. Additionally, you can pro those annoying double and triple pushes without spending a RR (what you usually won't do anyway), again more chance to deliver damage.
Claw would mark him with a HUGE target and on developed opponents, you'll always find a Big Guy Hunter who can take him out easily due to AV8 and no Thick Skull.
50% RR of a failed Wild Animal Roll means more blocks, better blitz reliability and more chances to get him back into action on a move action. More Blocks=more damage to opponent. Additionally, you can pro those annoying double and triple pushes without spending a RR (what you usually won't do anyway), again more chance to deliver damage.
Claw would mark him with a HUGE target and on developed opponents, you'll always find a Big Guy Hunter who can take him out easily due to AV8 and no Thick Skull.
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Re: Block Rat Ogre rolls 5+5 - help?
Dodge helps keep him alive, and will combo well with Break Tackle.
Side Step or Tentacles combo nicely with Prehensile Tail.
Claw allows him to rack up the CAS.
All of the choices have an obvious next choice of skill (Break Tackle, or Guard, or Piling On) Think two skills out and maybe it becomes more clear.
For me, I'd like Claw with a mind towards getting Piling On next. My rat ogres need to remove others from the pitch!
Side Step or Tentacles combo nicely with Prehensile Tail.
Claw allows him to rack up the CAS.
All of the choices have an obvious next choice of skill (Break Tackle, or Guard, or Piling On) Think two skills out and maybe it becomes more clear.
For me, I'd like Claw with a mind towards getting Piling On next. My rat ogres need to remove others from the pitch!
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Re: Block Rat Ogre rolls 5+5 - help?
Skip piling on as well. The cyanide game uses MB always on the first failed AV/inj roll even if you choose to reroll with PO.
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Re: Block Rat Ogre rolls 5+5 - help?
seriously? man that game sucks so hardCarnis wrote:Skip piling on as well. The cyanide game uses MB always on the first failed AV/inj roll even if you choose to reroll with PO.
ot: depends on how you (like to) use him I guess. Pro makes sense because you can use it for various things each turn each match unlike the other options. Dodge and claw are both good too where dodge is the worst option against archenemy dwarfs and claw the best option in that case, which is of course a VERY valid reason to take claw imho.
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Re: Block Rat Ogre rolls 5+5 - help?
I'm a great friend of +AV.
AV9 makes him survive a bit more. On fouls AV9 is alot better than AV8.
AV9 makes him survive a bit more. On fouls AV9 is alot better than AV8.
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Re: Block Rat Ogre rolls 5+5 - help?
I don't understand how many SPP it have... 'casue if its 2° roll (block and another double) or its 5° make things really different...
However, I gave Pro to a RatOgre and it works VERY WELL. Maybe I'm a little lucky with Pro rolls, but the boost in reliability changes a lot (sometimes you can even MOVE without blitzing!)
But, if I've already got Block, Tentacles or Dodge are the best choises. Tentacles to avoid enemy disengage from it (prehensive tail is usually useless), Dodge to make it really, really powerful (and, if you can get another ability, I suggest Break Tackle: with Dodge, you can move RatOgre where you want without thinking about tackle zone... and for a Big Guy, this is priceless).
Obviously, IMHO.
However, I gave Pro to a RatOgre and it works VERY WELL. Maybe I'm a little lucky with Pro rolls, but the boost in reliability changes a lot (sometimes you can even MOVE without blitzing!)
But, if I've already got Block, Tentacles or Dodge are the best choises. Tentacles to avoid enemy disengage from it (prehensive tail is usually useless), Dodge to make it really, really powerful (and, if you can get another ability, I suggest Break Tackle: with Dodge, you can move RatOgre where you want without thinking about tackle zone... and for a Big Guy, this is priceless).
Obviously, IMHO.

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