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  #51  
Old 29th January 2012, 01:15 AM
Valokiloren's Avatar
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On my part - the team is actually perfectly capable of dealing w/ Skink hunts - because I only ever have 4 on the pitch. This isn't a deficiency so much as it is a helpful factor - because protecting 4 with 7 is much easier than 5 with 6, or worse. No, controlling my Saurii and Krox movement is what hampers my games, because that MV6 does me no good when I need a 6, generally a natural 6, to use it properly. To this end, I'm hoping my Blodge Saurus lasts till a third Level up, at which point unless he rolls a +STR, he'll probably go w/ Break Tackle.

On the subject of half-Bash/ half-Stunty - it's fairly easy. But that's because the Skinks are so dependable when you have the right combination of skills available. Sure Hands is a godsend though - the simple fact that you have that RR banked all the time for use whenever needed is a breath of relief, and means that I can leave picking up the ball to a much later part of my turn, because having a RR or not will not effect in any way my ability to get the ball in my Skink's hands.

Similarly, I'm lucky to have 2 MV9 Skinks. MV9, IMO, is more useful than the AG4 you can obtain. It's 10 less to your TV; and it makes them a much more potent threat. AG4 is seen as an obvious threat. MV9 isn't so obvious, but it means I have practical control with that Skink in whichever half it resides in. The fact I have two players able to do this means I can not only switch it up, but my game isn't dictated by which side said MV9 player sets up on.

On the subject of being too hard on myself... no, not really. I know damn well what my team can do, but a lot of my gameplans end up hinging on lucky dice rolls, and for the most part succeeding. While true of most teams, it's certainly cause for concern when a 5+, , natural 6 was necessary for me to stop Viajero's AG5 Blitzer from running away with the ball in my second-to-last game. And then expecting similar tactics to work in this last one.
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Coach Name on Cyanide: Valokiloren

CCVI: Lykstag Lemmings: 1-0-6 - 8th in Group/ Wooden Spoon Winner (Skaven)

CCVII: Darkmire Raptors: 1-3-3 - 6th in Group/ Lost 1/4 Finals of Crunched Cup (Lizardmen)

CCVIII: TV Chief Chefs: 2-0-3 (Halflings) - 5th in Group/ Pipped at the post in the dying seconds


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  #52  
Old 29th January 2012, 10:19 AM
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Well I do sometimes wonder what I'm doing right... certainly BB Manager isn't saying I'm lucky... maybe my foes fail those simple dice at the critical moment? Certainly I'm not this "lucky" with non-necro teams. Maybe its the combination that works. I feel lizzard combo doesn't work for me...
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  #53  
Old 5th February 2012, 09:49 PM
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Well, just like my team - all I remember about last game was that we lost 2-0, took way more casualties than normal, and that it was so unbelievably one-sided that I managed to play a tag-team wrestling match on my 360 while it was going on.

We took at least 4 BHs, and Ghaz racked up 8 injuries, including one recovered injury via Apothecary. So the team is being stuck on the back-burner. Still, when they come back, it'll be as they finished this season - injuries included.

To be honest, the simple deciding factor was that Ghaz never needed his Rerolls, and managed to get a collosal amount of on his rolls, which quickly injured three of my players after two turns, or something like that. And it snowballed out of control from there. The worst part about all this? He managed all this when he kicked. Yes, I was receiving, and took that much damage.
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Coach Name on Cyanide: Valokiloren

CCVI: Lykstag Lemmings: 1-0-6 - 8th in Group/ Wooden Spoon Winner (Skaven)

CCVII: Darkmire Raptors: 1-3-3 - 6th in Group/ Lost 1/4 Finals of Crunched Cup (Lizardmen)

CCVIII: TV Chief Chefs: 2-0-3 (Halflings) - 5th in Group/ Pipped at the post in the dying seconds


"Research" is new word wot I know, it mean you look at stuff.
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