|
#1
| ||||
| ||||
| Was wondering if there are teams that need to roll more stat rolls ? Or teams that don't benefit as much ? By stat rolls I'm thinking Agi & Str rolls. I feel bashy teams really benefit well from at least 1-2 agi rolls....
__________________ We came, we won, we howled ! CC VII - 1st of Div 1 - Eights Final [ Triumph in Adversity award ] CC VIII - Champion ! [ Triumph in Adversity award ] |
|
#2
| ||||
| ||||
| Imo stunty teams (esp halflings) don't really need str rolls. Doesn't improve any aspect of their gameplay much, but increase TV significantly and make them very dependent on that player. However these teams benifit from doubles greatly. |
|
#3
| ||||
| ||||
| I agree. To the point I would probably get Block/Guard on a Goblin rather than +ST. There are some teams which benefit from +stat rolls more than other, though. Mostly those with average stat lines, where a move from ST/AG 3 to 4 is really noticeable. Examples: Amazons, who suffer from their cookie-cutter stat line in the long run, can really shine when they get some ST4/AG4 players on their roster. Humans are similar. Any +ST/+AG player will probably become an instant star. Khemri, who benefit a lot both from +ST and especially +AG (except on TGs). Lizardmen. Skinks benefit a lot both from +ST and +AG, Saurii become real monsters with ST5, but +AG is skippable. Ogres need as many +AG rolls as possible, both on Sontlings and Ogres. +ST is however better turned to a double (especially on Snotlings), as there are many skills this team desperately needs.
__________________ 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 |
|
#4
| |||
| |||
| Well imo elf teams benefit greatly from +ST/AG on key players, but the linemen need it less. More bashy teams would love +AG on a ballcarrier, that helps both on picking up the ball and possibly dodging away from cage breaking attempts. Im not so sure about lizards, well +AG is golden on a skink as they lack the sure hands option and dodging into tacklezones on 2+ is crazy, but saurii really needs normal skills. It also depends a lot on whether you play in a league (short or long) or mm. In a short league, elves might need the basic skills more than +MA/AG for example. Long leagues favour stats over skills, where mm is something between long- and short term leagues. |
|
#5
| ||||
| ||||
| I'd say that it depends. Although I will make a point in this one - Skinks can also vastly benefit from +MV. A MV9 Stunty is a very potent and threatening piece on offence, and as I have two, if I can get the ball to them, if I'm 2 squares past the LOS in the opposition half, I have a scoring chance, even if it may need 2 GFIs. Similarly, +MV on GRs and WElf Catchers could equally be promising, though maybe not the same extent. Although yes - it's the jump from 3 to 4, or 4 to 5 which is noticable.
__________________ 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. Gutrog Word-Knower |
|
#6
| ||||
| ||||
| Its definitely an area where you get the most out of gaining the attributes where it enhances an existing forte. But in combination with the right player. So a Black Orc gaining ST is far more use than a AG gain. A Human Thrower gets more out of AG than a lineman. But there are times when it can compensate something lacking in a team. Largely though I think this is most useful where its something the team is at least "middle of the road" with, rather than deficient. An elf gaining ST adds more, in my view, than a Goblin, for example. A Human lineman gaining AG adds more than an Elf lineman doing the same. Its not that the others aren't good, but the benefit is not quite as large. Of course, sometimes its a combination of both. Ask me to say who gets more value out of AG between a Human Catcher and an Elf Catcher and its tougher - they both can do a lot with it. Similarly ST is still really handy on a Human Catcher, even though it only brings him up to a moderate level. Largely because he is a weak link, rather than in, say, a Halfling team where it would be one in a whole team. Overall though, I'd suggest that the more hybrid teams gain the most out of stat increases in total, whilst the other teams can gain with applying it more to specialists. So for example I believe Humans or Necromantic, for instance, would do more with a few AG than Elves and a few ST more than Orcs.
__________________ "Gallows Bait" the eternal rookie - Lebe666. "passive-aggressive luck whiner" - Nikolai II. CCIII:Blackhoof Beasts(Cha) 1-0-3 (29/32) | CCIV:Late Arrival(HiE) 0-1-2 Stand ins | CCV:Asur Ravens(HiE) 1-1-3 (18/24) | CCVI(Div 3):Da Flash Gitz(Orc) 2-3-2 (5/8-18/32) | CCVII(Div 4):Sturmwald Eagles(Hum) 4-0-4 (2/8-16/32) | CCVIII(Div 3):Ghosts of Grace(Elf) 2-1-3 (3/6-12/24) |
|
#7
| ||||
| ||||
| Quote:
Imagine a S3 Goblin with Horns (normal roll). Unless you have enough Guard on your team, I will hit that ball carrier with two dice! Similarly, in case the Goblin receiving the +ST boost is a regular non-mutating goblin, dodging into cages on a 3+ with a re-roll and getting a 1D-block against ball carriers or other players not protected by Guard pieces is still potent. On the topic in general, I agree with Gallows Bait that it is not so much the team in general, but the position within the team that counts. For example, a Wardancer getting a +AG roll or a +ST roll would add more to the team in general than a Lino getting either (although the Lino would still be an excellent BB player). |
|
#8
| |||
| |||
| Vampires absolutely love stat ups and with enough of them they get upgraded to a tier 1 side easy. Agi5 is gold for 2+ gazes, Ma7 gives them better options for a passing play but the real game changer is a Str5 Vamp which is crazy to face, if not borderline unstoppable. There's a fluky git in my current league with three of them, all with Blodge to |
|
#9
| ||||
| ||||
| I was typing about vampires when I looked back and saw I was just beaten to it! I agree it is more to do with the individual player than the actual team. Are there any AG3 or AG4 players who wouldn't greatly benefit from a +AG? |
|
#10
| |||
| |||
| I did turn down a Agi increase once on my Amazons, that was a Lino who'd managed to pick up Guard on her first double. Her next skill was an Agi up but given how important Guard is to the Zons, how many hits she was taking and that I wanted to keep her alive I took Block instead. Sure, Agi would have been amazing long term but if she didn't survive long enough to get to those 31 spp for the next level then it would have been the wrong decision. So I'd say yes there are Agi3/4 players who shouldn't automatically take it but it's very dependent on current skills and what the rest of the team looks like. |
![]() |
| Thread Tools | |
| Display Modes | |
| |
All times are GMT +1. The time now is 03:15 PM.











Similarly, in case the Goblin receiving the +ST boost is a regular non-mutating goblin, dodging into cages on a 3+ with a re-roll and getting a 1D-block against ball carriers or other players not protected by Guard pieces is still potent.
Linear Mode
