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Post by havol on Jan 23, 2015 15:56:28 GMT
Ok, so in the Frat cup my MA7 thrall skilled up. And that extra bit of movement was handy. He scored so much that he levelled up.
Skill roll is dub 5's.
I'm thinking of taking the +MA. Am I crazy?
I already have 2x guard, 2x MB, and a bunch of block.
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Post by Ren Höek on Jan 23, 2015 19:02:30 GMT
I'd go with diving tackle, but hey... everyone laughs at me, so you might want to not listen to this advice.
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Post by Hudd on Jan 23, 2015 21:03:28 GMT
5.5 is my favourite roll - so many choices!
I would definitely go +mv,unless you are playing short term only, in which case you only need to worry about block and dodge.
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Post by Kaiser on Jan 23, 2015 21:18:22 GMT
the extra guard make it easier to get more 2 dice blocks in, but if you have found your getting that done as needed now i am always a big fan of speed kills (aka movement) it why i went skaven coz of the higher movement. (and got the star was a GR) but i am also a fan of using the doubles roll for a helpful skill like (for my skaven i will get more mutations)
Jump up - if left not maned up up will get his full move to open field and thats something many forget, and if maned up on will get a free block
side step - no 1 will expect it and it can be used to trick a player closer to a sideline and then be surfed or just help get into a better position
Catch - he has some speed make him a wide out
stand firm - like side set this skill annoys the other coaches plans
jugger - yes odd to think but as its all line men in league less normal skill to pick from so frenzy could be used more (he has more move than others ) and the jugger helps turn that both down into that needed push to make a gap or crowd surf
sneaky git - and then later dirty player combo always good (but he has move already and is more a high profile player you dont want sent off)
sure feet - but i would pick the move
if you take the move and roll another double i would get sprint
thats bout all i got
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Post by Squiggy on Jan 23, 2015 21:35:51 GMT
Either diving tackle or +MA, either way I'd be developing him as a safety rather than a scorer I reckon.
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Post by comfort_eagle on Jan 23, 2015 23:50:03 GMT
Am surprised no one's suggested dodge... seems like you're saying you've got enough guard, and if you like this thrall, and wanna keep him alive so he keeps on developing, dodge is always neat. Could even eventually turn him into your ball sacker with wrestle and tackle which he'll be able to get on normal skill up rolls from here on. I've found Wrestle + dodge is a very good combo for thralls.
The +MA is good, but you've already got MA7, which means the two turn touchdowns are already do-able without gfi's. I suppose you've got to weigh the added flexibility of MA8 against the safety of skills that protect your player when he gets blocked. One factor might be how much tackle there is in the comp, and how much MA the other teams have.
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Post by Deano79 on Jan 24, 2015 1:28:22 GMT
Dodge...... Not much tackle about it Frat. Although I feel I should prob disclose I have 2 tackle players just in case I beat Ren in the other Semi.....
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Post by havol on Jan 24, 2015 3:01:14 GMT
Dodge...... Not much tackle about it Frat. Although I feel I should prob disclose I have 2 tackle players just in case I beat Ren in the other Semi..... In which case... I'll wait until the match has been decided
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Post by havol on Jan 29, 2015 2:16:05 GMT
Update:
I took the +MA. Nuffle would flay me worse than he already does if I refused his gifts...
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