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Strategy and Tactics - team development

wouterkuyper - Feb 13, 2003 - 04:29 AM
Post subject: team development
Ok, i rolled some doubles in 2 teams

first: Chaos Pact
Chaos Marauder, now has Block, Guard...next double: dodge?
what do you think?

second: Skaven linerat
has block and RSC, next double: claw? guard? (dodge?)

What do you think is best?

W
Grumbledook - Feb 13, 2003 - 04:31 AM
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Foul Appearence on both
Squiggoth - Feb 13, 2003 - 04:49 AM
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Jump up on both!
wouterkuyper - Feb 13, 2003 - 05:03 AM
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I am pretty sure JumpUp is an agilty-trait, so i cannot take that, or am i missing something? And Foul Appearance...am i allowed to take that? Wasn't that a race-characteristic? at least the Chaos Marauder (=Norse) cannot take itif i am not mistaken...
W
Grumbledook - Feb 13, 2003 - 05:09 AM
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foul appearence is a mutation so skaven can and cause its chaos pact i would guess they can as well. Though i don't like any of the pact teams and don't really know the rules for them.

As for squiggoth ignore him, he ate some bad squigs
Squiggoth - Feb 13, 2003 - 05:49 AM
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Sorry! Gotta get me some better squigs...
skummy - Feb 13, 2003 - 07:27 AM
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Piling On! +3 to break armor and +2 to injury will clear you up some space on the board very quickly. Don't even hesitate to take this skill if your league follows the LRB and lets you pile on after the armor roll.
wouterkuyper - Feb 13, 2003 - 08:42 AM
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I was thinking about Piling On as well...but don't you think Claw is then the better option? That allows me to block again next turn, and it is "only" a difference of +1...

and does it make a difference to know that our league is based mostly on AV7 teams?

W
skummy - Feb 13, 2003 - 08:50 AM
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You have a 7 movement - why does getting up again worry you? Laughing

Seriously, though - the claw will have nearly the same result against 7 armor as the PO will, but the +1 difference will tell against high armor teams. How many people are going to leave players next to this little rat in any case?

If you are fortunate to roll doubles again on this little bugger, I'd pick up spikes. He's going to be a target for the opposition.
Dave - Feb 13, 2003 - 04:15 PM
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Trust me, the rat will DIE!!! Evil or Very Mad Evil or Very Mad Evil or Very Mad

Grumbledook: I read somewhere (Or asked on TBB, dunno anymore) that the Marauders cannot get physicals. It would make the team even more outrageous (!!!! Big Guys Evil or Very Mad )

I'd go for Guard or Piling on on the Rat
The marauder is for staying on the line: Dodge will bring him in tight places as well

(Killing my own chances on victory here ... )
wouterkuyper - Feb 14, 2003 - 03:21 AM
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Knowing that you want the rat dead, i think i won't voluntarily go lying on the floor
Smile

W
Dave - Feb 14, 2003 - 04:10 AM
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Won't matter Twisted Evil Twisted Evil
ohiohuskies - Feb 15, 2003 - 05:35 PM
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i like dodge and block on my players Very Happy
Diesel - Feb 15, 2003 - 05:51 PM
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I personally would go for Dodge on the Chaos and Claw on the Skaven.
dlb1969 - Feb 20, 2003 - 08:18 AM
Post subject: Re: team development
      wouterkuyper wrote:
Ok, i rolled some doubles in 2 teams

first: Chaos Pact
Chaos Marauder, now has Block, Guard...next double: dodge?
what do you think?

second: Skaven linerat
has block and RSC, next double: claw? guard? (dodge?)

What do you think is best?

W


I would take probably take dodge for the marauder, but that depends on who you use him.

The linerat would definitely get claw. I wouldn't take piling on because it's just not that good an idea for a line rat that will be on the ground ready to be pounced on in the opposing coaches turn. And believe me that would be the first thing I'd do to get that rat off the field and hopefully dead. The claw gives you almost as good as piling on without having to lay on the field as a big target for a foul.
wouterkuyper - Feb 28, 2003 - 05:09 AM
Post subject: okay 2 more skills to choose
a movement 6 linerat with block rolled double 5....i think i am going to take guard (only one other has guard in the team) someone else a better plan?

And a movement 10 gutterrunner with sprint has rolled 11 for his skill...
do i take the AG-upgrade or is surefeet simply better (on the long run?)

W
skummy - Feb 28, 2003 - 09:30 AM
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TAKE THE AGILITY!!! Then get leap! Then get block, because he will be the most hunted player in your league. You will not regret this decision, and this little bugger will be able to pick up the ball in one tackle zone like it's nothing. Get some of your linerats strip ball and you're going to be hard to stop.

A lot of people out there really like Foul Apperance on doubles for skaven. It will help you slow down the opposition and hopefully knock some balls loose for your uber gutter runner.
wouterkuyper - Feb 28, 2003 - 03:16 PM
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Well, the fact is that i've got a full roster and i don't really need to put him on the field when i am kicking....at least not in the first few turns..depending on the number of casualties i get...

So if everything is going a bit ok...i only have to use him on a drive in which he has to score in 1 turn (so that noone can get to him) but then he needs to be a reliable scorer...that's why i thought of sure feet, and after that catch maybe...

but turning down AG5 would feel a bit strange...

W
Dave - Feb 28, 2003 - 03:43 PM
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you won't need to put him on the pitch anyway, even with less thatn 11 players. (a silly rule but okay, that's LRB)
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