Skilling a +ag beastman
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Skilling a +ag beastman
So, standard nasty chaos team, 4 tough 4 skill chaos warriors, no stats or doubles, couple of killer beastmen, some replacements and this chap.
After the last ball carrier died (extra arms, 2 heads, etc) a beastman with block and mighty blow was given sure hands to deal with the ball. Then he got +ag. Now he is due another skill. Standard choice, no double. Currently he retrieves the ball, maybe passes it, runs with it or hands it off.
So, how to skill up? Be more defensive with fend? People are normally blitzing him to get to him. Foul appearance as an off chance? Disturbing presence to mess up people trying to retrieve and throw the ball away? Thick skull because he just seems unlucky? KoR isn't needed because he is move 6. So is it just two heads to try last gasp plays?
And assuming he lives that long, what would the next skill be?
After the last ball carrier died (extra arms, 2 heads, etc) a beastman with block and mighty blow was given sure hands to deal with the ball. Then he got +ag. Now he is due another skill. Standard choice, no double. Currently he retrieves the ball, maybe passes it, runs with it or hands it off.
So, how to skill up? Be more defensive with fend? People are normally blitzing him to get to him. Foul appearance as an off chance? Disturbing presence to mess up people trying to retrieve and throw the ball away? Thick skull because he just seems unlucky? KoR isn't needed because he is move 6. So is it just two heads to try last gasp plays?
And assuming he lives that long, what would the next skill be?
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- mzukerman
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Re: Skilling a +ag beastman
I'd consider Big Hand and Two Heads. He's obviously mixing it up, so he knocks someone's head off with block/mighty blow, picks the ball up in traffic and dodges away with ease.
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Re: Skilling a +ag beastman
As your ball carrier I hope people aren't getting many hits on him on offense?
And on defense I presume he is a safety?
Anyway I'd probably consider one of the following more or less in order:
Fend: Makes him harder to pin down as ball carrier or safety, and gives slightly better positioning for you if the ball is spilled when he is knocked down.
Stand Firm: Also gives you better positioning control. Works for both ball carrier or safety.
Tackle: Makes him a better safety and stacks with MB - ignore if you already have 3 or 4.
Guard: When someone breaks your cage this makes it easier for the rest of the team to clear them out. Doesn't mesh well with the safety role though.
Big Hand: Always picks up on a 2+ with an RR!!! You'll rarely use the skill though it will be a big deal when you do.
Kick: He is already probably lined up deep on defense though it doesn't stack with his other skills
And on defense I presume he is a safety?
Anyway I'd probably consider one of the following more or less in order:
Fend: Makes him harder to pin down as ball carrier or safety, and gives slightly better positioning for you if the ball is spilled when he is knocked down.
Stand Firm: Also gives you better positioning control. Works for both ball carrier or safety.
Tackle: Makes him a better safety and stacks with MB - ignore if you already have 3 or 4.
Guard: When someone breaks your cage this makes it easier for the rest of the team to clear them out. Doesn't mesh well with the safety role though.
Big Hand: Always picks up on a 2+ with an RR!!! You'll rarely use the skill though it will be a big deal when you do.
Kick: He is already probably lined up deep on defense though it doesn't stack with his other skills
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Re: Skilling a +ag beastman
Either Two Heads (to boost further his dodging potential) or Tackle (to get rid of annoying blodge sidesteppers).
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- Jimmy Fantastic
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Re: Skilling a +ag beastman
My initial reaction is: S-Arm followed by KoR. To get you those 2-turn scores with reliability.
Hope that helps.
Hope that helps.
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- juck101
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Re: Skilling a +ag beastman
Yeah two heads for me. Tackle is better with his MB depending on how many others you have, this is also a great pick
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Re: Skilling a +ag beastman
Due to a recent couple of deaths got tackle. I guess two heads next.
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Re: Skilling a +ag beastman
If he is your designated ball carrier, I'd lean to Fend. If you want to make a safety who can double as a ball carrier, Tackle. If he's AG+1 Two Heads seems a bit of overkill.
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Re: Skilling a +ag beastman
AG 4 + Two Heads is useful for dodging into multiple tackle zones, you can go past a player marking you with 2+ rolls, blitzing into a cage with a 4+ and so on.Gimli wrote:If he is your designated ball carrier, I'd lean to Fend. If you want to make a safety who can double as a ball carrier, Tackle. If he's AG+1 Two Heads seems a bit of overkill.
It's not so overkill nor so situational.
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