mrbibitte3
Joined: Mar 28, 2013
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  Posted:
Sep 06, 2014 - 20:50 |
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Not fixed yet (it gotta be very soon)... Here's how the roster's currently is :
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#1 Saurus (80K) + Block (20K) = 100K
#2 Saurus (80K) + Block (20K) = 100K
#3 Saurus (80K) + Block (20K) = 100K
#4 Saurus (80K) + Block (20K) = 100K
#5 Saurus (80K) + Block (20K) = 100K
#6 Saurus (80K) + Frenzy (20K) = 100K
#7 Skink (60K) + sidestep = 80K
#8 Skink (60K) = 60K
#9 Skink (60K) = 60K
#10 Skink (60K) = 60K
#11 Kroxigor (140K) = 140K
Apothicary = 50K
Rerolls 3 x (60K) = 180K
Fan Factor 0 x (10K) = 0K
Cheerleaders* 0 x (10K) = 0K
Assistant Coaches* 0 x (10K) = 0K
TOTAL = 1230K (870K left in treasury) |
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mrbibitte3
Joined: Mar 28, 2013
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  Posted:
Sep 06, 2014 - 20:51 |
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PaddyMick wrote: | Block is the best skill in the game and the foundation for any (non wrestle) player, so why not get it straight away on every player that you can? Specialisation comes later, imo. On the skinks, get 1 with sure feet and one with catch, for hand offs (or the threat of a hand/score).
Agree the Krox needs that extra skill roll to max out on doubles. |
I do very much like that Sure Feet and Catch Skink combo !! Food for thought ! |
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xnoelx
Joined: Jun 05, 2012
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  Posted:
Sep 06, 2014 - 20:54 |
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That's only 7 skills. Still deciding on the last one, or is that a typo? |
_________________ Nerf Ball 2014 |
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mrbibitte3
Joined: Mar 28, 2013
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  Posted:
Sep 06, 2014 - 21:11 |
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Of the roster above, the Frenzy would open up the sidelines on offense, and threaten when bottling up the opponent on defense (one of my favorite tactics using a frenzied wood elf wardancer... though it's not in many aspects comparable).
The 5 block Sauruses brings stability (needed with only 3 rerolls at hand) as well as a solid platform from which to get to a second skill... I'm still thinking about converting one to Guard (in which case, Frenzy would have to convert to Mighty Blow, since two blockless sauruses (Frenzy not helping!) would probably eat too much rerolls).
The no-skills Kroxigor is the best way to hopefully roll a double on the first two easy skill rolls. I'm still not set as Piling On is another interesting avenue (that I'm not used to play with) as it's probably the only way to deal with hateful Claw players (theres at least 1 per chaos team).
The Sidestep Skink would help the team score quick 2 turns touchdowns, running within a cage by the sidelines as there are some AG5 leaping elves and gutter runners... Though Sure Feet and Catch would be another excellent weapon in the toolbox.
Smeat's advise of assuming that we'll be the new kids on the block and eat our share of dirt while building for the long term is very sound.
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Do someone have some thoughts on an all Mighty Blow Saurus team ? |
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mrbibitte3
Joined: Mar 28, 2013
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  Posted:
Sep 06, 2014 - 21:12 |
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xnoelx wrote: | That's only 7 skills. Still deciding on the last one, or is that a typo? |
Not a typo... was thinking about forfeiting the last skill as it doesn't seem too useful to skill a Skink ! |
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anisdrin
Joined: Apr 10, 2009
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  Posted:
Sep 06, 2014 - 21:18 |
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babass
Joined: Apr 20, 2013
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  Posted:
Sep 07, 2014 - 16:28 |
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having a 2nd side step, will make your 1st sidesteper more efficient. |
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mrbibitte3
Joined: Mar 28, 2013
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  Posted:
Sep 08, 2014 - 14:56 |
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babass wrote: | having a 2nd side step, will make your 1st sidesteper more efficient. |
Interesting ! By curiosity, how would it be so ? |
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Smeat
Joined: Nov 19, 2006
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  Posted:
Sep 09, 2014 - 00:38 |
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(Not sure exactly what he means...)
But 2 ss skinks make for easier defense. Allows you to cover both sidelines at once, and leading a cage w/ a ss'er means that if(?!) he doesn't get knocked down, he moves to where it's best for you, not your oppo.
And one acts as a sub for the other if/when he gets taken out. Remember - skinks break, so having backups is a good thing.
SS >> Catch to start with. SS is THE core skill for whatever they get next, whether that's DT or some Double skill (Sure Hands > Block?).
mrbibitte3 wrote: | Of the roster above, the Frenzy would open up the sidelines on offense, and threaten when bottling up the opponent on defense (one of my favorite tactics using a frenzied wood elf wardancer... though it's not in many aspects comparable). |
If you liked St 3, you'll love St 4.
Chainpushes, cage breaking, surfing - and a threat your oppo can't ignore, or will suffer if/when they do. Good times on the horizon.
Quote: | Do someone have some thoughts on an all Mighty Blow Saurus team ? |
Yes, but site ToU prevent me from using that kind of language here.
Seriously, this has been discussed. Totally unreliable, no core defensive skills. They get knocked down more and fail blocks more, which means they block less and lose the position game while using more RR's, which means everything snowballs (including casualties), which means they actually skill SLOWER while you lose more games.
It's gimmicky, which means there'll be a "fun factor" right up until you realize it's a losing ploy.
anisdrin wrote: | guard on the Kroxy |
Been discussed - you'll have to say "why". The counter-arguments are, variously...
1) Pile On - for instant POMBing
2) Stand Firm - for P. Tail (meh)
3) Nothing, to maximize chance for doubles. |
_________________ Let's go A.P.E.!
(...and what exactly do you think they do with all those dead players?...) |
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