kummo
Joined: Mar 29, 2016
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  Posted:
Mar 17, 2017 - 16:14 |
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So.
Previously CPoMb and TPoMb (or CTPoMb with jump up and block) was the ideal killer route.
Skaven and UW could even opt for CTPoMb+jumpup+horns
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Here are some questions i'd like to hear answers:
1) Without piling on, would you pick jump up at all?
2) Without piling on there is 1 skillslot (or 2 if you skip jump up too) free to use. What do you pick here instead?
3) On non-mutation blitzers what is your skillroute?
4) How about mutation access?
5) Elf blitzer rolls 2nd doubles. 1st time you picked mb, what is your 2nd skill pick on doubles?
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If you have any other suggestions or any other ideas/opinions about this topic, please share your wisdom |
Last edited by kummo on %b %17, %2017 - %16:%Mar; edited 1 time in total |
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kummo
Joined: Mar 29, 2016
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  Posted:
Mar 17, 2017 - 16:18 |
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Would human blitzer (and such non-mutation blitzers) opt for:
Mb+tackle+guard (and just keep firing and rerolling most of the blitzers to keep tv low)
And guys with mutation access:
Mb+tackle+claw+block+horns
Would most blockers look like this: guard+mb+stand firm ?
Is dodge any more viable?
With tackle increasing (because you skip piling on and jump up and pick it way earlier now) someone might disagree. |
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MattDakka
Joined: Oct 09, 2007
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  Posted:
Mar 17, 2017 - 16:23 |
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kummo wrote: |
1) Without piling on, would you pick jump up at all?
2) Without piling on there is 1 skillslot (or 2 if you skip jump up too) free to use. What do you pick here instead?
3) On non-mutation blitzers what is your skillroute?
4) Elf blitzer rolls 2nd doubles. 1st time you picked mb, what is your 2nd skill pick on doubles?
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1) No.
2) I would take either Tackle or Frenzy or Juggernaut or Guard.
3) Block, Mighty Blow, Tackle, Frenzy, Juggernaut, Pro.
4) Guard or Juggernaut (especially if the player has Frenzy). |
Last edited by MattDakka on %b %17, %2017 - %16:%Mar; edited 1 time in total |
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Danish_Dan
Joined: Feb 03, 2016
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  Posted:
Mar 17, 2017 - 16:28 |
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I know it's not really a killer skill, but I would like to put stand firm in there somewhere.
A lot of people will want to hit a killer, and with standfirm, there's no pushing them away if you fail to knock them down. Instead you now get stuck, standing next to a killer.
This saves you a blitz to use on something else, and makes opponents far more hesitant to hit killers. Oh, and it goes well with frenzy for crowd surfing.
For me I would pick it over Jugg I think. |
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Verminardo
Joined: Sep 27, 2006
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  Posted:
Mar 17, 2017 - 16:37 |
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Frenzy Juggs is certainly going to see more use. We might also be seeing more Grab, and I'm giving a Wild Card to Dauntless, surprisingly useful on a hitter. But Guard beats them all, especially as without PO you'll actually be standing. |
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kummo
Joined: Mar 29, 2016
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  Posted:
Mar 17, 2017 - 16:37 |
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@Matt:
Pro was really good call, almost forgot.
Also after seeing your answers i noticed that i forgot to ask about mutation access killer build so i added it to OP.
@Dan:
I see SF working much better on teams that have easier access to guard or have higher str players around.
I wouldn't get SF on elf that has tackle and mighty blow unless i had at least 2 guards (and then against some opponents in some situations i would opt not to stay in contact).
With teams that have 4 str-access guys or more, like humans, i could see few of them having stand firm.
With Orcs, Dorfs and Chorfs i definitely see the point. |
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PainState
Joined: Apr 04, 2007
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  Posted:
Mar 17, 2017 - 16:45 |
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Human Blitzer will replace out Pile On with either Dauntless or Frenzy. |
_________________ Comish of the: |
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mrt1212
Joined: Feb 26, 2013
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  Posted:
Mar 17, 2017 - 16:51 |
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PainState wrote: | Human Blitzer will replace out Pile On with either Dauntless or Frenzy. |
Or both. Or neither.
Frenzy isn't all good and there will be times where you forgo a blitz with them because you can't get a good block without risking stepping in a pile... |
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PainState
Joined: Apr 04, 2007
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  Posted:
Mar 17, 2017 - 16:52 |
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Non PO killers will also revert to LRB4 form....Carry some DP. DP, even with just +1, is now once again the viable kill shot skill. yeah, you can get ejected BUT unlike C/MB you can auto break AV and get the +1 on injury roll bringing the odds back up to 9+ on injury check is a CAS.
The sun has risen over Khemri once again. A new golden age of DP has been reborn.
The thing with C/MB is you have to actually knock your foe down, then roll a AV check and then roll the 9+.
DP it is already assumed that the player is on the ground and passed his AV check. You line up a good DP shot you break AV on a 2+ 3+ or 4+.....golden shot for the CAS. IN BB2016..the best odds. |
_________________ Comish of the:
Last edited by PainState on %b %17, %2017 - %16:%Mar; edited 2 times in total |
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PainState
Joined: Apr 04, 2007
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  Posted:
Mar 17, 2017 - 16:54 |
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mrt1212 wrote: | PainState wrote: | Human Blitzer will replace out Pile On with either Dauntless or Frenzy. |
Or both. Or neither.
Frenzy isn't all good and there will be times where you forgo a blitz with them because you can't get a good block without risking stepping in a pile... |
Well, if you do not like Frenzy..then take the poor mans Frenzy and take Pro instead.
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_________________ Comish of the: |
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mrt1212
Joined: Feb 26, 2013
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  Posted:
Mar 17, 2017 - 16:59 |
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I already have enjoyed frenzy on some of my human blitzers, I just don't see people going above 2 per team because they do become unwieldy if your only blitz options are with frenzy players. Thank norse for teaching me that |
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ArrestedDevelopment
Joined: Sep 14, 2015
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  Posted:
Mar 17, 2017 - 17:27 |
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kummo wrote: | 1) Without piling on, would you pick jump up at all?
2) Without piling on there is 1 skillslot (or 2 if you skip jump up too) free to use. What do you pick here instead?
3) On non-mutation blitzers what is your skillroute?
4) How about mutation access?
5) Elf blitzer rolls 2nd doubles. 1st time you picked mb, what is your 2nd skill pick on doubles?
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1) Really depends on the player. Khemri actually benefit from Jump Up without PO anyway for instance, but probably not.
2) Frenzy, Dauntless, Guard, juggernaut...Maybe Grab on some, stand firm - again depends on player. I used most of these skills anyway though, dropping "traditional" skills.
3) Block/mb/frenzy (tackle, if taking), juggernaut, stand firm. (guard if no tackle)
4) Beastman: block/mb/claw/frenzy/tackle/juggernaut (may also drop tackle and take two heads on 1, or stand firm) lots and lots of options here
Skaven SV: mb/claw/tackle/frenzy/juggernaut (horns)
mb/claw/tackle/dauntless/guard/pro
UW Basically see skaven, but guaranteed horns. Didn't ever PO the troll either anyway.
Cdorks? G/MB, (claw), stand firm, frenzy (dauntless or horns).
5)Juggernaut/Guard or skip most likely.
I like frenzy, so it's going to be appearing a lot for me, but it always kind of did. Really, not much change.
I'll probably never take SF on a killer player with access to sidestep, can say that though. Or vice versa. |
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Bakunin
Joined: May 08, 2011
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  Posted:
Mar 17, 2017 - 17:33 |
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With mutations: Horns, frenzy/pro
Without: Frenzy, pro |
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Antithesisoftime
Joined: Aug 20, 2014
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  Posted:
Mar 17, 2017 - 17:52 |
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mrt1212
Joined: Feb 26, 2013
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  Posted:
Mar 17, 2017 - 17:53 |
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Antithesisoftime wrote: | Modern killer build:
Tentaclese |
Where the tents yo? |
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