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Melifaxis
Post subject: Doubles again on a GR!?!  PostPosted: Jun 06, 2004 - 06:16 AM



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For the 3rd consecutive time I have rolled doubles on a GR, this time it's the second roll for one of my 2 GR's. Both took Very Long Legs with their first skill roll.

Right now I'm leaning towards Foul Appearance, but was wondering what others would do.

TR139 before the match probably around 147 now...most of my linerats have 1 skill (block) although 1 has kick and 2 have nothing. My thrower has accurate

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Zombie
Post subject:   PostPosted: Jun 06, 2004 - 08:44 AM



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Foul appearance sounds good. He'll live longer and be a greater nuisance once you give him pass block! Too bad he didn't take horns or dauntless on his first roll, because he could pick the other one now and be the best player in your league!

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Clan_SkavenOffline
Post subject:   PostPosted: Jun 06, 2004 - 02:28 PM



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Sorry I know this should be asked in the "Rules Questions" Section, but after Zombie's suggestion, the question popped in my head.

When using Horns combined with Dauntless on a Blitz. Do you make the Dauntless roll first then add +1 to STR (from the Horns)?

Example, Gutter Runner with Daunless & Horns, Blitzes a Troll.
Is it STR 2 , then the successfull Dauntless roll (STR now 5) then you add +1 for Horns (Total of STR 6, & now TWO Block Dice in your favour)?

Or does the Horns add to the STR before you make the Dauntless Roll?

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SeannewboyOffline
Post subject:   PostPosted: Jun 06, 2004 - 03:22 PM



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Im with Zombie

Dauntless then the horns. Yes a gr can get a 2 die block on a big guy.

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Darkson
Post subject:   PostPosted: Jun 06, 2004 - 10:48 PM



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@ Clan-Skaven - Roll Dauntless, then add Horns.

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TimOffline
Post subject:   PostPosted: Jun 07, 2004 - 03:42 AM



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Mel, If you plan to make him a one-turner then two heads might become an option in case you need to dodge through TZs. Instead of 3+ 3+ 2+ this becomes 2+ 2+ 2+. Pro might also be an option to support oneturning ...

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Melifaxis
Post subject:   PostPosted: Jun 07, 2004 - 07:59 AM



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I should mention that my other GR has a niggling injury and 11 SPP's, which is why I went with VLL on the 2nd GR hoping to make the 3rd and 4th GR more defensive in nature once I could afford them (including a Dauntless/Horns if I made the rolls) and figuring I would lose a 1 turn scorer eventually.

Pro is an interesting option, but you only get a 50% chance of getting the re-roll. Big Hand would make him really good at running into a crowd and grabbing the ball (like on a blitz) although Two heads is also an interesting option because you need to dodge more often than pick up the ball, but he already has Dodge.

I suppose I could take Dauntless now as well and hope for a 3rd doubles roll, but it's not a good gamble, plus it may take longer than I have to reach 31 SPP's (he has 16 now). I focus a lot on spreading out the SPP's.

Foul Appearance followed by Pass Block would work well with VLL to make hima good defender (lots of mobility, bonus to interceptions, catch to re-roll interceptions, and -1 to receivers/throwers that I get close enough to). Plus, he would last a little longer as 1/6 blocks/blitzes against him wouldn't happen.

My next two games are against Wood Elves and then Undead. After that it's the playoffs so it could be anyone.

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Zombie
Post subject:   PostPosted: Jun 07, 2004 - 08:49 AM



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      Melifaxis wrote:
Big Hand would make him really good at running into a crowd and grabbing the ball (like on a blitz)


You can't pick up the ball on a blitz because it hasn't landed yet.
 
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Melifaxis
Post subject:   PostPosted: Jun 07, 2004 - 10:13 AM



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True, I should have said like after a blitz. You won't necessarily reach the ball on the Blitz itself but be in good position to do so on your turn if the opponent cant pick it up.

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Zombie
Post subject:   PostPosted: Jun 07, 2004 - 01:00 PM



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Ok. I thought that what you had in mind was to use his speed to pick up the ball and score before the other team even got a chance to move!

Big hand is great for a skaven thrower or gutter runner, but i don't think it fits particularly well with very long legs.

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Melifaxis
Post subject:   PostPosted: Jun 07, 2004 - 01:49 PM



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Nerves of Steel is another option...

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ReinkensteinOffline
Post subject:   PostPosted: Jun 07, 2004 - 03:08 PM



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How about the old standby "Jump Up"? It'd be nice to have someone who could ALWAYS move 10 squares. Then add "sprint" (if you ever roll a normal "skill" like the rest of us Very Happy ) and you'll have a one-turn wonder.
 
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OpusOffline
Post subject:   PostPosted: Jun 07, 2004 - 09:30 PM



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I am playing Rats in my current league. Oh, what I wouldn't give to acutally get *one* set of doubles for a GR. Wink

My personal suggestion would be TwoHeads. The dodge rolls that you'll make will drive other coaches NUTS. Smile
 
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DoubleskullsOffline
Post subject:   PostPosted: Jun 08, 2004 - 03:34 AM
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Since he's a 1 turn wonder (yawn) I'd give him FA or Spikes.

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RatBastardOffline
Post subject:   PostPosted: Jun 09, 2004 - 08:57 AM



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i wasnt aware you can take a physical trait twice.. you can take xtra long legs twice? is this only on physical abilities or all abillities? if anythin.. can you direct me in the rule book where it says this?

ie.. Gr get xtra long legs twice cuz its a stat increase? but can i take dodge twice on a Gr? and why not?
 
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