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#21
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| Option 1 means 370k which in turn means a Wizard + Eldril Sidewinder, which against Wood Elves (and I mean no offense here Rusty) I think makes you the underdog for the match! |
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#22
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| Yep, that's a definite worry. It's a shame, Prehensile Tail and Frenzy/Mighty Blow would be pretty useful.
__________________ CCVII: Let There Be Blight (3-1-4 - PO) | CCVI: Let There Be Blight (5-0-3 - QF) | CCV: Orc's Drift (4-1-2 - QF) DUBBL II: A Site for Sauri (4-3-2 - F) | DUBBL I: Southland Savages (3-1-5 - SF) Cyanide coach name: Rustykakka |
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#23
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| I would most definetly go for the Rogre... Might not be best. But is sure as hell is the most entertaining option!! :-) But on the otherhand... I really like Rat ogres. I find them really useful for creating holes my gutters can run through. /SorroW, who feels the need for more Skaven teams.... think I will log in and make one
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#24
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| I'd go for the Rat Ogre too... but only after the match. You're already giving him inducements, so it might be best to go with the option least bloating Your TV.
__________________ GMT/UTC: +1 If life gives You crap, make crap golems. Sizemore Rockwell, Erfworld "Hype" is new word wot I know, it mean you talk bullshit. Gutrog Word-Knower CC IV: group phase | CC V: playoffs, 1st round | CC VI: group phase | CC VII: wooden spoon | CC VIII: QF of CrC |
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#25
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| I have Issues. After a reasonably successful group stage I'm through to the playoffs. Here is the team: Rat Ogre Phosgene - normal skill pending (8 SPP) -1 AG Thrower Botulinum - Accurate (11 SPP) Stormvermin Ricin II - Guard, Claw (20 SPP) Sarin - Claw (10 SPP) Gutter Runners Strychnine - Wrestle, Horns, Strip Ball (37 SPP) Arsenic II - Block (9 SPP) Anthrax - +1 AG, Wrestle, double skill pending (34 SPP) Hemlock - Block, Side Step, Diving Tackle (35 SPP) Linerats Conotoxin (0 SPP) Amatoxin (2 SPP) Saxitoxin - Kick (6 SPP) Pumiliotoxin (0 SPP) 3 Rerolls, Apoth, 8 Fan Factor, 170k gold, TV 1560 before pending skills. ___ I'll be playing Bintz in the quarter final. Bintz beat my Orcs 4-0 last season so I'm not entirely confident... but be that as it may, I'm not sure what to do with Anthrax's double roll. The options: Horns means I have a second mobile ST3 blitzer, in fact even more mobile than the first. This opens up more options for blitzing, but since I can only use Horns once per turn (they both can't blitz) it could be wasted. Sometimes it's also better to blitz with my Rat Ogre or one of the Stormvermin. Guard could be really useful to let Strychnine get 2d blitzes on ST3 ball carriers. And could be really useful anyway, but it does mean I'd have only one blitzing Gutter Runner - plus it doesn't work entirely well with Wrestle. Leap is an obvious one with AG5 and he'll definitely get it at some point, but it does ignore the double. Tackle also ignores the double, but is what I was going to give him had he rolled a normal skill. Bintz has something like 7 players with Dodge and I currently have no Tackle, which is something of a problem. I'm really not sure what to do with him. I'll be using this team next season too so I want to think longish term... but I wouldn't mind beating Bintz as well. ![]() ___ I'm leaning towards Juggernaut over Break Tackle on Phosgene. With two Claw Stormvermin, a Horns Strip Baller and an AG5 Wrestler I already have plenty of players to use for blitzes so I don't necessarily mind him getting tied up for a while. I'd rather he was more reliable when I do blitz with him. But I'm open to being persuaded to take something else if anyone feels strongly about it. ___ Finally, Bintz's TV is currently 1610 with two skills to take and only 10 players. Assuming two normal skills and he buys at least one Lineman, that puts him on 1720, with me on 1600 (or 1590) after skills, with one player advantage. I'd probably buy a Linerat and induce a babe with that, but I could also buy two Linerats instead. He has no Mighty Blow or Guard (yet) so I shouldn't get out-strengthed, but given that I'll struggle to knock him over at all I'll still probably get outnumbered.
__________________ CCVII: Let There Be Blight (3-1-4 - PO) | CCVI: Let There Be Blight (5-0-3 - QF) | CCV: Orc's Drift (4-1-2 - QF) DUBBL II: A Site for Sauri (4-3-2 - F) | DUBBL I: Southland Savages (3-1-5 - SF) Cyanide coach name: Rustykakka |
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#26
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| Just to make things even: * my 2 rolls are normal (yeah, im good at rolling +agi but not too good at rolling doubles, not sure what I'll take yet) * I'll be at 1720 no matter what since I'll get a loner lino if i dont buy one For your skills, I think I'd take guard because it's better in the long term and it won't be bad against me since I have no guard at all, it could win you the bash battle. On your rat ogre, I have no idea what would be best, both choices seem valid.
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#27
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| Quote:
__________________ CCVII: Let There Be Blight (3-1-4 - PO) | CCVI: Let There Be Blight (5-0-3 - QF) | CCV: Orc's Drift (4-1-2 - QF) DUBBL II: A Site for Sauri (4-3-2 - F) | DUBBL I: Southland Savages (3-1-5 - SF) Cyanide coach name: Rustykakka |
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#28
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| Accurate on the AG5 Gutter Runner is Long Passes on a 2+. Combined with his move, we're talking serious ball-shifting ability. Just saying. Nerves of Steel could be followed by Catch, Pass Block, Sidestep and DT, with another mutation for extra arms on a double. Not overwhelmingly practical, perhaps, but it'd still be fun to own the world's scariest interceptor. |
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#29
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| Tailed ones can also always use the good old stand firm.
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#30
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| for me it is a toss up between guard, horns, big hand and ignoring it for strip ball/tackle (leaning towards horns or big hand). what was his skill progression going to look like if you didnt roll a double? big hand is an outside choice. with ag 5 and wrestle it is not entirely optimal, though combined with leap any ball is his. he is well set on becoming an awesome sacker already however, and skaven rely on these guys to get the ball loose in the first place for the big hand GR to pick it up. i would probably go horns and build your last GR as a ball retriever (block, sure hands) and hope for doubles on him for big hand. |
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