Dauntless and Horns

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Grumbledook
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Dauntless and Horns

Post by Grumbledook »

OK then i was wondering how dauntless and horns worked when blitzing.

Do you get to roll the dauntless then add the str for the horns thus getting a 2 dice block assuming no assits.

Or do you add the strength for the horns and then make the dauntless check assuming the player is still of a higher strength?

I see in the description for duantless that its rolled before any skills or assists are added into the fray, so it makes sense to get the 2 dice block for having a greater strength.

Also if you declair the blitz but then fail the dauntless check can you choose not to do the block. I know that you could normally choose not to block but will lose the blitz action for that turn, but seeing as you rolled the dauntless check does this commit you to making the block?

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Post by longfang »

You Bat the big guy with two die. Works a treat!

2. Your commited to the hit. Better reach for the re-roll counter.

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Post by Zy-Nox »

Yeh horns are added after the dauntless roll, I seem to remember something on this a while back, now lets wait for some bright spark to do the dauntless/multiple block/horns question.......again :wink:

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Post by Grumbledook »

What happens if you blitz 2 opponents with the mutiple block skill and you have dauntless, which you pass and also have horns. Do you get to have an equal strength to both of them, then add the horns for a 2 dice block with the result being placed on both opponents?

I guess then that a lowly gutter runner who gets multiple block, dauntless and horns, can then blitz 2 mummies and take them both out, if he gets lucky with the dice rolls. Hmm what an intruiging idea.

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Post by Grumbledook »

Oh and when i first read your reply longfang i thought you were calling me a Bat :oops:

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Post by Zy-Nox »

That didnt take long :D
But you figured it out for yourself :wink:

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Post by Khrage »

It is actually a goal for me on my next chaos team to get the multiblock dauntless, block, pro, claw beastman. Hell, go ahead and add RSFs as well since I am dreaming.
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Post by Marcus »

Just rolled up a double on my blodge dauntless GR last league game.

Time to break out my converted horned GR mini =)

He's not going to last long. Everyone in my league has experience with my Horns/Dauntless Gutter Runners, he'll be dead soon.

Here's a tip. If you have a Horns/Dauntless GR and you roll another double, get Spikes. Seriously.

(if you don't get a double, strip ball is a perfect skill)

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Post by Grumbledook »

Yes i was thinking spikees would be handy for a lot of the team to be honest with you, but it does mean you are missing out on other skills.

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Post by Marcus »

I was giving some thought the other day to using spikes as the primary doubles choice on a skav team. The upside being you're looking at, essentially, +MA human linemen across the board. To be honest I think it really is a 3rd skill for a lineman, 4th for someone else, depending on what doubles they already have. Worth getting to protect key +Stat players or good doubles combos I feel. I'd be keen on getting spikes on my +AG storm vermin if dodge wasn't so much the better choice.

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Post by Al the Rat »

Spikes on SVs has crossed my mind as a first choice mutation. Makes them that little bit tougher with AV 9 that they can be used as loose threat players where they are likely to survive even if they get knocked off their feet. Combine it with dodge and horns (3 double rolls yah like that's going to happen) and you have one of the most terrifying blitzers in the game. Easier to achieve with beastmen, but the SVs have the edge in movement.

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Post by Babs »

Why not get extra movement on the beastmen?

Far more likely, because you can do it by Stat or by VLL!

So you have Block, Dodge(d), 10 or VLL(d) + Spikes versus
Horns(d), Dodge(d) + Spikes

Well, that's why Beastmen are cheaper! On a Chaos team with lots of them, you're far more likely to end up with one looking like that than you are with 2 Storm Vermin chappies to develop.

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