double 6 on minotaur

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Jezo
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double 6 on minotaur

Post by Jezo »

its his 2'nd skill (he has guard)
id give him block... what do you think?

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Da_Great_MC
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Post by Da_Great_MC »

Take the strength. It will get you more 3D blocks and (more important) your Mino will be blocked (and knocked over) a lot less.

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Post by DoubleSkulls »

I'd always take the +ST - its so much more flavoursome. However I think block is marginally more effective - say 55/45.

The big advantage of +ST is if you get another double you can get S6 and block

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Post by Grumbledook »

3 dice blitzes vs st3 with no assists

say no more ;]

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s031720
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Post by s031720 »

Knocking down trees with no assists... say no more.. :)

But block seems to be the answer to your question.

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Post by Jural »

With a Minotaur, +1 STR has huge advantages:

1) At STR 6, he will get hit less.. important for an AV 8 piece. Especially considering you have him guard (meaning he will end up in Tackle Zones.)

2) With horns, he will now blitz with 3 die against STR 3, not needing assists.

3) He can pick up Juggernaut on a normal roll, and is a blitzing piece.

By the way, is this a Chaos, Chaos Pact, or Chaos Dwarf team?

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Storch
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Post by Storch »

+ST, no questions.

Sure Block is nice, but you will effectively be getting an extra dice in your favor on every block with the +ST.

It will take practically half your opponent's team to even get a 1die block against him.

Most importantly, he will have some character.

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Post by SBG »

I had the same dilemna a few weeks ago and picked ST upgrade. Played one game so far (he's on a CD team) and I didn't regret it.

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Post by Decker_cky »

If it's a chaos mino....+ST followed by tentacles is godly. Otherwise...I'd likely take block since it makes them much more reliable offensively and defensively.

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The Souljourner
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Post by The Souljourner »

Bah, you can always get block next upgrade. +Strength only happens one in 36 rolls.

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Post by Andromidius »

Take the Strength. It would be criminal not to.

Juggernaut next. He'll be the most feared model in your entire league then!

~Andromidius

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Post by AK_Dave »

Andromidius wrote:Take the Strength. It would be criminal not to.

Juggernaut next. He'll be the most feared model in your entire league then!
Most feared, perhaps, but the Gutter Runner with Dauntless who sends him to a permenant dirt nap will be remembered longer.

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Re: double 6 on minotaur

Post by Cirrus the Blue »

I had a +1 ST Minotaur once. Then the league ended 'cause of 5th edition 2 games later and we all had to reset our teams (even though we were all at less than 4 games a piece). I was furious. Yes, take the Strength. Take it. 3 dice BY HIMSELF!!! That's worth passing up Block. Don't get me wrong, it's the ONLY thing worth passing up Block, but it is totally worth passing up Block. ;)

- Cirrus

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Re: double 6 on minotaur

Post by funnyfingers »

Bah am I the only one who thinks he should go block or maybe even claw on this one? There should be so much guard on the team that I don't think the +ST is worth it. I have turned down +ST and goblins for DP or block for instance. You can easily get 3 dice with the Minotaur so block is still going to save you.

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Re: double 6 on minotaur

Post by daloonieshaman »

Hmmm
Str is VERY tempting but the 3 dice thing is EASY to make happen

Here is my 2 choices

PRO !!!!!!
He is a loner, Wild animal, bad block, ect. This is a grossly overlooked skill by Loner players but when you have it you will thank your lucky stars.
you get to use it EVERY turn if needed, opens the door for more types of plays. (not to mention wasting your blitz) His own re-roll every turn (SAME 4+ roll as a Team RR) NO Brainer

TACKLE $$$$$$
How many times have you rolled the bones and ended up with a freakin Pow/Dodge and the str 3 player has dodge and laughs at you
ALL THE FREAKING TIME!!!! even the score. Here is my super blodgerssleap can't touch this..... not anymore!

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