BoBliness
Veteran
- Messages
- 36
- Location
- London / Perth Australia
This will lose you friends. Just a warning.
For those who dont know it already (there cant be that many)
The simply brutal power of mighty blow, piling on and claw put together is stupid.
I recognise that everyone feels they know this, but its another of those 'I knew that, but you know....its just one of those things' issues.
Until someone runs the stats at you.
If you knock someone down using that combo. No matter their armour value, you have a 27% chance of causing a casualty. Just under one in three.
If you are happy with a KO, well be happy, you've got a 31.6% chance of that too. No, thats not cumulative. thats discreet.
Meaning there is only a 41.6% chance that player will be on the pitch at the end of your block.
So, if you have four players with this combo and you can make sure three of them a turn get to hit (which I'll talk about in a sec), over the course of four turns you will land 12 hits. assuming you only bring the opponent to ground on 8 of them (which depends on your opposition but is about right if you're willing to use a reroll here and there on important ones. The numbers get better if you target non-block and non-dodge players,worse if you dont)
Then you will put (roughly) 5 players off the pitch in four turns. Meaning by the end of a half you will have put, just using four players, 10 players off the pitch.
Obviously it changes as you reduce opposition players it becomes harder to hit three of them a turn, but it also becomes easier to set up the hits.
Once again its stats on a page, but think about it carefully.
Is there any way to beat a team that, EVERY time it hits you, has a 60% chance of putting your player off the pitch?
I honestly think claw is massively overpowered in current rules.
If it was set to 8AV rather than 7, the odds go down dramatically, but as it currently stands....
Oh, and as an aside. I know doubles on chaos warriors and beastmen go to dodge quite often. Consider jump up.
Seriously.
Two front line chaos warriors with block, jump up, mighty blow, claw, piling on and its good night to their front line.
That seems like a lot of skills, but the curve is exponential. You get claw and mighty blow together and your SPP earnings start to increase, throw in piling on and use that player as your key blitzer and its pretty much over.
Even on my human team with a blitzer running mighty blow/piling on (obviously no claw), he averages two injuries a game against AV7 teams. plus KOs. I can usually get 12 opponents on the ground a game with him and thats 4 KOs and 3 injuries (Yes, seriously, it really is, thats AVERAGE, PER GAME) from one player of mine.
Jump up makes it even easier, you dont have to waste blitz (though they arent really wasted) half the time, its a 2+ to get up with agi three and on a chaos warrior, thats a 2+ for a free unevens block with a 60% chance you'll kick the other guy off the pitch. sigh.
To add insult to injury, your guy spends all his time lying down in opposing team turns, which means their only retaliation is fouling....which has been horribly nerfed, so unless they've got bribes, they'll end up sending even more of their players off the pitch.
I'm hopeful LRB 6 makes claw less nasty, or somehow alters the piling on / mighty blow combo.
Right now its pretty nasty if you decide to exploit it.
I can try to put up the table showing the stats, not sure if it will work.
For those who dont know it already (there cant be that many)
The simply brutal power of mighty blow, piling on and claw put together is stupid.
I recognise that everyone feels they know this, but its another of those 'I knew that, but you know....its just one of those things' issues.
Until someone runs the stats at you.
If you knock someone down using that combo. No matter their armour value, you have a 27% chance of causing a casualty. Just under one in three.
If you are happy with a KO, well be happy, you've got a 31.6% chance of that too. No, thats not cumulative. thats discreet.
Meaning there is only a 41.6% chance that player will be on the pitch at the end of your block.
So, if you have four players with this combo and you can make sure three of them a turn get to hit (which I'll talk about in a sec), over the course of four turns you will land 12 hits. assuming you only bring the opponent to ground on 8 of them (which depends on your opposition but is about right if you're willing to use a reroll here and there on important ones. The numbers get better if you target non-block and non-dodge players,worse if you dont)
Then you will put (roughly) 5 players off the pitch in four turns. Meaning by the end of a half you will have put, just using four players, 10 players off the pitch.
Obviously it changes as you reduce opposition players it becomes harder to hit three of them a turn, but it also becomes easier to set up the hits.
Once again its stats on a page, but think about it carefully.
Is there any way to beat a team that, EVERY time it hits you, has a 60% chance of putting your player off the pitch?
I honestly think claw is massively overpowered in current rules.
If it was set to 8AV rather than 7, the odds go down dramatically, but as it currently stands....
Oh, and as an aside. I know doubles on chaos warriors and beastmen go to dodge quite often. Consider jump up.
Seriously.
Two front line chaos warriors with block, jump up, mighty blow, claw, piling on and its good night to their front line.
That seems like a lot of skills, but the curve is exponential. You get claw and mighty blow together and your SPP earnings start to increase, throw in piling on and use that player as your key blitzer and its pretty much over.
Even on my human team with a blitzer running mighty blow/piling on (obviously no claw), he averages two injuries a game against AV7 teams. plus KOs. I can usually get 12 opponents on the ground a game with him and thats 4 KOs and 3 injuries (Yes, seriously, it really is, thats AVERAGE, PER GAME) from one player of mine.
Jump up makes it even easier, you dont have to waste blitz (though they arent really wasted) half the time, its a 2+ to get up with agi three and on a chaos warrior, thats a 2+ for a free unevens block with a 60% chance you'll kick the other guy off the pitch. sigh.
To add insult to injury, your guy spends all his time lying down in opposing team turns, which means their only retaliation is fouling....which has been horribly nerfed, so unless they've got bribes, they'll end up sending even more of their players off the pitch.
I'm hopeful LRB 6 makes claw less nasty, or somehow alters the piling on / mighty blow combo.
Right now its pretty nasty if you decide to exploit it.
I can try to put up the table showing the stats, not sure if it will work.