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Tactics Skill allocation advice III

Discussion in 'League and Team Development Tactics' started by Nikolai II, Jun 28, 2014.

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  1. phototropia

    phototropia Member

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    i like to grind my wardancers into the dust so i'd keep the mv6 wardancer until she is dead / crippled
    wrestle as her next skill makes 2d uphill on most ball carriers worth the risk and with her injuries makes you less likely to hold back

    something to consider
     
  2. notafunhater

    notafunhater Well-Known Member

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    I would have released Chernobyl the instant the second MV bust happened. As your other WD has tackle/stripball already, you still have one to rely on, and it's quick to 16spp to get them back for a WD.

    I've never had agi6 but it seems to me it might be really useful on a 2str player for waltzing through lines, picking up balls in TZs, etc.

    edit: And Guard on a 4str elf lino, no question. MB is for your blitzing pieces. Dodge next.
     
  3. JimmyFantastic

    JimmyFantastic Member

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    What do you think makes a better Blitzer than S4 MB?
     
  4. notafunhater

    notafunhater Well-Known Member

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    I suppose you could make an argument for that. I don't think it would be a wrong choice, just not one I would make.
     
  5. Kaz

    Kaz Active Member

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    I agree with notafunhater, a movement 6 blitzer isn't ideal, but having a ST4 Guard piece is golden, especially blodged and then SS. Someone else will roll a double for MB and they will be able to blitz with the guard's help. But again, that's also what I would do!
     
  6. jounisii

    jounisii Well-Known Member

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    nota, Suckers had level3 WD to accompany Chernobyl like S4. I've had to maintain that threat even tho she's slow as an orc. Three Mile Island didn't level until2 matches ago and against chorfs MA 6 was acceptable.

    But a new dancing girl is comimg up. AG6 will be there as well. Thanks dudes for your insights.

    And to that another elf discussion: guard - no second thoughts about it. Linos with MA6 are roadblocks, not blitzers - says the inner elf in me :) You wanna more SPPs on him? Don't make him offensive LOS blocker but make him high screen. After some stalling feed him TDs.
     
  7. notafunhater

    notafunhater Well-Known Member

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    +1 on the high screen and feeding TDs. Bread and butter of Elfball right there. 95% of my TDs are farmed on specific players from the get-go. All you have to do to defend is see who I have close to a level and blitz them out :p
     
  8. Olive Baboon

    Olive Baboon Member

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    Thank you gents for your advice. Guard seems like a solid choice. Guess I have to wait for blitzer or catcher to roll the doubles for MB.
     
  9. JimmyFantastic

    JimmyFantastic Member

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    Last edited: Jan 30, 2015
  10. Olive Baboon

    Olive Baboon Member

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    Jimmy that killer "route" is what my instincts told me first to go for. STR 4 blodging SS guard was the other option (but not as exciting) :rolleyes:
     
  11. JimmyFantastic

    JimmyFantastic Member

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  12. lawastooshort

    lawastooshort Member

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    A +AG Vampire - what should he get next? Is there any reason not to just take Dodge then Block?
     
  13. TravelScrabble

    TravelScrabble Well-Known Member

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    Yes, in a high tackle envt you might want to take block then dodge :p
     
  14. Nikolai II

    Nikolai II Super Moderator Moderator

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    And on doubles you might look to pass - but he's probably better off with Block, Dodge, Sidestep, Pro and being your gazer guy.
     
  15. r3dknight

    r3dknight Member

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    Khorne Demon question:
    P. F Cultist - what to take after Block in a high bash environment?
    There's plenty of Chaos, Dark Elves, and even Chaos Dwarves in this league.
    And how important is it to have Kick for a KD Team?

    Thanks.
     
  16. tys123

    tys123 Courier Staff

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    Assuming no double for guard you want a mix of fend and tackle.

    Kick is useful for every team but you don't have the speed to make the best use out of it. I would wait until you have a decent amount of skills before thinking about it.
     
  17. r3dknight

    r3dknight Member

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    He rolled normal.
    Roster is pr. mixed bag at the moment.

    3x Bloodletter
    1x Sidestep (LOL)
    2x Rookies

    2x Khorne Heralds:
    1x Block/Guard (YES!)
    1x Sidestep (LOL)

    1x Bloodthirster - Block (YES!)

    6x Cultist Roster
    1x Passer Guy: AG4/Pass/Block
    1x Leader: Leader/Smashed Ankle
    1x Guard: Block/Guard/Smashed Ankle (YES!)
    1x Blocker: Block
    1x Rookie: No Skill
    1x Block - Leveled up - Normal - Give Kick?

    RR 6
    APO 1
    FF 2
    Gold 60K
     
  18. Boffa

    Boffa Active Member

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    tackle fend or dirty player
     
  19. tys123

    tys123 Courier Staff

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    I would go for fend.
    You only have 2 guard so will need to move players to give assists.
    Fend leaves you out of contact a lot of the time so allows you to get the player into the right place.
    DP wants to be on a player without any other skills , frenzy is the poor mans tackle so can live without it for now.
    Kick isn't a great skill when your fastest player is MA6. A deep kick is not much use as you don't have the speed to get between the LoS and the ballcarrier.
    A short kick helps for the blitz result ( 1 in 12 ) but you also need it to scatter the right way to really benefit from it.
     
  20. TravelScrabble

    TravelScrabble Well-Known Member

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    I'd think dauntless has a place on pit fighters too, or no?
     
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