Standard Guidelines to Starting Skills choices for all teams

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harald
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Post by harald »

Chaos Dwarf

Dwarfs
Normal: Guard or Mighty Blow
Doubles: Stand Firm (Leader on first dwarf)

Hobbos:
Normal: Block, Kick on one, Dirty Player on two, Pass Block on some
Doubles: Hail Mary Pass(!)

Bulls:
Normal: Block, Surehands, Break Tackle
Double: Stand Firm, Dodge

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leblanc13
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Post by leblanc13 »

Halflings

Halflings:

Skills - Sure Feet, Sprint, Side Step, Leap

Doubles - Block, Kick, Dirty Player, Sure Hands, Guard

Treemen:

Skills - Block, Multiple Block, Break Tackle, Tackle

Doubles - Pro, Sprint, Surefeet

Other than these I think the halflings are covered.

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Ryan
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Post by Ryan »

--------------------------

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Strength 1 Halflings with Block will Rock your world
Mad Banker
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Post by Mad Banker »

Ryan wrote:--------------------------

Mmmmm... interesting, could you develop your point please?

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Post by Mirascael »

Marcus wrote:To add to the Gutter Runner choices:

If you don't want a one turner or have one already -
Doubles: Dauntless, Horns (in that order)
Normal: Strip ball (with or without Dauntless).

I disagree strongly with the idea that the reason to play Skaven is to have one turners - Gutter Runners are second only to Wardancers as the best turnover specialists in the game, and you get four of them; use them. I rarely develop one turners and always get 80% or better win records with Skaven, just by using the Gutter Runners as turnover machines.
Same here with woodies. Even though they can't get horns, the strength of several MA 11 catchers of mine hasn't been their one-turning ability but their function as turnover machines.

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Post by Mirascael »

Wood Elf:
LineElf
Normal: Block, Dodge, Tackle, SideStep
Double: Guard
One LineElf will want Kick. Not strictly Block before Dodge
Thrower
Normal: Accurate, Safe Throw, Sure Hands
Double: Strong Arm, NOS
Catcher
Normal: Block, SideStep
Double: NOS, Jump-Up
Catchers, Pass Block and Shadowing are good. On +Ma develop a 1 Turn Scorer. Leap is another option
War Dancer
Normal: Tackle, SideStep, Pro
Double: Dauntless, NOS, Jump-Up
One of the War Dancers will want Strip Ball. Shadowing is also very good

Rookie Lineelf double in a new team with 2 or less RR: Leader

Catcher Double: Dauntless

Wardancer Double: Jump Up, Mighty Blow, Frenzy. Dauntless is better reserved for Catchers. Try to develop Warcatchers.
New Wardancers on developed teams might want Side Step as first skill.

Throwers on new elf teams with few RRs might prefer Sure Hands as first or second skill.

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leblanc13
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Post by leblanc13 »

My choice of block on halflings for doubles rolls is purely defensive. Although with assists that halfling could turn out to be a hitting monster!

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Pitch Dark
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Post by Pitch Dark »

I have a hail-mary/diving catch strat for my halflings, but it was more effective when ogres where allowed.

DE
At least one blitzer with dauntless
WE diving tackle(works good with jump up, force that TO and get the ball)

Lately ive been trying to develop my players unorthodox, like making defensive players of WE. Thats pretty fun, makes you think again. After all, isnt a victory based on a good defence, but how many players use and develope their pos. players for defence?

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slup
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Post by slup »

Change:

General Bigguy
Normal: Guard, Break Tackle, Multiple Block
Doubles: Block, Pro, Tackle
Doubles mutation: Tentackle, Claw, Fang

Halfling Treemen:
Normal: Multiple Block, Break Tackle, Guard
Doubles: Block, Pass, Pro

Goblin Trolls:
Normal: Break Tackle, Guard, Multiple Block
Doubles: Block, Pass, Pro

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Post by Dropdeadfred »

harald wrote:Chaos Dwarf


Hobbos:
Normal: Block, Kick on one, Dirty Player on two, Pass Block on some
Doubles: Hail Mary Pass(!)
who are they gonna hmp to?.... on a double id rather pass or dodge




im hoping you were not being sarcastic... that would make me look pretty dumb

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Gus
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Post by Gus »

you're not "HMP'ing to" but "HMP'ing away from" :)

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I do it for the pun of it !
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Post by Zyad »

slup wrote:Change:

General Bigguy
Normal: Guard, Break Tackle, Multiple Block
Doubles: Block, Pro, Tackle
Doubles mutation: Tentackle, Claw, Fang
I would dusagree with the mutations there. I think RSC (or claw, but i like RSC) should come first, and the second mutation should be tentacles. But thats just cause i like killing stuff ;)

Its really a preference, but i would much prefer rsc first, since it lets him skill up faster and kill stuff, giving him other time to get tentacles.

Of course, my general philosophy is, "if they dont have anyone on the field, they cannot score", but if you dont play that way, then yeah tentacles would be good.

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slup
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Post by slup »

The general advantage of tentackle on a mutating big guy is that it applies to rat ogres and minos, who suffers from wild animal.
It keeps opponent around him, so you don't have to use your blitz action on him for that 2+ action roll.

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Post by racing_max »

and what about ogre's??

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Post by racing_max »

i give al my ogre's as a first skill guard but then i dont ow for sure

my goblins got sure feet and then sprint and 3 of them got dubbels so a gave them block and i got 2 that got + 1 AG

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