Lizardmen how to use them.
- NightDragon
- Legend
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- Wizzard
- Rookie
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What skills would you take for a skink at a double?
Because skinks can no longer get general skills at a normal roll, I think jump up is not the best opportunity to take at a double.
The best three options I see are sure hands, block or pass block:
sure hands: no longer team rerolls to pick up the ball
block: a hard to knock down skink (especially with a guarding Saurus next to him
) who may be able to blitz in defense
pass block: a really nice option for defense
Are there other cool options for a skink?
I know the span of life of a skink can be very short!
But in my first five matches (4 win, 1 loss) my opponents were never able to hit my skinks really hard.
Because skinks can no longer get general skills at a normal roll, I think jump up is not the best opportunity to take at a double.
The best three options I see are sure hands, block or pass block:
sure hands: no longer team rerolls to pick up the ball
block: a hard to knock down skink (especially with a guarding Saurus next to him

pass block: a really nice option for defense
Are there other cool options for a skink?
I know the span of life of a skink can be very short!

But in my first five matches (4 win, 1 loss) my opponents were never able to hit my skinks really hard.

Reason: ''
The universe, they said, depended for its operation on the balance of four forces which they identified as charm, persuasion, uncertainty and [color=red]bloody[/color]-mindedness.
- DoubleSkulls
- Da Admin
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