Showing posts with label Fezglitch. Show all posts
Showing posts with label Fezglitch. Show all posts

Tuesday, 4 March 2014

My own sweet Fezglitch

When looking at the game 3 options for inducements I gave a lot of consideration to taking the maniac that is the Skaven Star Player - Fezglitch. Complete chaos in a single drive for 100,000gp.

Sense prevailed however and in the morning I did not take him.

However on the evening before I wanted to make sure that I had a model in place if needed so I paid a visit to the bits box.


I found an old chaos bit of chain attached to a skull. I glued a plastic marine head to the end of it and then covered in a very thin layer of green stuff before attaching it to some plastic rod that was on a tank sprue and hey presto I had something to represent the man himself.

But surely he has to have a 'fez'!

That famous' Tommy Cooper' hat. I am going to give it a try with some green stuff and lets see how it goes.

He he ...


Its the little things in life that makes the difference :-)

Friday, 28 February 2014

Fezglitch Star Player - inducement option

It would appear that I have 110,000gp to spend on inducements. I have had a look at the possibilities  and I can afford to take Star Player, Fezglitch. I am short on numbers anyway so this could be an interesting addition.


We have not used star players so far - so this might be interesting.

Statistics 

MA4 (low but he moves unconventionally), St 7 (amazing), AG 3 (average), AV 7 (average)

Special Skills

Loner - Can only use a team reroll if a D6 roll can be passed (4-6 = pass)

Ball & Chain - Can only make Move actions. Place the Throw-in template over the player (you can choose which of the 4 possible directions to face. Move one square in the direction indicated by the D6. Do this unto 4 times i.e. his MA. You can also do this for GFI. No dodge rolls are taken. You Block any occupied square that is passed over (friend or foe) and keep moving. A prone or Stunned player is pushed back and an armour roll made. You must follow up. If Fezflitch is knocked down it is a straight armour roll as Stunned results are treated as KO'd.

Disturbing Presence - You need to be within 3 squares for this to apply. Any Pass, Catch or Intercept subtract 1 from the dice roll. The Dark Elves don't Throw much but ....

Foul Appearance - In order to Block Fezglitch a D6 must be passed. (2-6 = pass)

No Hands - Can't pick up or carry the ball.

Secret Weapon - At the end of a drive that this player has been part of - he is sent off!! This makes him a 'one trip' pony and no mistake!

Summary

There is a lot to consider here. He is unpredictable and does not play well with others. He will only be on the field for one drive. So - how to play him.

I feel that he has the potential to chaos. I would want that to happen in my opponents turn. He could go through a cage like a knife through butter. Anywhere that players are bunched up. His strength 7 means that he is nearly always making a 2 dice Block move. And his Disturbing Presence means that he can impact the Pass, Catch from 3 squares away.

There will be an occasion when the Dark Elves want to hold onto the ball on a long drive. With Fezflitch on the field  he could help to force the issue to get me the ball back.

Questions

Has anyone used him / come up against him in a game? If so, I would welcome your thoughts.