Mossbeard
Joined: Jul 03, 2005
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  Posted:
May 25, 2006 - 08:16 |
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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. |
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Flynn
Joined: Aug 02, 2003
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  Posted:
May 25, 2006 - 08:22 |
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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
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  Posted:
May 25, 2006 - 08:22 |
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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
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  Posted:
May 25, 2006 - 08:25 |
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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 |
_________________
For most people, reason is nothing but their own believes. |
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blackrose
Joined: Apr 29, 2006
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  Posted:
May 25, 2006 - 08:30 |
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opps... I meant move... thought you were talking about a mino |
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nexusvalhees
Joined: Oct 28, 2005
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  Posted:
May 25, 2006 - 08:38 |
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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. |
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Curro
Joined: Jun 07, 2005
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  Posted:
May 25, 2006 - 09:16 |
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I´d take the +MA, that means movement 10 with the sprint and sure feet skills... |
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xcver
Joined: Mar 10, 2005
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  Posted:
May 25, 2006 - 09:57 |
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I'd take dodge. followed by block and break tackle. |
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xlars
Joined: May 12, 2004
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  Posted:
May 25, 2006 - 10:29 |
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coffindodger
Joined: Jul 01, 2005
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  Posted:
May 25, 2006 - 10:58 |
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+ma - doesn't come around often enough. You can get block on the next skill...
BFN
Paul |
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Melmoth
Joined: May 05, 2004
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  Posted:
May 25, 2006 - 11:19 |
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JockMcRowdy
Joined: Jul 07, 2004
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  Posted:
May 25, 2006 - 11:22 |
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dirty player |
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Optihut
Joined: Dec 16, 2004
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  Posted:
May 25, 2006 - 11:43 |
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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. |
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AvatarDM
Joined: Aug 02, 2003
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  Posted:
May 25, 2006 - 23:06 |
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Stand Firm because he can dodge without risks (and Break Tackle later). What is MA7 + Sprint + Sure Feet worth if he's tied up? |
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coffindodger
Joined: Jul 01, 2005
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  Posted:
May 26, 2006 - 17:52 |
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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? |
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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