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xnoelx
Last seen 7 years ago
xnoelx (19513)
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2016

2016-11-08 23:57:21
rating 6
2016-11-03 02:53:20
rating 6
2016-07-22 23:56:08
rating 5.9

2015

2015-08-26 11:43:24
rating 4.9
2015-06-10 22:34:39
rating 5.4
2015-05-21 00:03:08
rating 5.3
2015-04-15 20:30:32
rating 5.9

2014

2014-12-22 13:51:05
rating 5.6
2014-09-22 23:42:55
rating 5.6
2014-05-17 20:18:21
rating 5.3

2013

2013-08-06 07:06:34
rating 5.2
2013-08-02 05:50:39
rating 4.9
2013-05-31 22:00:35
rating 5.9
2013-05-16 16:22:59
rating 4.5
2013-04-20 01:40:41
rating 5.2
2013-03-17 21:13:20
rating 5
2013-03-11 01:54:15
rating 4.8
2013-02-19 15:45:53
rating 5
2013-02-17 21:27:41
rating 5.8
2013-02-11 13:05:27
rating 4.4

2012

2012-12-21 12:34:49
rating 5.8
2012-12-08 20:01:00
rating 5.4
2012-09-17 14:24:03
rating 5.3
2012-07-09 01:29:45
rating 5.6
2012-06-18 17:02:09
rating 3.8
2013-08-06 07:06:34
10 votes, rating 5.2
Mutants must rule!
So my latest mini-project is a mutation-themed Pact team. No Big Guys (because they don't get M access on normal rolls, and that breaks the theme) and currently only a Delf and some Marauders. I had a Skaven, but a) he just kept getting squished, and b) has less interesting skill access. And I will probably get a Goblin at some point.

People often complain that there are much more interesting skill combinations available with the GSPM access that Marauders have, rather than just the typical CPOMB spam. So, I'm looking for suggestions.

For example, one build I'm aiming for is the super-intercepter, with Extra Arms, Very Long Legs, Pass Block and on a double, Catch. Likely adding Leap and Diving Catch if he's lucky enough to get 2 more doubles/live that long.

What other cool combos are there that I haven't thought of yet? And yes, I'm fully aware that this is unlikely to be the most competitive team. My answer to that: Yeah? And? So? What?
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Comments
Posted by Uedder on 2013-08-06 07:18:46
well the intercepter might as well get Disturbing presence to disturb the pass/catch.

A marker with tents, shadowing, prehensile tail, stand firm, tackle.

The fastretriever, someone to get the ball when it's contended, in multiple tz and immediatly pass it downfield...
Sure hands, big hand, pass, nerves of steel, accurate, strong arm. HMP is viable, too.

Posted by WoodPusher on 2013-08-06 07:26:21
What about a "Scrum-half" build; Big Hand, NoS, Pass, to pick up the ball in traffic and chuck it to one of your guys, then Two-Heads to dodge away, or extra-arms to help pick it up, or even disturbing presence so that the ball is dropped more often in the first place.
Posted by WoodPusher on 2013-08-06 07:27:20
Ugh, Uedder pretty much said that already.
Posted by Roland on 2013-08-06 07:37:08
goblin with two heads, big hand and extra arms ;)
or just big hand on any ag 4 guy
Posted by Roland on 2013-08-06 07:44:37
a good sprinkle of DP is always good too :)
Posted by BooAhl on 2013-08-06 09:35:05
The surfer: Frenzy, Two Heads, Jugg, SF (Leap+VLL?)
Posted by Rabe on 2013-08-06 11:00:03
If I had the time, I'd probably a build a pact team where all the Marauders get Guard, Block, Stand Firm, Foul Appearance... but that's not very mutation-heaves. :-)

Don't forget Foul Appearance though, it's a fun skill.

The man-marker: Block, Stand Firm, Foul Appearance, Prehensile Tail/Tentacles/Tackle (+AV, Dodge, Diving Tackle) - well, not very creative either. But useful, I suppose.

I once wanted to create a team with marauders like this:
Wrestle, Dump-Off, Nerves of Steel, Accurate, Pass/Pro, Extra Arms - for the ultimate Dump-Off fun (Wrestle seems more useful than Block here if you really aim for that crazy play). Two to three of those would probably make sense.
Posted by Rabe on 2013-08-06 11:02:41
Only looked at the team after replying - looks like a lot of fun and something I'd do as well. :-D

Don't know if my suggestions are compatible with you skilling rules though.
Posted by Retro21 on 2013-08-06 14:48:11
not strictly mutation but in fitting with the theme: a runner on with sprint, sure feet and then obviously just roll two tens to get the MA MA. Shadowing would also work.

But seriously, maybe you could start down that path if a rookie gets MA?
Posted by Retro21 on 2013-08-06 14:54:34
And a bit specific and not very playable:

a Wolverine based player, with claw, jump up, frenzy, piling on, thick skull but no block.

Colossus with Stand firm, grab, guard, dauntless, strong arm.

Dist presence, foul appearance, shadowing, diving tackle, tentacles/prehensile tail as some sort of Swamp thing.

This sounds like a lot of fun, like Rabe I'm getting tempted to start my own team...

Nice work Noel :D
Posted by xnoelx on 2013-08-07 06:56:11
Ta folks, some good thoughts. Got my goblin now (obviously getting 2 Heads/Big Hand), and just got a win after a string of losses. I think my rule number 2 is what's causing me most problems. But the team is coming together, my Extra Arms guy got a double for Catch, so there's the start of my ultramega-intercepter. I like the idea of Dist Pres on him. I also have the start of a marker, with Tents/Tail. Definitely gonna try for a surfer, I like that one. That runner idea would have to take 2 Heads or something to fit in with my rules, and needs a couple of doubles, but it's looking possible, I've already got 4 guys with +MA.
Posted by Retro21 on 2013-08-07 08:46:05
What about maybe going with horns for runner (he is going so fast that the his momentum gives him an extra +1 ST...)? Just a thought :D