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What to take on doubles?

Posted: Fri May 16, 2003 2:36 am
by Athenry
Saurus and a Skink. Both have no skills yet, this is their first rolls.

Block on both? or maybe Sure hands on the skink?

Posted: Fri May 16, 2003 2:54 am
by Skummy
Leader on the Saurus, as it will make your Kroxigor that much more effective. Sure Hands or Block for the Skink, as the Lizards are in desperate need for either.

Posted: Fri May 16, 2003 2:56 am
by Athenry
Sounds good, but can you clarify why Leader on my Saurus will make my Krox better?

Posted: Fri May 16, 2003 2:59 am
by Athenry
I'm gonna assume a Big guy can use a Leader Re roll. Is that it?

Posted: Fri May 16, 2003 7:27 am
by berserker
Exactly

Personnaly I'd take block for the skink... Then sure hands :D

If you don't have a Kroxigor, you can also consider a trait such as stand firm or frenzy (but I don't think I'd take it without block first...).
Or dodge:D With 1 AG, no? anyone?

Without a Kroxigor I think I'd ignore the double and just take block.

Posted: Fri May 16, 2003 7:29 am
by Mirascael
Athenry wrote:I'm gonna assume a Big guy can use a Leader Re roll. Is that it?
Exactly. That's why some people even suggest taken Leader on the Big Guy himself should he roll a doubles.

Posted: Fri May 16, 2003 7:32 am
by Democritus
For the skink it is not a hard to understand what you should pick: BLOCK!
All skinks must have it to live longer. Sure hands is good too, but I prefer to have a player that can play with a lower chance of beeing carried of the field. He can also make some blocks, with assistst ofcourse...

As for the Saurous it is harder. But since you have rolled a double you should make use of it (ie not pick Block).
The passong skills are not even to think of, the agility skills have a few that might fit an AG 1 player; dodge, not mainly to makes dodgs but to stand up longer. Sure feet could work too, side step as well, diving tackle...
This didn't look so good, so you should look on traits. Stand firm is good, together with break tackle later you can have a saurous that can move around. Dountless, what a waist. Leader, hmm maybe. Frenzy, sure would be fun to have a ST 4 player with frenzy!

If it was up to me I would pick frenzy or stand firm on the saurus and block on the skink.

Posted: Fri May 16, 2003 7:38 am
by Thadrin
I'd take Sure Hands on the skink myself...but thats me. Block is certainly a good choice.
I like the idea of Dodge on the Saurus because it keeps him upright. ALternatively there's Stand Firm which also helps with the dodging. Renzy could be fun, as could Diving Tackle.

Re: What to take on doubles?

Posted: Fri May 16, 2003 8:51 am
by DoubleSkulls
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'd probably go Frenzy on the Saurus. Just one S4 frenzy guy on the team can make big holes for your skinks to run through.

Leader is useful if you've got a Krox, but as you've already got lots of S in the team you don't have to block with him as much as other teams may have to with their BG. I'd take it for the next Saurus to get a double.

The skink - Block or Sure Hands. It really depends on 2 things 1) how many TRR you have now, 2) How much longer the league is going to last. If you have a few TRR already or have long enough to buy them I'd take block.

Posted: Sat May 17, 2003 3:03 pm
by Athenry
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.

Posted: Sat May 17, 2003 3:28 pm
by Mirascael
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.
You always take STR+1 no matter what.

Posted: Sat May 17, 2003 4:06 pm
by Grumbledook
not if you already have +st +st then you would be stupid to take it again

Posted: Sat May 17, 2003 6:34 pm
by coldsteel
Grumbledook wrote:not if you already have +st +st then you would be stupid to take it again
But think how many guys your opponent would need to get a 1-die block...

Posted: Sat May 17, 2003 6:52 pm
by Grumbledook
um you can't increase a stat by more than 2, though it you want to take 3st increases and only be allowed to use 2 go ahead

Posted: Sat May 17, 2003 9:16 pm
by coldsteel
Grumbledook wrote:um you can't increase a stat by more than 2, though it you want to take 3st increases and only be allowed to use 2 go ahead
Duh, I forgot that. lol.