Double on a beastman

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Sinclair
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Double on a beastman

Post by Sinclair »

First, excuse me for my poor english, I come from de french BB ligue.

You see, my beastman juste get a double on his experience roll. That beastman previously got big hands.

That means that he is the beastman who pick up the ball and score !

I wanted to give him sure hands but he gets a second double !

I really hesitate between :
- stand firm
- foul appearance
- dodge
- dump off
- accurate
- pass
- sure feet
- (and eventually nerv of steel)

What do you think ? Any advice ?

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DoubleSkulls
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Post by DoubleSkulls »

Big Hand!

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Sinclair
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no

Post by Sinclair »

He already has big hand !

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Post by Cooper »

i'ld go for dodge.
W

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Post by sean newboy »

Pass, no doubt in my mind, then get sure hands on the next roll.

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Well

Post by Sinclair »

Don't you think :
- Two head is better than dodge ? (As long as I got some reroll :)
- Accurate is better than pass ? (Same reason as above)

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Re: no

Post by DoubleSkulls »

Sinclair wrote:He already has big hand !
:oops:

Well I'd either take Dodge (to survive blocks) or Stand Firm (to increase his changes of getting to the ball)

Sure Hands ought to be his next normal skill.

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hum hum

Post by Sinclair »

I hesitate about dodge, as long as I don't have block ...

Stand firm sounds good to me .... ;)

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Re: hum hum

Post by darthvincor »

I'd get dodge too. Like you say, he has a big hand, which makes him the designated man to pick up the ball. Which means you'll need to be able to keep him standing with dodge, and dodge away from danger. At the moment his chances of being blocked down is 50% per block dice.
With dodge it's down to 33%.

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Post by Old Man Draco »

Depends on what you use it for. If your in the passing game pass would be the best skill to take. followed by sure hands or accurate on doubles. If not dodge or stand firm are the best options (dodge first. good to pick up the ball next to three opponents and then dodge away.) sure hands should then be the first normal skill.
Nos I wouldnt take if you''re not passing. you've got big hand so why bother? :smoking:

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Post by Dave »

NoS works only on catching / passing

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Post by Grumbledook »

shouldn't this thread be in the tactics section :p

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Post by Circular_Logic »

NoS might be a little nasty surprise... you walk in, get the ball on 2+ and throw a quick/short-pass out of danger... only disadvantage: He gets smashed next turn.

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Post by Old Man Draco »

Grumbledook wrote:shouldn't this thread be in the tactics section :p
Officialy I think it should, but as a newbie asked the question, we thought better to aswer it.
Of course you are right and your remark should have been included in the answer! :smoking:

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Post by BadMrMojo »

How about HMP?

Grab the ball on a 2+ and then launch it anywhere (give or take) with a 2+. Not the most tactically sound choice, no doubt, but a whole lotta fun...

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