![]() If you find your fighters frequently going up against enemies with Dodge, Tackle can be invaluable. Obviously, it combines favorably with Mighty Blow: every time a player with Mighty Blow and Claw knocks an opponent down, he has at least a ~14.35% chance to inflict a casualty and, in doing so, gain 2 SPP. Claw causes armor break results of 8 or higher to be treated as a success, meaning that even your toughest opponents effectively have AV 7 during your blocks. The Claw skill also significantly increases a player's lethality. Let's take a brief look at how that affects the injury math that we did in a previous post: Mighty Blow is one of the best of these, allowing you to add a +1 to either the armor break roll or the injury roll. Fortunately, there are a few skills you can take to improve your chances of inflicting a casualty. These players often make good cage corners and ball carrier defenders, meaning that they don't get to score a lot of touchdowns themselves. If you roll doubles on a big guy, Block is almost certainly the right pick.Īnother big concern on bashy players is SPP generation. Big guys want this more than anyone since their obvious fighting role on the team is hampered by Loner often preventing block dice rerolls, but unfortunately they usually only have access to it on doubles. ![]() As previously discussed, Block is a very powerful skill for this sort of player, boosting their knockdown odds and reducing their odds of getting knocked down in return. Many players on your team contribute primarily by knocking opponents over. That said, here are some common choices for improving your positionals: The best skill choice for a player depends on his position and role on the team, the rest of the team's makeup, and your plans for the team's future. So what do you do with all the SPP once you have it? There's no simple answer. Of course, the penalty for failing a pass is pretty severe, so it's important to be careful with this strategy. The MVP award can be a big boost if it lands on a player who normally has trouble gaining SPP (like the aforementioned troll or ogre).įinally, while passing is risky for most teams, high-AG teams like elves can use easy short passes as a constant drip of controllable SPP to level up their important players. This could be any player that was on your team during the game, even one who died or a temporary one like a mercenary or star player. Every game, a random player on your team will receive 5 SPP for being the MVP. The other big source of SPP is the MVP award. It's difficult to get a big guy like a troll or ogre to pick up the ball and run with it, but it's not unreasonable with most other players, meaning that touchdowns are a reliable way of directing SPP to the players that need them (contingent on your ability to score, obviously). Unfortunately you don't have a huge amount of control over this due to the randomness of the armor and injury rolls, but there are still ways to increase the likelihood of scoring a casualty (see the "Fighters" section below).Īnother common (and far more controllable) method of getting SPP is scoring touchdowns. A player receives these points when involved in a block that injures an opponent, regardless of whether he was the attacker or defender. One of the most common sources of SPP is inflicting casualties. The latter is self-explanatory, but let's talk about the former a bit. Part of this is funneling SPP to players that desperately need improvements and protecting valuable improved players. Playing for the win is important in any game, but it's also important to think long-term. Obviously, it's almost always correct to take a stat over a skill if you have the option because of how powerful the stats are, but there are exceptions when the stat isn't useful (such as +AG on a 1 AG big guy, for example). On a 10 the player can take a point of AV or MA, on an 11 he can take a point of AG, and on a 12 he can take a point of ST. In addition, if the roll is 10 or higher, the player can forgo taking a skill entirely to gain a stat point instead. ![]() ![]() However, they can never get a skill from the Mutation category. Treemen, meanwhile, can only take Strength skills on a normal roll, but have access to most others on doubles. ![]()
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