What would you give a Chaos Warrior for third skill?

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fen
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Post by fen »

Never going to agree. One of the greatest strengths of the Chaos side is anyone can carry the ball. With Extra Arms around the only reason to take Sure Hands is as Leap+Strip Ball protection. A Chaos Warrior with Block is good enough to carry the ball in just about every other situation.

With sufficient Guard you don't care if your guy is ST3 or more, because you can always position to get a couple of guard assists with a tight cage.

So the Sure Hands player should be as fast as possible to avoid him being caught unable to get to the ball, while other potential ball carriers just take Extra Arms to recieve hand offs and move the ball somewhere safe. Chaos Warriors are MA5, Beastmen are MA6.

Once you put Sure Hands on a Chaos Warrior, you're saying "This guy will carry the ball." because if he doesn't you've wasted a skill. All of a sudden your team has a dedicated ball carrier, where before it had 11.

Edit: Last of all, an AG4 Chaos warrior is better used in escort of the ball carrier, rather than as the ball carrier. Because your opponent always has to watch for the sudden 2+ hand off to him and a big positional switch . That threat is much bigger than if he has the ball himself, as he can only move 5-7 squares max. Threaten the mobile hand off and all of a sudden that ball could be moving 11-15 squares in a turn.

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Post by omnimutant »

If your league has many Bashy Teams, Like Dwarves, Orcs ect, then I'd say take Claw. :P

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Post by Bucket-Head »

Well, Guard or Frenzy are two ussefull options as well...

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datalorex
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Post by datalorex »

fen wrote: So the Sure Hands player should be as fast as possible to avoid him being caught unable to get to the ball, while other potential ball carriers just take Extra Arms to recieve hand offs and move the ball somewhere safe. Chaos Warriors are MA5, Beastmen are MA6.
I hear what you are saying, and you make some great points. But the 5 mv on the chaos isn't that bad if you are playing ball control anyway. You can always hand off to someone for the final score which spreads out the SPP. But form a cage with a ST4 character with sure hands, and you are going to have a hard time getting the ball from him.

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Post by Kheldar »

I would give him guard. Since you dont have any guard yet, you'll need it. STR4 guard is very good, cause it is not blocked away so easily. With AG he is going where he is needed. On a double think about sidestep ;-)

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Post by Warpstone »

datalorex wrote: I hear what you are saying, and you make some great points. But the 5 mv on the chaos isn't that bad if you are playing ball control anyway. You can always hand off to someone for the final score which spreads out the SPP. But form a cage with a ST4 character with sure hands, and you are going to have a hard time getting the ball from him.
You're right in that you can always hand it off, but, especially with a bashy team, it's generally a bad idea to rely to much on a designated ball carrier. It's easy for your opponent to figure out how you're going to play.

Besides, wouldn't it be better to put that ST4 to use in landing blocks and holding position as a lead blocker rather than as the ball carrier himself?

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Post by Tarp »

I would so take Strong arm for him, an name him Howitzer. Plus with a few Beastmen with ekstra arms, you all of a sudden have a rather good pasing team :)

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