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A potinal GREAT player
Posted: Wed Mar 05, 2003 1:14 am
by Raven_Talons
I have the potienal for a great skink runner and I want to make sure I continue to lead him down the right path. here is my team now 5 saurus 1 with break tackle 8 skinks( two with sidestep) and the hero of my team is my skink with 9 mov now and 4 ag( I am loving life right now). So now i have a wood elf catcher with stunty( I am really loving life) so If I don't roll a another skill what should his next skill be. I think maybe sidestep or sprint. what do you think
Posted: Wed Mar 05, 2003 1:42 am
by lightingbug
For your next skill
Roll doubles take Block -it will help keep him on his feet
Roll a skill- take any of the agility skills.
Sure Feet to reroll those GFI's,
Side Step you control where you go on blocks.
Leap is a strait (sp?) AG roll to get over things in your way.
Catch is a reroll but with AG4 it is not really necessary.
Diving Tackle would be hilarious on a pumped up skink, I am small enough to get around you but you can't get aorund me.

Posted: Wed Mar 05, 2003 1:54 am
by sean newboy
Normal - Sure Feet
Double - Block
Posted: Wed Mar 05, 2003 1:55 am
by zeroalpha
Sidestep, or block if you get doubles
Posted: Wed Mar 05, 2003 5:58 am
by Zombie
I'd go for side step to help him live longer. Your opponents will hate him and target him every game. It will help to be able to fall back on his own crowd when being hit.
Posted: Wed Mar 05, 2003 9:55 am
by DoubleSkulls
zeroalpha wrote:Sidestep, or block if you get doubles
Those are my preferences too.
Skink with S1
Posted: Thu Mar 20, 2003 1:27 pm
by Arkan
As a funny sideremark, in our league we just got a strenght 1 skink that got a skill. What would you pick. Suggestion was multiple block

Posted: Thu Mar 20, 2003 3:40 pm
by ZanzerTem
Sidestep, because all he will be is a tackle zone.
Re: Skink with S1
Posted: Thu Mar 20, 2003 4:34 pm
by DoubleSkulls
Arkan wrote:As a funny sideremark, in our league we just got a strenght 1 skink that got a skill. What would you pick. Suggestion was multiple block

Retirement to a nice damp swamp...
Retirement
Posted: Thu Mar 20, 2003 8:02 pm
by Arkan
Yeah I think his best option is to survive long enough to become an assistant coach.
I doubt that he will live long enough as a tackle zone
Posted: Fri Mar 21, 2003 9:20 pm
by Thadrin
Sidestep or Block gets another vote.
(the ST1 guy? Diving tackle.)
Posted: Thu May 08, 2003 9:42 am
by Democritus
Sure feet or Side step on a regular roll and Block on a double.
As for the ST 1 skink I would use him as an fouler and always give an assist for those that make blocks. As for his next skill, sure feet is good so that he can run everywere doing his thing.
Posted: Thu May 08, 2003 5:14 pm
by Talafar
Sidestep looks to be the top choice, but I would be tempted by sprint, as this allows 1st turn scores on quick snaps, and if you roll another movement increase the little guy will be unstoppable.
Of course you normally wont be able to set him up if you want him to survive, but that seems to be the fate of all agility 4 skinks. I know my Dragon Warriors always try to blitz someone that dangerous.
Posted: Sat May 10, 2003 6:45 pm
by keith_reed
This is a stupid question as I've obviously missed something else (again) in the rules. Why would you have to wait for a double for block? Is it no longer a general skill?
Posted: Sat May 10, 2003 6:58 pm
by Darkson
Skinks (and other stunties) don't have access to general skills, so need doubles to get Block.