What to take on doubles?

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DoubleSkulls
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Post by DoubleSkulls »

S6 BGs are great if your opponent has a Wild Animal :wink: or even just a normal BG.

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Athenry
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Post by Athenry »

Everyone has a BG, not sure which Undead BG the Khemri player took, but the others are A Troll for the Orcs, Spawn of Chaos for the Rotters, and a Rat Ogre for the Skaven.

Rat Ogre is a Wild Animal ;) Last game I nocked him over with 3 Saurus but he made his armor save, so at the end of my turn I kicked him good with my skink and knocked him out ;) Way to go little guy!

I beat the Skaven twice last night, 2-1 and 1-0 (half a game, we ran out of time, but we agreed to call it a game.)

They were just exhibition games so I fielded: Krox, 5 Saurus, 5 Skinks

I'm gonna need another blister eventually for my 6th Saurus.

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Post by Rogerg1979 »

Best thing about ST6/7 BG's?

Multiple Block and PO!

Watch those CAS come rolling in!

Don't worry about DP, there won't be anyone to use it soon! :D

I had 2 MB ST 7 Treemen in a Fling team, and boy did they rock! Averaged 3.8 CAS a game each after getting the MB.

My point.... ummm... oh yeah, ALWAYS take the +ST.

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Post by Blackscale »

I would not take Frenzy if I did not already have blocks. Sauri go down on skull/blockskulls enough without making extra blocks.
Lizzies need a lot of rerolls, so take Leader.

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Post by Matsu »

Athenry wrote:Saurus and a Skink. Both have no skills yet, this is their first rolls.

Block on both? or maybe Sure hands on the skink?
I would take Frenzy on the saurus, then grab block as soon as you can. STR 4 frenzy is all kinds of fun. Great for opening up big holes. Dodge and Stand Firm are both solid options, but I personally prefer Frenzy.

The Skink is tougher, and it depends on what role you want him to play. If you need a designated ball carrier, then Block or Sure Hands makes sense (probably sure hands to thwart strip ball).
Athenry wrote:Hypothetical question this time.

If I rolled double 6 on a Krox, should I take the +1 Strength and make him a Strength 6 dude? Or take the skill/trait.
ALWAYS take +1 STR.

ALWAYS.

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Post by wesleytj »

i don't think i'd go with leader for the saurus...they get skills too slowly already. i think i'd give him dodge. i know it sounds screwy, he's only ag1 right? but it helps him stay standing if he gets hit, and then later on you can give him break tackle and he's suddenly running around the field like an elf, dodging as if ag4 w/dodge reroll. makes for a great blitzer type.

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