Discussion in 'League and Team Development Tactics' started by Nikolai II, Dec 10, 2016.
I think I will go the MB route. But I am sure that from now on that beastman will be throwing lots of pushes. It always happens with I give someone MB...
Well the 3 I was thinking about were in order of preference Guard, 2 Heads, and Horns so at least I was thinking in the right direction.
I think after the advice I'll go 2 Heads.
Not a big fan of Horns on Gutter Runners unless they have +ST already. Horns costs 30k TV and only makes them ST3, While Dauntless costs 20k and works on ST4 or better ball carriers. Dauntless has a chance of working in situatiosn where horns would give you nothing. You still need an assist to make it a 2d agains tmost ball carriers. And it only works on a blitz while dauntless can work standing still.
Big Hand I'd consider over it for retrievals, but you need yourself a sacker first to knock the ball free for a retrieval specialist to be worth anything.
I always regretted putting Horns on one of my gutters. Given that you will not roll double every time, two heads + dauntless is much better than horns + anything for sacking.
I agree completely. Two heads or guard.
My OCC2 Skaven team had a wrestle linerat roll doubles.
I have a kick linerat and another wrestle linerat. I have a rookie SV as well as a MB,claw,PO SV. I also have a block/accurate thrower and two wrestle and two block gutters.
I'm torn between guard (but he already has wrestle), dodge, ignore the double and get fend, or just fire the guy. I don't normally have the problem of linerat second skills let alone a double!
Having no guard is actually kind of annoying against high strength teams and when you want to set up a one turner so I would take guard even though he has wrestle (not such a big deal imo). If he survives you can take mb first on the rookie SV which should help his development a bit and if he doesn't then shed no tears and take guard on that SV.
My BC2 Wood Elf team has a Wardancer level up and I can't decide what to get.
Tree: rookie (my grab, +MA just died to a clawpomber )
WD1: blodge, sidestep, tackle, mighty blow - normal roll
WD2: blodge, sidestep, tackle, strip ball
Catcher1: wrodge, tackle, sidestep, +ST (my wardancer-lite)
Catcher2: blodge, sidestep, diving tackle
Catcher3: blodge, sidestep
Thrower1: +MA, accurate, safe throw
Thrower2: leader, block
I also have a couple of blodge linos and a dirty player. Suggestions? I'm considering a second strip ball, jump up, frenzy, fend, dauntless. Will also consider other options.
I would be tempted by Frenzy given the mighty blow. But in this case you have to play him more like a Storm Vermin than like a wardancer, i.e. leave the sack duties to WD2 and Catcher1.
2 throwers and 3 catchers aren't too many? Are you able to protect them all?
I'd probably go for dauntless but jump up is also good.
Wrestle is also an option but better on the SB one.
I've not played woodies, but generally I'd say dauntless and fend are under-rated skills. Given he's got MB dauntless would be pretty tempting for me.
My UKBBL lizards have another level up, this time it's a skink question.
ST3, Sidestep skink has rolled 6+4.
Take the +MA?
Normal choices would probably have been DT or jump up.
I only have one other surviving skink with a skill and he just has SS.
Yes take the +MV. Then give him Spint, sure feet, and catch. He is your OTTD threat.
I do leave the sacking to the stripper and wrestle catcher. He's more my muscle. One thrower is offense-only, the other is a leader that I field on defense and have considered sacking now that I have 3RR. You can't really ever protect everyone, that shouldn't stop you from taking positionals. And they are invaluable on offense, especially now that both catchers are blodgesteppers.
Dauntless it is. To be honest, I don't think I've ever actually taken it on a player. We'll see how it goes.
Dauntless is an amazing skill to have on a primary blitzer if all you've got is ST 3 on the team.
Totally agree with this. Very underrated skill.
My Tabletop Necromantic team has 3 skills pending.
My team: http://ordobowl.com/index.php?section=objhandler&type=1&obj=2&obj_id=67
This is a persistent league, though there is a chance we may switch to the BB2016 re-buy rules at some point; we would play at least 1 more full season (~8 games) before that happens.
My last regular season game is against my nemesis, the other Necro team in the league: http://ordobowl.com/index.php?section=objhandler&type=1&obj=2&obj_id=59
There is a pretty good chance that game will be for the 4th and last play-off spot, but he has a tough match before that so he could potentially be eliminated before we play. There is also a chance that I could clinch the playoff spot before that match if another match goes the right way. The other playoff teams will be Lizardmen, Dark Elves and Pro Elves.
AG4/Block Wolf rolled a normal and will take Dodge. I can't think of anything that would change that.
Other Wolf (Block) rolled a normal as well. This is also 95% Dodge, though Tackle is tempting considering future match-ups. Side Step before Dodge is a thought but I can't see myself doing that.
The Level 2 Wight rolled a 6+5. This is the tough one. Normally I would take the +AG here but I am not sure this time. The TV isn't a huge issue to me; it isn't a concern for this season at all though the potential re-buy thing scares me a bit since I already have a Dodge Wight and a +AG Wolf but that will be a very minor factor in the decision if it factors at all. Guard is always really good on Necro Wights and I only have 2 Guard atm (Wight and Golem). Tackle and Mighty Blow (Piling On takes a Team RR as per the BB2016 rules) are other considerations considering potential future opponents.
What you think?
If you read the previous post I made ignore it! I would want some tackle though given potential play off opponents.
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