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Rolled double for rookie mummy, what to take?
Posted: Fri Nov 22, 2002 9:53 pm
by Oxinotl
Was considering either dodge or stand firm. Frenzy would probably give him more SPP and would give him block faster but i feel i just want him to stay there and hold the wall together.
Comments and advice please
Posted: Fri Nov 22, 2002 9:56 pm
by Nagash
give him tackle - opponents will want to stay away from him at all times... perhaps even diving tackle?
Nagash
Posted: Fri Nov 22, 2002 9:59 pm
by Oxinotl
Well,, i rolled a double and would want to use that. i can take tackle on a regular skill roll later.
Posted: Fri Nov 22, 2002 9:59 pm
by Ithilkir
If you want him to hold the line together then you can't go far wrong with Stand Firm. Though if a Khemri team, I'd be tempted with Frenzy since you have other Mummys to hold the line.
Posted: Fri Nov 22, 2002 10:02 pm
by Nagash
Oxinotl wrote:Well,, i rolled a double and would want to use that. i can take tackle on a regular skill roll later.
That´s why i mentioned diving tackle - could be a nasty surprise the first time your opponent tries to avoid your mummy´s wrath...
........
I find your lack of faith, disturbing...
Nagash
Posted: Fri Nov 22, 2002 10:03 pm
by Grumbledook
id take stand firm myself, frenzy is nice but can get you into trouble without block and i like to keep them as anchors for a cage.
Posted: Fri Nov 22, 2002 10:36 pm
by Oxinotl
Sorry if i sounded blunt Nagash. The problem i see with diving tackle is:
- * the mummy would move a square (might be a good thing but not allways)
* He would spend all his movement next turn standing up
* He wouldnt be able to block next turn
* If he fails, opponent have created a hole in my wall.
I know its optional to use the skill but i dont think it will be my first choise.
Appreciate the feedback though, it kinda makes me think twice when you mentioned a skill that i havent even considered.
Posted: Fri Nov 22, 2002 10:37 pm
by franck_le_grand
Give him dodge and when he gets the nest skill roll give him block to gain the blodge, and he'll surely be a pain in the ass.
Posted: Fri Nov 22, 2002 10:55 pm
by Darkson
Pass

Posted: Fri Nov 22, 2002 11:04 pm
by Vesticle
Personally I think that if your ST5 Mummy is getting getting ganged up on so often that he needs blodge to stay on his feet, and gets more use out of that than many of the other skills out there, you have a lot of other problems that need addressing first...
And in regards to DT, the only time your mummy will be going prone, with the rules as they are, is if he already knows that he will cause the opponent to fail the dodge, in which case, it will be a turnover anyway. You also don't have to use it, and if someone was dodging away, it's likely he wouldn't have had anyone to block next turn anyway, if he was standing.
Obviously you should give him Dauntless.
Thinking about this seriously a moment, I would say start by process of elimination. Since you want to use your doubles skill, eliminate all Strength and General skills first. Eliminate passing skills, unless you're a little bit odd in the head. Leader is somewhat wasted on a Mummy, since it's a trait that is team oriented, and doesn't actually help the player it's on, and Dauntless isn't the choice to go with, even if you do face a lot of treemen. And no, I doubt he wants Nerves of Steel either. Then eliminate most of the Agility skills: Catch, Diving Catch, Leap, Dodge for the reason I mentioned, Sidestep because I'd rather take Stand Firm...
So I'd have to say that the viable options are:
Stand Firm
Diving Tackle
Frenzy
Sprint
and Sure Feet.
Stand Firm I like personally, though the more I think about DT, the more I like that. Frenzy I'm not so big on, especially because I think the mummy wouldn't get to use it all that often, since I see that skill more useful on blitzes, and he's too slow to have enough movement left to take advantage of it if he does blitz. Sprint I wouldn't take, but if for some reason you need him to move 6 spaces in a turn... and Sure Feet, though probably overlooked, does give you a relatively reliable way to almost double the distance your Mummy will be moving...
Anyway, that's the end of this man's opinion.
David
Posted: Sat Nov 23, 2002 8:23 am
by Nagash
Oxinotl wrote:Sorry if i sounded blunt Nagash. The problem i see with diving tackle is:
- * the mummy would move a square (might be a good thing but not allways)
* He would spend all his movement next turn standing up
* He wouldnt be able to block next turn
* If he fails, opponent have created a hole in my wall.
I know its optional to use the skill but i dont think it will be my first choise.
Appreciate the feedback though, it kinda makes me think twice when you mentioned a skill that i havent even considered.
... didn´t take your answer as being blunt.... I like DT because... drum roll.... you will almost certainly surprise your opponent and even more - almost certainly turn him over... who cares if your mummy doesn´t get to block the following turn - he can BLITZ!
Worried about fouls?! - don´t be - of all the players on the undead team - the mummy is best suited for taking the punishment... even with my wood elves, I would HATE facing THAT mummy....
----------------
I find your lack of faith, disturbing...
Nagash
Posted: Sat Nov 23, 2002 8:29 am
by Marcus
DT on a mummy. Cute but really not effective. An undead team is limited by the speed of its mummies and if you're constantly picking them off the ground your team slows immensely (this is why I don't like piling on with mummies). DT is really only ever going to be marginally useful in actual gameplay. The surprise you speak of will work once, maybe, that's it.
Far more useful to get Stand Firm or maybe even Dodge. Stand Firm is ideal for protecting the cage or the hashmarks on defence. Dodge will help as well: assuming you roll Block for skill 2 and Break Tackle for skill 3.
Final idea would be to ignore the double and take Block. There is no skill more useful for a Mummy.
Posted: Sat Nov 23, 2002 8:37 am
by Nagash
Marcus wrote:DT on a mummy. Cute but really not effective. An undead team is limited by the speed of its mummies and if you're constantly picking them off the ground your team slows immensely (this is why I don't like piling on with mummies). DT is really only ever going to be marginally useful in actual gameplay. The surprise you speak of will work once, maybe, that's it.
Far more useful to get Stand Firm or maybe even Dodge. Stand Firm is ideal for protecting the cage or the hashmarks on defence. Dodge will help as well: assuming you roll Block for skill 2 and Break Tackle for skill 3.
Final idea would be to ignore the double and take Block. There is no skill more useful for a Mummy.
Well - my suggestion is based on the "vision" that a mummy could be the the ultimate "sticky" player - who would dare dodge away from him? - thus - he could easily blitz himself into a position where he would "catch" 2-3 enemy players in his tackle zone. Opponent would need 4 ST3 players to get rid of him - in the mean time - the rest of the undead either scores or

"tramples"

the enemy team...
IMO any player who can hold up 2-3 enemy players is a good investment as it gives more space to move for the rest of the team - right?
----------
I find your lack of faith, disturbing...
Nagash
Posted: Sat Nov 23, 2002 8:41 am
by Piepgrass
I would ignore the double anf take pilling on.
As soon as that happens the ssp will start to come in with the Po and MB combination.
Not having block as the first skill isnt such a big thing wiwth the ST of 5. Its not that hard to get 3 die blocks with these guys.
Poul
Posted: Sat Nov 23, 2002 9:30 am
by Thadrin
Frenzy? nice. Fun.
Stand firm? Useful, holds the line together, and critically ALLOWS YOU TO TRY DODGES WITHOUT FEAR. For an AG1 player that could be invaluable.
Jim, I think we have a winner.
(though Dodge could make him SERIOUSLY irritating...the old WD combo: Blodge/StandFirm. "HAH, you need a POW to do anything to me!")