Granted, you can do the chain pushes to get the GR into position for the OTS, but do you really feel that this is the best way to go about it? Getting Two Heads to rely on chain pushing for a OTS is a bit risky IMO.Darkson wrote:He doesn't need the MA or Sprint for a OTS build - the 2 heads makes it easier to set up for pushes, as you won't need to worry so much about where the runner ends up.
Rookie Skaven....3 Doubles! Update 13/10
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- Darkson
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I won't get Two-heads to make OTS easier - I'd get it for the general benefits of dodging about, especially with Big Hands. The fact it makes OTS easier is a added bonus if you want to go down that route.
The same as Side Step - the fact it helps with OTS is a bonus, not the reason to take it.
The same as Side Step - the fact it helps with OTS is a bonus, not the reason to take it.
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I think Craigtw makes good points. I was a fan of Guard earlier, but I don't see the synergy between Big Hand and Guard. However, the combo of Two Heads and Big Hand is great. The same TZ's that require the use of Big Hand will also mean that the GR will have to dodge in those same zones.
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i wouldn't rely on 2 heads for the ots but it helps when a canny opponent has set to specificly stop a ots
the 2 heads big hand combo i bot a game winner and a game saver as the player becomes more than a one trick pony (unlike a vannila ots specialist with +ma etc) and has so many dimensions added to the game being able to save a game by becomming a ball theif and one turn scorer also using these attributes to win the game
the 2 heads big hand combo i bot a game winner and a game saver as the player becomes more than a one trick pony (unlike a vannila ots specialist with +ma etc) and has so many dimensions added to the game being able to save a game by becomming a ball theif and one turn scorer also using these attributes to win the game
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I wasn't suggesting that there was any synergy between Guard and the Big Hand. It was just a useful skill to take when offered doubles.Ullis wrote:I think Craigtw makes good points. I was a fan of Guard earlier, but I don't see the synergy between Big Hand and Guard.
Not always - you can move into the TZs where ball is without having to dodge, and then dodge away on a 2+ even without the Two Heads. I am not saying that it is a bad choice, just that I am not a fan. To my mind, the situations where it is needed are not often enough to justify it's use on a AG4 player .Ullis wrote:However, the combo of Two Heads and Big Hand is great. The same TZ's that require the use of Big Hand will also mean that the GR will have to dodge in those same zones.
EDIT - I guess I should make note that I am more experienced with the bashy teams (Orcs and Nurgle being my most prominent teams). So dodging is not often my style of play - perhaps if I was able to dodge more effectively I would see new avenues of play. I am man enough to admit that my opinion may be subject to changing with more experience with Skaven.
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I've been whopping up on Undeady teams lately by sticking a man on a Ghoul from behind, then dropping another guy into the zone in front of him to force a 4+ dodge. It also works against Elves, though you need a little more cover. Against a Snotling or a two-headed GR, it would be very tough to make anything happen that way.
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What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.