Devastating Skill / Trait Combos

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Canbacon
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Devastating Skill / Trait Combos

Post by Canbacon »

Hi there,

I'm currently playing a chaos dwarf team and am thinking about trying out a good ol' chaos team for our next league cup.
I have a question (just hypothetical) about a devastating skill combination quite probable for those blessed by chaos and pain inflicting teams.

Let's take a combination of Mighty Blow + Claws + Razor Sharp Claws +
Piling On.

1) Would this give a succesful block "Strength + 3" modifier for the armor roll ?

2) Now let's say I succesfully beat the armor roll by rolling a natural "12" (as if that ever happens!). Would this give me an injury roll modifier of "+3" ?

I checked most of the previous threads but didn't find a clear response to this question yet.

Thanks :D

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Post by GalakStarscraper »

You can only use ONE skill to modify any giving armour or injury roll in the rules.

So if you had Piling On, Claw, RSC, and Mighty Blow:

You'd never use Mighty Blow as it would be worthless.

So lets just assuming that you had a Beastman with Pon,Claw,and RSC.

In BB2k1, you roll armour first and then add modifiers as you like.

So if you roll and beat armour ... no modifiers needed.
If you roll and are 1 or 2 short on armour, you'd use Claw to break
If you roll and are 3 short on armour, you'd use Piling On and go prone
If you roll and are 4 short on armour, you failed the AV roll.

Then on injury you'd always be at +2 to injury.

These are the possible scenarios. To repeat, you only get to use one skill to modify a given armour or injury dice roll. So roll and choose a skill to modify, but you cannot stack them.

Galak

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Post by SixFootDwarf »

Oy...I just a chub thinking about the damage that one guy could deal. Options are always good. Options relating to how bad you can maul someone are even better.

That's a lot of rolling for one guy, though...better start getting some TDs fast! :D

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Post by GenoNBBL »

They don't develop as quick as you'd like. I currenlty play a Daemon Slaanesh team and so far I've played 16 games (13|3|0 :D ) but I've only had TWO double rolls for skills. One guy got Claw (and now has block as well, and is 1pt away from his next) and another guy has extra arms and block (great catcher, 2+ from an accurate throw).

Either Nuffle hates me or Chaos teams do progress on the mutations slower than you'd think. But I get the feeling that it's the first, not the latter ;)

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Post by SixFootDwarf »

Quite possible, Geno. Chaos has never been favored by the Gods...except theirs! :lol:

I've been blessed with quite a few doubles rolls. My team has played 30 games and I've rolled doubles 8 times. I think that's pretty good for non-scoring teams like ours. Rolling 2 in 16 games IS a bit low. But with access to MB and Piling On you'll start rolling in SPPs soon enough.

Having a catching Beastman is a great idea...he'll be going up regularly.

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Post by Canbacon »

Thanks for the precise answer, Galak!
I expected the ruling to be like this, but I didn't find the living rules very
clear on this matter.
Currently my Chaos Dwarf team has a Minotaur with Block, Mighty Blow and Claws. I was thinking about Piling on as the next skill, but would make more sense if stacking were allowed. Just can't get enough overkill with a chaos team!

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Post by Acerak »

The clarification in question comes from White Dwarf 182's Q&A with Jervis Johnson. It'll be in the corrected version of the LRB.

-Chet

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Post by plasmoid »

Hey,
if you want overkill with your chaos team, then piling on + (razor) fang is definately the way to go.
If you can get the doubles on your warriors, then so much the better!
+4/+2 is no laughing matter (well, not for your opponent) :D

Martin :)

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Post by DoubleSkulls »

An equally nasty combo is Shadowing & Diving Tackle. Since DT can be used after the dodge roll has been made you can keep shadowing until the DT makes a difference.

You may need Side Step/Stand Firm to allow you remain next to the targetted player and then Block/Dodge to remain standing. Tackle is obviously useful too. And the other great thing about the combo is anyone with Gen/Ag has access to the skills without requiring any doubles at all.

Ideally you'd want high MA (7+) and some of the additional skills to help out. So this is a great combo for Gutter Runners, Elven Blitzers, etc

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Post by DoubleSkulls »

Another very useful combo is Dauntless/Multiple Block as you can use dauntless vs the combined Strength of all your opponents.

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Post by Marcus »

There's a hell of a lot of good skill combos out there. A good skill combo should be greater than the sum of its parts. Stacking killing skills I generally find isn't all that useful.

Passblock combines well with a number of skills. Foul appearance, Diving Tackle, Shadowing, Tentacles all combine well.

Dauntless and Multiblock is, as Ian mentioned, a good combo. Best used to remove two markers from a reciever.

Dauntless and horns is an insane combination, especially on a gutter runner.

Sidestep combines well with shadow, particularly on a Blodge player. Makes it almost impossible to shake them off.

I'd also like to add that building your chaos team for murder generally means they don't win that many games. It also makes your team unbelievably boring to play against. With a little bit of intelligent development a chaos team can easily be built into an unstoppable scoring machine. Sad truth is that few people bother.

Marcus

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Post by Anthony_TBBF »

That's very true, Choas look so tempting becuase of the possible damage they can deal, but man with a little thought they can be amazing scorers too. I am going to play Chaos in my league next season, I can't wait :)

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Post by Devil's Advocate »

Can Diving Tackle and Prehensile Tail be used together to give your opponent a -3 to Dodge?

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Post by Zy-Nox »

A Dauntless,Horns,Multiple block beastman is always nice.
I say a chainsaw/razor claw or Dirty player combo :wink: +3 +2.Tasty!

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Post by DoubleSkulls »

A handy combo for Chaos/Skaven team is a pair of Foul Appearance/Pass Block linemen. They really shut down opposition passing effectively giving -1 each if they are within 3 squares of catcher/passer, plus any benefits for TZ's, and can't always be blocked away.

Ian

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