Double sixes on a skaven thrower!!!!!!!
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Double sixes on a skaven thrower!!!!!!!
First skill roll (only has sure hands and pass, besides)
Would you give 'em strength, mutation, trait or skill; which and why?
So many choices....
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Rest of team:
5 linerats with no skills
1 linerat with kick
1 thrower with first skill coming (I have two throwers)
1 GR with no additional skills
1 GR with first skill coming
1 GR with VL legs
2 SV with no additional skills
Would you give 'em strength, mutation, trait or skill; which and why?
So many choices....
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Rest of team:
5 linerats with no skills
1 linerat with kick
1 thrower with first skill coming (I have two throwers)
1 GR with no additional skills
1 GR with first skill coming
1 GR with VL legs
2 SV with no additional skills
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I think it's odd that this question is asked so much. No offense, but it seems like a no brainer. I can't think of one instance where I wouldn't take the ST +1. It's just too valuable. Mutations seem tempting at first but with just a little careful examination you can see that most of them give the same results as skills, maybe slightly better in some cases.
+1 ST always. Every player benefits from it.
+1 ST always. Every player benefits from it.
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Okay. I had the same happen for one of my Skinks who already had a AV-1 due to injury. Would you take the ST+1 here or take say Sure Hands like I ended up doing? The reason for this was pretty simple, Skinks lose one zone for throwing anyway and lets face it, they're not the best at picking up the ball and have definitely conceeded me a few turn overs. A skink on the front line with ST3 would be weird anyway but once you've smacked him with AV6 he's toast. Any opinions?
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I kinda like him. The S3 skink is much handier at holding onto the ball than a garden variety skink. He also makes a mighty fine blitzer for getting the ball out of a jam.
I haven't given him the ball lately, though, because I've been trying to spread the SPPs on the team. He is currently the team leader.
I kinda like him. The S3 skink is much handier at holding onto the ball than a garden variety skink. He also makes a mighty fine blitzer for getting the ball out of a jam.
I haven't given him the ball lately, though, because I've been trying to spread the SPPs on the team. He is currently the team leader.
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You know, I used to think exactly the same thing, until last game with my ChDwarf team. I rolled double 6 on a hobgoblin who had already had +1AG. I got pass for him instead, since I didn't really think the ST4 would be that valuable. I already have two bull centaurs who can move further than the hobgoblin to act as rear guard, and a bunch of AV9 players with block that I stick on the line who do a fine job. Also, in the same post game sequence, I rolled double 6 for another hobgoblin. This player took the strength, and soon he can take block, and be more useful. But the other one would have taken too long to get to his next skill to be that useful.Pariah wrote:I can't think of one instance where I wouldn't take the ST +1. It's just too valuable.
Sure a ST4 AG4 player is great, but in the context of this team, I thought a really good thrower would be much more useful. I also have an AG3 Bull centaur who can now be a more credible receiving threat, now that I have an actual thrower.
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Interesting that the thread results...
... mimic the thoughts and problems of choosing....
Literally, it is so much easier when you don't have choices....
Well, after sleeping on it, this is the way the team shakes out:
5 linerats with no skills
1 linerat with kick
1 thrower with +1 ST
1 thrower with Accurate
1 GR with no additional skills
1 GR with Leap
1 GR with VL legs
2 SV with no additional skills
Without the additional thrower, and his getting a skill, it would've been much harder.... But I now have the luxury of advancing one thrower traditionally and making an aberration of the other.... He's almost like a blitz-passer now; block would definitely stand him well as the next skill (as noted above).
Fer better 'er worse: there they is....
Thanks for all, and future, comments....

Literally, it is so much easier when you don't have choices....

Well, after sleeping on it, this is the way the team shakes out:
5 linerats with no skills
1 linerat with kick
1 thrower with +1 ST
1 thrower with Accurate
1 GR with no additional skills
1 GR with Leap
1 GR with VL legs
2 SV with no additional skills
Without the additional thrower, and his getting a skill, it would've been much harder.... But I now have the luxury of advancing one thrower traditionally and making an aberration of the other.... He's almost like a blitz-passer now; block would definitely stand him well as the next skill (as noted above).
Fer better 'er worse: there they is....
Thanks for all, and future, comments....

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Always go for the +1 ST, a skink with ST 3 is way better then a St 2 skink, St 3 makes him harder to be kicked, a St 4 thrower is a secure end of your team if somebody makes it trough your frontline, wich happens enough with skaven, you have a very good guard at the back get him block and he will make many cas for your team intercepting those irritating ball carriers who slip through.
Wise choice!!!!!!!!!!
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Wise choice!!!!!!!!!!
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