|
Post by WingSteel on Mar 23, 2015 3:50:32 GMT
Should i Take Guard Or is there something else i should take and if so why?
|
|
|
Post by Deano79 on Mar 23, 2015 10:12:04 GMT
Guard. Done. Don't think of anything else.
|
|
|
Post by Mercy Flush on Mar 23, 2015 11:28:17 GMT
Ghouls work so well with standard rolls it is particularly risky to deviate from the conventional builds & keep them optimised.
Undead/necro suffer from lack of guard access later on but whenever i've risked guard as 1st skill on a ghoul it's been less than successful - the tendency would be to utilise the skill by putting them in harms way which usually means they will suffer damage much quicker than usual & end up getting some kind of injury before he's even reached his all important 2nd skill (wrestle/block). with 5+5 though i'd be looking at the stat increase.. +Move (or even +armour?) would serve much better imo.. or just dismiss it & follow block/wrestle 1st skill.
|
|
|
Post by Squiggy on Mar 23, 2015 11:57:12 GMT
Ghouls work so well with standard rolls it is particularly risky to deviate from the conventional builds & keep them optimised. Undead/necro suffer from lack of guard access later on but whenever i've risked guard as 1st skill on a ghoul it's been less than successful - the tendency would be to utilise the skill by putting them in harms way which usually means they will suffer damage much quicker than usual & end up getting some kind of injury before he's even reached his all important 2nd skill (wrestle/block). with 5+5 though i'd be looking at the stat increase.. +Move (or even +armour?) would serve much better imo.. or just dismiss it & follow block/wrestle 1st skill. my experience with undead teams is limited to necro but ghouls I've always gone one wrestle-strip ball-diving tackle and one block-dauntless-sidestep. Never managed to develop any further without them breaking...
|
|
|
Post by michaels on Mar 25, 2015 1:54:27 GMT
Might blow then tackle then block. Great dedicated sacker.
|
|
|
Post by havol on Mar 25, 2015 2:39:52 GMT
take the MB for a solid hitter; +MA for general annoyance
if it's a necro team, take the +MA as you have wolves to do the blitzing
Undead, take the MB and develop into your dedicated blitzer
|
|
|
Post by autismawareness/joejohnheath on Mar 25, 2015 6:02:34 GMT
I always pick a stat increase when it is available. Always. I personally would go plus MA, but if you are worried about survivability, that AV7 really is their weakness.
|
|
|
Post by cerumol on Mar 25, 2015 13:41:56 GMT
I've had a similar issue in another league on my necro team. However, in the end I went then Normal route. I feel that guard will get the player killed quickly. MB is possible depending on your team. Do you have a dedicated blitzer/killer type? Anyway, I'd go block
|
|
|
Post by Hudd on Mar 25, 2015 13:57:25 GMT
I would go move.
A mobile Guard will be nice, but you don't really want to put him into TZs too often. MB is for Wights. Can't go wrong with Block, but you may not get another chance to get the +MA!
|
|
|
Post by Squiggy on Mar 25, 2015 14:01:14 GMT
+ma. Invaluable.
|
|
|
Post by michaels on Mar 25, 2015 17:56:58 GMT
Mb goes good on a wight but having a blodge mb tackler is more valuable in my undead experience. +ma is great as well but not sure I'd take it as a first skill.
|
|
|
Post by parrigan on Mar 25, 2015 17:58:42 GMT
I vote for +MA. My Oddfellows have two MA8 ghouls, and they're a pain for other teams. Guard is nice, but that means putting an av7 player with no regeneration in TZs, and with MB his lifespan decreases exponentially.
|
|
|
Post by michaels on Mar 25, 2015 18:08:39 GMT
Per bbtactics: Blitzing Ghouls: Normal: Wrestle, Tackle, Strip Ball/Side Step/Frenzy/Diving Tackle
Doubles: Mighty Blow/Guard Stat Increase: +ST +AG +MV/+AV Wrestle is the first skill for these builds to get opposing ball carriers over and follow it up with Tackle to negate those ball carriers with Dodge. Strip Ball is probably helpful on at least one, though Sure Hand heavy leagues you can by all means ignore it. Side Step will keep you next to ball carriers when you only get a pushback. Frenzy gives you two shots at knocking the player down (though be away of the downsides) and Diving Tackle will cause ball carriers problems (though probably not before taking Side Step). Doubles would point to Mighty Blow if you are using them to blitz with a lot and can also get rid of pesky ball carrier builds on the other team. Guard as ever would also not be a bad choice. +ST is great and makes Frenzy even more viable, +AG lets you dodge away again, or pick up a loose ball (though not an option if you used Wrestle). +MV gives you greater range and +AV is good for more protection.
The only part I disagree with is wrestle. Maybe not everyone's as foul-happy as me but I'll boot a ghoul on his back for sure. I prefer block to keep the blitzed ghoul on his feet. Last era in ofl I had quite good luck with this build.
|
|
|
Post by cerumol on Mar 25, 2015 20:17:44 GMT
It's always a toughie on ghouls. Imo cones down to looking at the role you want for that player and finding the best pick that fits that build. The above build is aimed at a ball sacker I think. I like block too, but I tend yo use my ghouls as ball carriers so that fits better - mv is useful for sure if breaking away however rest of the time the team would not be able to keep up (obv fine if blitzer rather then ball carrier though as you'll be hitting and retreatng)
|
|
|
Post by michaels on Mar 25, 2015 21:15:06 GMT
It is a sacker build but the roll was a double. For a normal roll build I advocate ball handling as well on ghouls. The first ghoul to get doubles I've tried a few builds including guard & ma & its never been as useful as the sacker. /shrug
|
|