Double sixes on a skaven thrower!!!!!!!

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Mojoshenpo
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Double sixes on a skaven thrower!!!!!!!

Post by Mojoshenpo »

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

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Post by Grumbledook »

Probably go with strong arm, NOS or big hand myself.

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Post by Deathwing »

Gotta take the ST and then go with Block. MA7 ST4 is just too awesome on both sides of the ball to ignore.

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Post by sean newboy »

I took Big Hand on mine.

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Post by Zombie »

+1ST, no contest. You'd have the best defensive thrower in the game, and a pretty good offensive thrower as well who can hold on to the ball. Like Deathwing said, block is obviously next.

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Post by Ghost of Pariah »

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.

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Post by BigD »

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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Post by Cervidal »

http://www.oldboysleague.com/bbadmin/pl ... ?player=65

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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Post by gold_penguin »

Pariah wrote:I can't think of one instance where I wouldn't take the ST +1. It's just too valuable.
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.

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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Post by Zombie »

I would have taken the +1ST for the hobgoblin. I agree with Pariah, i can't see any instance where i'd pass up +1ST.

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Post by DoubleSkulls »

+ST, no question. A S4 ball carrier makes it harder for your opponent to sack and you don't have to worry about Strip Ball anyway (S Hands).

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Interesting that the thread results...

Post by Mojoshenpo »

... 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.... :D

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Post by los_locos »

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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Post by Zombie »

Looks very good. The only thing i would have done different is leap on the gutter runner. It's nice also to have a linerat with kick this early.

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Post by Skummy »

Have to agree, here. Always take strength. It should be especially useful on a player who can get SPP's and block easily with quick passes.

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