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Problem 2: You can't move after stab
Problem 3: Stab fails and the Assassin will get his face punched in next turn
Problem 4: Worthless against high AV teams yet expensive
Problem 5: Relativly slow, so shadowing doesn't work great
Probably could go on but you get the point.
She's a fairly reliable star player that excels at offence while also being difficult to take down. Stakes gives a +1 when stabbing anyone on Khemri, Necromantic, Undead or Vampire teams, making it far more effective than with an assassin. Against most other teams you won't really be using her to stab though, and ST4 + block + dauntless makes her a far more effective basher than an assassin.
Moving on from Zara, stabbing without stakes is usually only a good idea vs stunties because anything else has a really good chance of leaving your AV7 player stood right next to an opponent. The counterargument I see most often is that stabbing is a good way to knock down a blodge/sure hands player with the ball. It's really not. A stab vs AV7 has a 41.667% chance of succeeding. A one die block from a player with wrestle and tackle is 50%, 75% with a reroll (two die takes it to 75% / 93.75%).
So the only arguable value the player has is against stunties, and stabbing is still less likely to knock them down than a normal block from someone with either wrestle or block.
It actually takes a player with AV6 or lower to make stabbing more effective than a simple block (with block, vs dodge), at which point a stab is slightly better. But if you need to eke out a few extra % vs gnoblars or flings then you have bigger problems to worry about anyway lol
EDIT:
You mentioned trying to stab ogres. This has a 16.667% chance of success and on failure leaves your AV7 player stood next to someone with mighty blow who can quite possibly get a 3DB on you.
A red die block (with block) has 25% / 43.75% odds of knocking down an ogre, and 69.444% / 90.664% for getting a push or better.
A red die block with a totally unskilled player has a 44.444% / 69.136% chance of resulting in a push or better.
Blitzing an ogre with an unsupported level 1 Lineman is a much better move than stabbing them, and it's still a really bad move.
No, at least not at that price. Basically he is just a lineman with veery specific skill which sounds cool on paper but sucks in real game. What the main purpose of Stab skill? get hit on blodge pieces with armor 7 or less. Any str 3+ player with wreckle will do it better. Stab, if it works, goes directly to injury, but it doesn't guarantee you a CAS or even KO. And I think a lot of players forget about it. Most of the time it will be just a stun and you can't improve it with mighty blow. Now let's take a usual hit with mighty blow - you will break armor on 7+ vs 8+ with Stab (against av 7). But with mb, if you didn't use it on armor roll, you can add +1 to injury roll. As you can see mighty blow is better at both breaking armor and getting a cas. Only advance is that Stab doesn't involve rolling for a pow, just straight armor roll. For me it's not that good, because even if you didn't get a pow, you still have a chance to push opponent away so you won't get punched back next turn.
Assassin's stats put them on par with a Runner for just 10K more, so they can fill that role as a back up if needed. The issue with stab is most players are unimpressed with only a 16% to go off, though when it does it's a guaranteed role on the injury table. If stab had a 33% to go off, we wouldn't even be having this convo since the community would be a lot more behind it. Still, if you're spamming it you'll get two or three successes in a match (per assassin). The important thing to understand is, stab isn't a strategy by itself. You use it practically as a bonus action on a target you are trying to bring down regardless (so you've already got 2 linemen on it). You open with stab-- hey if it goes off, bonus- and your linemen are now free to move on to other targets.
It's also far better than rolling two red dice. Even if your lineman has block and dodge, when your opponent picks, you're likely getting the shaft regardless. With stab, it is own separate roll that the opponent has no say in- if it fails youre no worse off in that 2 red dice situation, if it doesn't fail- it'll put you in a really strong position, when that strength 4/5/6 guy goes down to stab as your very first move of the round.
Edit; Also, saying Stab as a skill is detrimental because it doesn't give SPP is a nonseniscal statement. Dodge doesn't give SPP- should no one ever take that either? Like most other skills it's value is situational; dropping an Ogre with a single strength 3 guy can make as much a difference in a match as having a key player dodge away. And regardless of stab's success, once you put your Assassin on that Ogre-- your opponent HAS to deal with him, unless he likes the idea of his most expensive player taking a roll on the injury table. Your assassin might get the daylights knocked out of him- but again you called that shot, leaving your ball carrier or primary blitzer not a target.
Assins are trash - slow, low armor, expensive and without block or dodge. Stab is kinda ok if most teams in ur league are av7 or less...but hey mb tackle would still be better.
They are just all rpund bad player in a team that is super expensive even when u dont run any crap positionals or skill builds. Competitive des cant afford it.
Stabedy stab stab is great for lulz in col i guess.
Ah, youre not considering it correctly then. You would never use stab if you have a two dice option, or even a single dice option and a reroll burning a hole in your pocket (plus a good feeling about Nuffle).
The scenarios for stab are:
a) Using it as a scary roadblock for the enemy big guy. He HAS to get that stab off him before you DO get lucky, which at one in 6 is bound to happen at least couple of times per match. You don't even have to send him out injured for it to be of value, that fact that when it triggers its an autoknockdown from a STR 3 guy, is plenty of value on its own. (Especially if someone else has the Dirty Player skill).
b) A more serious effort to take down the enemy big guy or high STR target- for the DE with very limited access to STR skills like Guard, this typically means surrounding him with linemen, which is a lot of resources. Before you start rolling doubles from which ever lineman has the best shot, stab is a potential auto-injure which allows you to instead send those linemen after the ball carrier. Considering your alternative would be to just stick another lineman in the assassin's place, youre not losing anything in this situation, and if it does go off- bonus- & if it doens't you didnt risk rolling double skulls either.
c) A 'why not' move in a single dice scenario, where you don't want to risk losing the position your DE is holding by rolling a skull or counter-block. (And not have to worry about the enemy's Block ability, or Dodge, or Sidestep, or Wrestle... you get the idea...)
d) Pretty much any double red dice situation youve gotten into.
Its true that at 1in6 its not the most amazing thing ever, but then for a team that finds it hard to do anything about cpomb from high STR players except 'keep getting out of the way' its an option in the toolbox you'd be unwise to ignore.
Just stop.
Assassins are pure garbage, anyone who thinks otherwise is a complete ♥♥♥♥♥♥♥ moron.
The Big Guy is the "scary" one in almost all of those scenarios you describe.
Every player on the DE team is better value, if not plain better, than the assassin. His statline alone makes him worse than *all* of them: he's slower than anything but a lineman, and more lightly armoured than the lineman. Some people don't like the runner because of the AV, but at least he has MA7 to help justify him.