Discussion in 'League and Team Development Tactics' started by Nikolai II, Apr 11, 2015.
+1 to that
You really want some more movement now
So I started playing some Dark Elves on another League (currently 5-0-0), my team is in the spoiler:
Spoiler: Here is the team atm:
So one of my blitzers, who already has +ag, just rolled 5+5, is there any reason not to go Guard? maybe getting another +MV blitzer can be useful?
Also, i have the cash to buy another Witch, i should probably do that.
The only reason not to go Guard is that he will die shortly after taking it. You should take it anyway.
And yes on the second Witch, though I would fire a 0SPP lineman, unless Jarlaxe is Niggled, then fire him.
Hi all, long time lurker, first time post looking for some advice with my final skill for a Beastman in my Chaos team.
My team is very well developed in the iPad app, only really playing against the computer, but against all the races available on there (Human, Orc, Dwarf, Wood Elf, Dark Elf, Lizard, Skaven and other Chaos teams).
Most of my team is very typically bashy, with a Minotaur, Chaos Warriors and Beastmen aplenty with Guard, Block, Tackle, Claw and Mightyblow.
I have two other specialist Beastmean, one who also went up +1 AG and is a ballcarrier/receiver/interceptor type build, and another as a defensive type with diving tackle, prehensile tail, etc.
So the guy in question, Hoof Fighter, has turned into a real all-round superstar so far. He has developed to have +1 ST, +1 AG, Block, Tackle and Leap. For his final skill upgrade I've just had the conundrum of a double 5, so I could go +1 MV, +1 AV, or any skill I wish. Before the roll I was thinking of very long legs, to make leaping and intercepting even easier, but now I'm completely unsure.
I guess Dodge is the obvious answer, but I was thinking something a little more special for him. Thanks for any pointers/suggestions.
(worth mentioning that team re-rolls and team value aren't issues to me in this scenario).
Extra move is a good all round skill for a safety kind of player, and since he has the skills he needs already..
He's always my first player on the pitch regardless of who I'm playing or if I'm attacking/defending. Not just a safety but a ball carrier, ball receiver, blitzer or even ball receiver. I like the idea of extra movement to get him around the pitch wherever needed, but part of me just wants something a little more exciting/special for him.
The only other real option I can see would be dodge to make use of the doubles, but that would be quite boring, and as you are only playing against AI, you can really pick anything you want.
Extra move is the third most special skill ever.
Nuffle decided to have a laugh. DP orc lino got 2 MVP in a row and rolled +ST. Goes great with my +AG blitzer and my +AG, +AG blitzer....weird team...
Thats 20K of bloat. He needs sacking .
Unless of course he is still your main fouler.
Final Uwd Skill request incoming!
So my AG4 Extra Arms Goblin rolled a singles, and I'm not sure what exactly to pick. Next week will be the last game using this iteration of the Lemmingz, and so I wasn't sure what exactly I should pick. Obviously I can take anything I want and it won't effect the team's success, but is there a particular skill which would help towards more TTM and 1TTD antics?
Not a lot of options with a normal roll.
Sprint for more range , or Sure Feet for more reliable GFI's.
Catch isn't really needed with AG4 and extra arms.
Sure feet would be my plan
Big hand is what you need. Makes him a god.
Went with Sure Feet since its a slightly better option, though if V. Long Legs had also affected TTM landing as well as Leap landing (which it really should do) then I'd have picked VLL.
Dark elf runner rolled +MV on first skill, +AG on second skill. Still on 16 SPP with MV8 AG5....assuming he lives, how would you differ the skilling of him in the future compared to the pass/accurate or blodge runner? thinking dodge is now an absolute no-brainer and he's an insane ball retrieval threat. What after that (or instead of that if you can build a case for something other than dodge)?
Only other skill of note on the team is a blitzer who managed doubles for guard.
Blodge Leap then death probably.
Agree with Jimmy. Ignore doubles from now on to take Blodge. Even stats are worth less than protection on a player like that. Then take Leap unless you get something really fancy. Past that it depends on what your team looks like and what he rolls, get back to us then.
If you want to specialize on extraction you could take Sure Hands. But Leap is better probably.
Right. I have one of these 1st world problems again (hullo TS). #2 dancer, Tsar Bomba, rolled 5+5. What are your initial thoughts? Also, Admiral Pierre Lacoste (the tree) rolled dubs. So, what would be your thinking in here?
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