Dementor
Joined: Apr 06, 2004
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  Posted:
Nov 10, 2004 - 22:58 |
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Player No. 4 Baron Delaril on my High Elf team Lord s of Clill rolled a double for his 3rd skill after getting +st and +ag. What to give him now? |
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mymLaban
Joined: Apr 20, 2004
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  Posted:
Nov 10, 2004 - 23:06 |
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hmm i voted frenzy but come to think of leap with ag5 and st4 he could leap inside any cage and block the ball carrier |
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AFK_Eagle
Joined: Mar 12, 2004
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  Posted:
Nov 10, 2004 - 23:07 |
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Leap is available to him w/o a double roll though...I'd say NoS, as the agi 5 would let him pick up the ball in tz fairly easily, NoS to pass it to a teammate, and str 4 to stand up to whoever's tz was on the ball before. |
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Glomp
Joined: Jan 04, 2004
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  Posted:
Nov 10, 2004 - 23:08 |
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Highelf!
Must die!!!
Lords of clill eh?... |
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milnestar
Joined: Oct 23, 2003
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  Posted:
Nov 10, 2004 - 23:10 |
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nerves of steel then leap on next skill would make this guy a killer. Leaping around blocking ball carriers and then leaping in picking up the ball and chucking it no probs. And don't forget nerves of steel works on catch as well as so many people forget.
Other than that - kick ! |
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BadMrMojo
Joined: Aug 02, 2003
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  Posted:
Nov 10, 2004 - 23:11 |
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Guard, Frenzy, (or if you don't mind passing on the double) Block or Leap. A St4, Ag5 Leaping Guard would be pretty nice... if he lives that long.
As it is, I'd say Guard. Without block he's vulnerable, obviously, but if he's providing assists and drawing 2 or 3 opponents to try to take him down, he's a huge team player. It'll be ages until he gets block unless you make sure to feed him a steady diet of SPPs (he should end up in great position to be the handoff man on offense, meaning easy completions) but it is the best for the team as a whole, rather than just for him.
The mobility (dodging through TZs. Whee!) of AG 5 and the potential for 2+ leaping assists down the road make it my personal pick. |
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emil_frojd
Joined: Jan 29, 2004
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  Posted:
Nov 10, 2004 - 23:11 |
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Grumbledook
Joined: Aug 02, 2003
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  Posted:
Nov 10, 2004 - 23:17 |
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hunter
Joined: Aug 11, 2003
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  Posted:
Nov 10, 2004 - 23:53 |
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Frenzy in my book... used wisely, it is a very powerful skill. More chances to get casualties, too. |
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milnestar
Joined: Oct 23, 2003
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  Posted:
Nov 11, 2004 - 00:14 |
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I just don't see frenzy being a good option. This guy could be a power play maker, but frenzy will keep taking him out of position and basically a casualty earner, when he could be a major TD scorer or with NOS a major playmaker |
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milnestar
Joined: Oct 23, 2003
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  Posted:
Nov 11, 2004 - 00:15 |
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oh and guard makes sense..... i would never have considered it, but taht is probably why i have lost over 150 games ! |
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BadMrMojo
Joined: Aug 02, 2003
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  Posted:
Nov 11, 2004 - 00:21 |
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NoS on an AG 5 player, while never entirely wasted, is a bit like Dauntless on a ST 4 player.
Not a bad thing to have but there are other options which you'll use a whole lot more. He can already catch and throw* in one TZ just as well as a regular, AG 4 player. Now would you take NoS if it only applied when there were 2+TZs?
* this statement is technically not 100% accurate - read the Strong Arm vs Accurate discussions - but I'm generalizing a bit. |
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Jinxed
Joined: Jul 04, 2004
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  Posted:
Nov 11, 2004 - 00:34 |
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Block. You want him to survive. |
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Tank
Joined: Sep 06, 2003
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  Posted:
Nov 11, 2004 - 01:07 |
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Guard, its the best !
Failing that i'd go NoS. |
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Tinkywinky
Joined: Aug 25, 2003
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  Posted:
Nov 11, 2004 - 01:17 |
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Personally I never plan farther than 31 spp for a player. You know he's going to take a lot of kicks to the head so it's better to make him useful now than in a future that will never come. Guard then block is definitely the best use you will get of this player.
On the other hand... dump off sounds like a more fun idea. |
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