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Poll
Bull Centaur rolls 5+5 on 1st skill, what would you take?
Block
6%
 6%  [ 5 ]
Stand Firm
36%
 36%  [ 30 ]
Movement
53%
 53%  [ 44 ]
Other
4%
 4%  [ 4 ]
Total Votes : 83


Mossbeard



Joined: Jul 03, 2005

Post   Posted: May 25, 2006 - 08:16 Reply with quote Back to top

First skill on a bull centaur, i rolled 5+5.

I am thinking that stand firm would be great, but maybe i should ignore the double and take block, so he will be more useful to the team right away. I don't know if the movement is worth it with so many other good choices.

My other bull already has +AG and rolled a regular skill for his second skill.
I plan to take block and then sure hands for his third skill.
So if i take SF or +MA the team will at least have one bull with block for our next game.

We are playing high elves next, then lizardmen.
Any suggestions or tips much appreciated.
Flynn



Joined: Aug 02, 2003

Post   Posted: May 25, 2006 - 08:22 Reply with quote Back to top

i would take the MA, sf is great, but that team is slow besides the bulls, any extra speed on them should be grasped at tenaciously

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blackrose



Joined: Apr 29, 2006

Post   Posted: May 25, 2006 - 08:22 Reply with quote Back to top

I'd get block, as the chance of getting skull/pows or skulls is too great for me otherwise, especially as he's a big gut

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Buur



Joined: Apr 29, 2004

Post   Posted: May 25, 2006 - 08:25 Reply with quote Back to top

I always tries to make my players better at the things they are good at.... and for bulls its speed... so i would take the move...
-Buur

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blackrose



Joined: Apr 29, 2006

Post   Posted: May 25, 2006 - 08:30 Reply with quote Back to top

opps... I meant move... thought you were talking about a mino

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nexusvalhees



Joined: Oct 28, 2005

Post   Posted: May 25, 2006 - 08:38 Reply with quote Back to top

I would take SF followed by block and break tackle on normal rolls sf break tackle is an awesome combo turn him into a heavy blitzer and use your other to carry the ball for now if you get another double go for dodge and watch in awe as he dodges without risk to anywhere he wishes or go for frenzy and sideline people to your hearts content.
Curro



Joined: Jun 07, 2005

Post   Posted: May 25, 2006 - 09:16 Reply with quote Back to top

I´d take the +MA, that means movement 10 with the sprint and sure feet skills...
xcver



Joined: Mar 10, 2005

Post   Posted: May 25, 2006 - 09:57 Reply with quote Back to top

I'd take dodge. followed by block and break tackle.

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xlars



Joined: May 12, 2004

Post   Posted: May 25, 2006 - 10:29 Reply with quote Back to top

+Ma, no doubt.
-XL

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coffindodger



Joined: Jul 01, 2005

Post   Posted: May 25, 2006 - 10:58 Reply with quote Back to top

+ma - doesn't come around often enough. You can get block on the next skill...

BFN

Paul
Melmoth



Joined: May 05, 2004

Post   Posted: May 25, 2006 - 11:19 Reply with quote Back to top

give him + ma
JockMcRowdy



Joined: Jul 07, 2004

Post   Posted: May 25, 2006 - 11:22 Reply with quote Back to top

dirty player

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Optihut



Joined: Dec 16, 2004

Post   Posted: May 25, 2006 - 11:43 Reply with quote Back to top

While I did vote for standfirm, it would be sweet to pull a one turner (the chainpush variety) with an ag2 guy, so perhaps movement is the way to go.
AvatarDM



Joined: Aug 02, 2003

Post   Posted: May 25, 2006 - 23:06 Reply with quote Back to top

Stand Firm because he can dodge without risks (and Break Tackle later). What is MA7 + Sprint + Sure Feet worth if he's tied up? Very Happy
coffindodger



Joined: Jul 01, 2005

Post   Posted: May 26, 2006 - 17:52 Reply with quote Back to top

AvatarDM wrote:
Stand Firm because he can dodge without risks (and Break Tackle later). What is MA7 + Sprint + Sure Feet worth if he's tied up? Very Happy


On that basis, take dodge - a failed dodge with SF leaves him tied up, with Dodge you get to Reroll it...

Still think +Ma

BFN

Paul
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