In all seriousness though, Hakflem with extra arms is getting the ball on a 2+ and two heads is dodging away nearly always on a 2+. Skitter is a gutter runner who can be annoying to get away from, especially if the opponent has low armour, prehensile tail adds +1 to their dodge rolls, shadowing is good, and stab is just a straight up armour roll. Though likely you'd be using him to score not fight. They can both do that exceptionally well. With Kreek he's terrifying, that ST7 mighty blow, that is likely to do some damage, and if he runs I to your own guys there's a pretty good chance he pushes them a step in the right direction. A lot of fun to have a ball and chain on the team.
Assuming you had enough inducement money to take either, which would you go for? In general and Snotling specific. Hakflem? I picturing strength 7 causing a lot of carnage on the field. Curious, is there any player in the game who is strength 8 or higher, or is 7 the highest (barring SPP advancements). What are the downsides of Kreek (besides being a secret weapon)? If you were playing against him, how would you handle him?
I think Hakflem is slightly better than Skitter, and if I had the extra petty cash I would take him. Unless my opponent was stunty, the. I might take Skitter, just because he is likely to break armour and trip them up without risking him too much. Strength 8 is the highest strength possible, nobody has that, I think Kreek, Fungus, and Deeproot are the only stars with ST 7. The fastest and cheapest way to get a ST 8 player is using the Goblin Fanatic. The only players that can get to ST8 are the Fanatic, Altern Treemen, Lorien Treemen, and the Deathroller.
That's what I've been hearing in a lot of the videos I've been watching. They sing the praises of Hakflem. It's good to have that confirmed. Interesting. I would have thought that the cap would be set at strength 10, but that's a poor assumption on my part based on Warhammer Fantasy Battle stuff I've been reading. Does that mean that a strength 5 big guy couldn't potentially save up for three strength stat-up advancements? Is it disallowed outright or does it simply not make logistical sense?
It would make for a great on field story. A strength 7 piece that dodges in and out of tackle zones on a 2+ with a reroll might do some work. Furthest thing from optimized, but the stuff of legends in terms of storytelling.
The problem with 6 armour is stabbers, fire breathers, and projectile vomiters can basically take him out without even fearing the strength! But it would be pretty funny
Plus no combat skills, aside from dodge. Definitely not optimal, but having a lone snotling punching up treemen, minotaurs, ogres and trolls would be amusing.