I dont like guard on skinks because you have to leave your skink next to an opponent player to use it. They will just die very quickly.I'd like a Skink with Guard to assist a Skink attacking the ball carrier. I also like Sure Hands on a Skink. Therefore I never give Dirty Player. I just don't reach the point where I've rolled enough doubles on Skinks.
But I might put a bit in about guard Skinks - because they do have their uses when combined with the ball sacking skink.
Surehands can be usefull. But as I said in the playbook block is a more effective choice on your skink ball carrier. If you come up against a player with block/wrestle and tackle sure hands will not make any difference unless your skink already has block. So it is better to take block first and then surehands if you are lucky enough to get a second double on that Skink.
Also I tend to go for a Saurus ball carrier so sure hands is given to that player.
Neither do I, the section about dirty player skinks says that if Dirty player is picked as a first skill then sneaky git should be picked as the next roll if they skill up again unless another double is rolled in which case take kick.Also, I would never give Sneaky Git as a first skill to a Skink. If he doesn't roll a double skill when he reaches 16 SPP's he becomes very expensive. On top of that: when I foul, I make sure it counts, therefore Sneaky Git very rarely does the trick for me (barring the unlucky double '1' or maybe double '2'... surely not worth wasting a skill on!
Also sneaky git is a good skill because DP is optional so get enough assists on a player so a roll of 6 is needed and if you roll a double 3 opt not to use sneaky git, and your player stays on the pitch. This way your foul will go through the armor 25/36 times and cause you to be sent off 8/36 times. Your opponent will be knocked or worse 2.08 times more often, than you will be ejected.
When optimally fouling with no skill, sneaky git, dirty player or sneaky git+dirty player. AV=the armor of the opponent after adding assists. The numbers = chance of said end event (ejection, opponent getting knocked out, opponent becoming a casualty)
here are the stats.-
ejection prob
![Image](http://i38.tinypic.com/33xh9i9.jpg)
damage prob
![Image](http://i33.tinypic.com/152ezap.jpg)
eject vs damage
![Image](http://i35.tinypic.com/65sdo1.jpg)
Neither do I, the first sentacne about building this player say I would never bother making one they are an unnesisary TV increase and not very effective.I would "never ever" bother with the Hail Mary Skink!
Again I said I wouldn't bother building this player but if I did they do not need side step. All they need is surefeet and sprint so that there is one less push back required in the chain pusing process. Side step isnt needed here and the OTTD can be achieved just as easily without.If you want to build a OTT Skink, you should give him Sidestep first (like all Skinks that don't roll a double skill). Blitzing an opposing player into the Sidestepping Skink will allow him to move into the first square on your opponent's half.
Skinks do not reach their 4th skill unless they have double skills. They get retired after 2 which is also covered in the guide.Fourth skill should be Catch.
Thanks for the feedback though keep it comming.