|
Post by Nthomas on Jul 22, 2015 4:22:06 GMT
Goodpass, I was wondering if you could lend me a hand with the development of my new Human Team. My middle linebacker broke his neck in their very first game. When it first happened. I was like well he is headed for early retirement, then I started thinking to myself. Is a middle linebacker with a -1 agi really that bad? I mean, when I think about it; in the NFL most middle linebackers aren't the most agile guys on the team. When I look at the team, what do I see? - First, I need to continue saving cash to replace a dead blitzer/linebacker
- Second, I would like a 12th man (which basically means save more cash)
- Third, I have several lineman with 5 spp (really looking forward to giving them all block)
Currently, I have three games up loaded on BBM.
|
|
|
Post by goodpass on Jul 27, 2015 11:40:26 GMT
Goodpass, I was wondering if you could lend me a hand with the development of my new Human Team. My middle linebacker broke his neck in their very first game. When it first happened. I was like well he is headed for early retirement, then I started thinking to myself. Is a middle linebacker with a -1 agi really that bad? I mean, when I think about it; in the NFL most middle linebackers aren't the most agile guys on the team. When I look at the team, what do I see? - First, I need to continue saving cash to replace a dead blitzer/linebacker
- Second, I would like a 12th man (which basically means save more cash)
- Third, I have several lineman with 5 spp (really looking forward to giving them all block)
Currently, I have three games up loaded on BBM. 1st: Fire him and play with a loner, if that dude gets the MVP or SPP's any other way you can consider buying him with a headstart. 2nd: Saving cash with a goal in mind, sounds good. A 12th man most of the matches enters the field so I confirm with the plan. 3th: Block as a first skill is a no brainer for human linemen.
This is not the NFL, and -1 AG is bad news. The middle linebacker of a human team has to be versatile. This early in his career it can't be hard to let him go.
|
|
|
Post by goodpass on Jul 31, 2015 11:22:33 GMT
Nthomas, a Human team has probably 4 cheap positionals ( Catchers ) that are not used by all coaches. Learning to overcome their weaknesses ( ST2 and AV7 ) and exploiting their strength ( MV8 and start skills dodge and catch ) is needed. So now I give you some assignments. Tell me what two skills ( Agi or Gen ) catchers should get, and why, if used in the following roles: As a Receiver As a Runner As a Fouler As a Safety What do they get if they roll 10 ? extra Move, extra Armour or normal skill ? If rolling 11 or 12 just take the AG or ST upgrade. What skill makes a catcher better when rolling a double and why ?
|
|
|
Post by Squiggy on Jul 31, 2015 12:04:36 GMT
School is in! I love this post, though it isn't directed at me it made me think a lot, great idea for help in people learn development.
|
|
|
Post by goodpass on Jul 31, 2015 13:23:41 GMT
School is in! I love this post, though it isn't directed at me it made me think a lot, great idea for help in people learn development. That's the point of the assignment, to let Nthomas think about the development instead of me telling him what to do exactly. The questions are just there to focus in a particular direction. It's not kindergarten but more a study in this way.
|
|
|
Post by Nthomas on Aug 2, 2015 9:01:30 GMT
The Human Catcher: the Receiver is a high movement scoring threat - on Doubles: Dump-Off first: the reason is very simply possession. The ability to maintain possession on the opposing player's turn is the highest rated skill on a receiver. While Nerves of Steel remains second: the reason just as simple. Nerves of Steel imply's the receiver is within a opposing players tackle zone. While the receiving of a pass is the pieces primary use. Throwing to a piece already in a tackle zone should never be the primary pass.
- on Normal Rolls: Block first: the reason the combination of Block & Dodge can not be matched in it's ability to keep the receiver on his feet. For my second skill, I am gonna move away from the normal bbtactic of purchasing side step. I personally wish to argue side step does not assist a receiver in catching a pass in anyway. Making my second choice: Diving Catch.
- on Stat Increases: + AGI first: because there is no other stat which can more impact the play of a pure receiver. + MOVE second: reason the added movement directly increases the range of the scoring threat.
My Explanation is although some of the skills seem to come directly from BBtactics. They are not. Each skill has been picked solely on my understanding of this assignment. Which is what skills would best fit the "Pure" Receiver? ~What do you think?~
|
|
|
Post by goodpass on Aug 2, 2015 11:03:48 GMT
The Human Catcher: the Receiver is a high movement scoring threat - on Doubles: Dump-Off first: the reason is very simply possession. The ability to maintain possession on the opposing player's turn is the highest rated skill on a receiver. While Nerves of Steel remains second: the reason just as simple. Nerves of Steel imply's the receiver is within a opposing players tackle zone. While the receiving of a pass is the pieces primary use. Throwing to a piece already in a tackle zone should never be the primary pass.
- on Normal Rolls: Block first: the reason the combination of Block & Dodge can not be matched in it's ability to keep the receiver on his feet. For my second skill, I am gonna move away from the normal bbtactic of purchasing side step. I personally wish to argue side step does not assist a receiver in catching a pass in anyway. Making my second choice: Diving Catch.
- on Stat Increases: + AGI first: because there is no other stat which can more impact the play of a pure receiver. + MOVE second: reason the added movement directly increases the range of the scoring threat.
My Explanation is although some of the skills seem to come directly from BBtactics. They are not. Each skill has been picked solely on my understanding of this assignment. Which is what skills would best fit the "Pure" Receiver? ~What do you think?~ A Receiver does not need dump off, he is supposed to receive the ball while in scoring position, so he scores or stalls after receiving. As you mentioned yourself he is a scoring threat. As he can move 10 squares he has to be at least 3 deep on the opponents half to be a direct threat, 5 is better as that prevents rolling for gfi. Throwing to a piece already in a tackle zone should never be the primary pass, Hahaha that sounds like the black of snow. Nerves of steel negates the enemy markers, making that the secondary pass goes as smooth as a primary pass to an unmarked Receiver. You are right in throwing to a free receiver first, unless you control the dice.
While block keeps you on your feet so does it most of the times your marker, wrestle makes both go down and that gives you 5 moves to find a new spot to be a threat, not all markers that go down have enough speed to mark you again. If you are 6 deep into the opposing half you can use gfi to reach the endline. Great second choice, the +1 for receiving makes you only fail on rolling 1 and 1 back to back while catching. Add to that the versatility to catch passes that are not exactly on target, and you have a winner.
There is no AGI first, I said pick AGI and ST anyway, you have to roll 11 or 12 for that. So if rolling 10 ( what if it is a double ? ) you pick Move before Armour, again you have the heart on the right spot, For a Receiver more speed means he has to be less deep into the opponents half to be a threat.
You answered only one part of the question, the catcher as a receiver, now two basic skills for a catcher as fouler please.
I am glad you know bbtactics and there is also another site that gives general information. You showed me you do not copy that but use it as a tool to formulat your own ideas. Those are the ones you have to follow, I am just here to let you think about different paths, you decide in the end how to develop the team and which path leads to glory.
|
|
|
Post by Nthomas on Aug 2, 2015 11:42:28 GMT
The Human Catcher: the Runner provides a very low risk hand off option, with the added bonus of the assist - on Doubles: Guard is the stand alone first choice: The added assist value to blocking with a well placed runner is unmatched. Although, this is not a first choice Thick Skull comes in a very solid second: based solely on it's resilience value.
- on Normal Rolls: Block remains first: the combination of Block & Dodge can not be matched in it's ability to keep the runner on his feet. Side Step becomes the second pick: Adding avoidance.
- on stat Increases: on a roll of 10 + AV has got to be the first pick, if it comes up: The added durability is priceless. While on a roll of 11 or 12 + Str is clearly the only other real choice here coming in second: The added strength will actually effect the number of two dice blocks against the player piece.
My Explanation is from the very moment you roll that first double, and purchase Guard. A strength skill on a piece which would normally never get a strength skill. You have created a specialized player, and once you have one your priority should be to keep her/him on the pitch. Making avoidance, durability, and resilience your nature picks. ~What do you think?~
|
|
|
Post by Nthomas on Aug 2, 2015 12:14:58 GMT
The Human Catcher: the Receiver is a high movement scoring threat - on Doubles: Dump-Off first: the reason is very simply possession. The ability to maintain possession on the opposing player's turn is the highest rated skill on a receiver. While Nerves of Steel remains second: the reason just as simple. Nerves of Steel imply's the receiver is within a opposing players tackle zone. While the receiving of a pass is the pieces primary use. Throwing to a piece already in a tackle zone should never be the primary pass.
- on Normal Rolls: Block first: the reason the combination of Block & Dodge can not be matched in it's ability to keep the receiver on his feet. For my second skill, I am gonna move away from the normal bbtactic of purchasing side step. I personally wish to argue side step does not assist a receiver in catching a pass in anyway. Making my second choice: Diving Catch.
- on Stat Increases: + AGI first: because there is no other stat which can more impact the play of a pure receiver. + MOVE second: reason the added movement directly increases the range of the scoring threat.
My Explanation is although some of the skills seem to come directly from BBtactics. They are not. Each skill has been picked solely on my understanding of this assignment. Which is what skills would best fit the "Pure" Receiver? ~What do you think?~ A Receiver does not need dump off, he is supposed to receive the ball while in scoring position, so he scores or stalls after receiving. As you mentioned yourself he is a scoring threat. As he can move 10 squares he has to be at least 3 deep on the opponents half to be a direct threat, 5 is better as that prevents rolling for gfi. Throwing to a piece already in a tackle zone should never be the primary pass, Hahaha that sounds like the black of snow. Nerves of steel negates the enemy markers, making that the secondary pass goes as smooth as a primary pass to an unmarked Receiver. You are right in throwing to a free receiver first, unless you control the dice.
While block keeps you on your feet so does it most of the times your marker, wrestle makes both go down and that gives you 5 moves to find a new spot to be a threat, not all markers that go down have enough speed to mark you again. If you are 6 deep into the opposing half you can use gfi to reach the endline. Great second choice, the +1 for receiving makes you only fail on rolling 1 and 1 back to back while catching. Add to that the versatility to catch passes that are not exactly on target, and you have a winner.
There is no AGI first, I said pick AGI and ST anyway, you have to roll 11 or 12 for that. So if rolling 10 ( what if it is a double ? ) you pick Move before Armour, again you have the heart on the right spot, For a Receiver more speed means he has to be less deep into the opponents half to be a threat.
You answered only one part of the question, the catcher as a receiver, now two basic skills for a catcher as fouler please.
I am glad you know bbtactics and there is also another site that gives general information. You showed me you do not copy that but use it as a tool to formulat your own ideas. Those are the ones you have to follow, I am just here to let you think about different paths, you decide in the end how to develop the team and which path leads to glory.
Alright, well if maintaining possession is not the primary skill for the receiver. What is in your opinion? Also, am I to understand you correctly that Wrestle is a superior pick to Blodge? Honestly I think, I will need to experiment with that before giving any type of educated response. I guess my issue here leads directly back to the fact I learned to play in the campaign mode with the more bashy teams like Dwarfs, and Orcs. Now, when it comes to Stats I may have miss understood your question. I was under the impression you were asking which stat would be most helpful for the role. I was also planning on answering in four parts. One for each role.
|
|
|
Post by goodpass on Aug 2, 2015 14:28:19 GMT
The Human Catcher: the Runner provides a very low risk hand off option, with the added bonus of the assist - on Doubles: Guard is the stand alone first choice: The added assist value to blocking with a well placed runner is unmatched. Although, this is not a first choice Thick Skull comes in a very solid second: based solely on it's resilience value.
- on Normal Rolls: Block remains first: the combination of Block & Dodge can not be matched in it's ability to keep the runner on his feet. Side Step becomes the second pick: Adding avoidance.
- on stat Increases: on a roll of 10 + AV has got to be the first pick, if it comes up: The added durability is priceless. While on a roll of 11 or 12 + Str is clearly the only other real choice here coming in second: The added strength will actually effect the number of two dice blocks against the player piece.
My Explanation is from the very moment you roll that first double, and purchase Guard. A strength skill on a piece which would normally never get a strength skill. You have created a specialized player, and once you have one your priority should be to keep her/him on the pitch. Making avoidance, durability, and resilience your nature picks. ~What do you think?~ Guard is a great skill, but how about Nerves of steel, to catch that hand off no matter how many markers they posted, in combination with the dump off skill a golden duo. For a weak player like the catcher and the enemy expecting to push him aside easily stand firm should cross your thinking pattern too.
Block is great to stay on your feet indeed. Sidestep gives some protection but to counter the threat they now have on your ballcarrier thinking about dauntless is not that strange, it overcomes your low Strength if faced with a stronger opponent ( most of the times ), your primary task is to protect the ballcarrier. How do you think about that ?
rolling 10 and picking Armour is good if you expect a lot of contact for your runner. But on the other hand becoming better in what you are already good in makes you outstanding.
I think that guard on a catcher makes the team leaning towards bashy gameplay, while Nerves of Steel makes it more Dashy. Pick that path that makes the difference versus most of your opponent teams. So steer away from the direction most opposition teams are in. Bash the Dashers and Dash the Bashers. Use your versatility in your advantage, don't try to catch up with their playstyle.
|
|
|
Post by goodpass on Aug 2, 2015 14:41:34 GMT
A Receiver does not need dump off, he is supposed to receive the ball while in scoring position, so he scores or stalls after receiving. As you mentioned yourself he is a scoring threat. As he can move 10 squares he has to be at least 3 deep on the opponents half to be a direct threat, 5 is better as that prevents rolling for gfi. Throwing to a piece already in a tackle zone should never be the primary pass, Hahaha that sounds like the black of snow. Nerves of steel negates the enemy markers, making that the secondary pass goes as smooth as a primary pass to an unmarked Receiver. You are right in throwing to a free receiver first, unless you control the dice.
While block keeps you on your feet so does it most of the times your marker, wrestle makes both go down and that gives you 5 moves to find a new spot to be a threat, not all markers that go down have enough speed to mark you again. If you are 6 deep into the opposing half you can use gfi to reach the endline. Great second choice, the +1 for receiving makes you only fail on rolling 1 and 1 back to back while catching. Add to that the versatility to catch passes that are not exactly on target, and you have a winner.
There is no AGI first, I said pick AGI and ST anyway, you have to roll 11 or 12 for that. So if rolling 10 ( what if it is a double ? ) you pick Move before Armour, again you have the heart on the right spot, For a Receiver more speed means he has to be less deep into the opponents half to be a threat.
You answered only one part of the question, the catcher as a receiver, now two basic skills for a catcher as fouler please.
I am glad you know bbtactics and there is also another site that gives general information. You showed me you do not copy that but use it as a tool to formulat your own ideas. Those are the ones you have to follow, I am just here to let you think about different paths, you decide in the end how to develop the team and which path leads to glory.
Alright, well if maintaining possession is not the primary skill for the receiver. What is in your opinion? Also, am I to understand you correctly that Wrestle is a superior pick to Blodge? Honestly I think, I will need to experiment with that before giving any type of educated response. I guess my issue here leads directly back to the fact I learned to play in the campaign mode with the more bashy teams like Dwarfs, and Orcs. Now, when it comes to Stats I may have miss understood your question. I was under the impression you were asking which stat would be most helpful for the role. I was also planning on answering in four parts. One for each role. Well in my humble opinion a receiver should have the name Holder if his task was to hold the ball, his task is to be a threat. A threat that makes your ballcarrier and his cage can advance more easily. By being a threat you want your opponent to commit his defenders on different places. If he uses only a token defence to stop the threat it's your task to make that receiver gets the ball and scores. If you want to hold the ball the ballcarrier should have the skills to do that supported by a cage or deep in the backfield. Catchers have a high mortality rate, that's not a real problem as a new one can enter the team for only 70.000 gold pieces packed with skills and great speed.
|
|
|
Post by Nthomas on Aug 2, 2015 17:36:53 GMT
The Human Catcher: the Runner provides a very low risk hand off option, with the added bonus of the assist - on Doubles: Guard is the stand alone first choice: The added assist value to blocking with a well placed runner is unmatched. Although, this is not a first choice Thick Skull comes in a very solid second: based solely on it's resilience value.
- on Normal Rolls: Block remains first: the combination of Block & Dodge can not be matched in it's ability to keep the runner on his feet. Side Step becomes the second pick: Adding avoidance.
- on stat Increases: on a roll of 10 + AV has got to be the first pick, if it comes up: The added durability is priceless. While on a roll of 11 or 12 + Str is clearly the only other real choice here coming in second: The added strength will actually effect the number of two dice blocks against the player piece.
My Explanation is from the very moment you roll that first double, and purchase Guard. A strength skill on a piece which would normally never get a strength skill. You have created a specialized player, and once you have one your priority should be to keep her/him on the pitch. Making avoidance, durability, and resilience your nature picks. ~What do you think?~ Guard is a great skill, but how about Nerves of steel, to catch that hand off no matter how many markers they posted, in combination with the dump off skill a golden duo. For a weak player like the catcher and the enemy expecting to push him aside easily stand firm should cross your thinking pattern too.
Block is great to stay on your feet indeed. Sidestep gives some protection but to counter the threat they now have on your ballcarrier thinking about dauntless is not that strange, it overcomes your low Strength if faced with a stronger opponent ( most of the times ), your primary task is to protect the ballcarrier. How do you think about that ?
rolling 10 and picking Armour is good if you expect a lot of contact for your runner. But on the other hand becoming better in what you are already good in makes you outstanding.
I think that guard on a catcher makes the team leaning towards bashy gameplay, while Nerves of Steel makes it more Dashy. Pick that path that makes the difference versus most of your opponent teams. So steer away from the direction most opposition teams are in. Bash the Dashers and Dash the Bashers. Use your versatility in your advantage, don't try to catch up with their playstyle.
You have me thinking now . . . so, basically my thoughts about a receiver are better suited for the runner. (the dump-off, nerves, the + AGI) Which does make a lot of since. In fact your whole statement about steering away from the norms. Is a very powerful incite into team builds. You got me ... that is what I was thinking from the moment I picked Guard. Every other skill was picked just to keep the player on the field. Which in the long run only limits play options rather than increase them.
|
|
|
Post by Nthomas on Aug 2, 2015 19:53:54 GMT
The Human Catcher: the Safety primarily extends the reach of your blitz action - on Doubles: Mighty Blow is my first choice: Adding +1 to armor or injury roll. My second choice is Pilling On: Allowing me to re-roll any armor or injury rolls.
- on Normal Rolls: Strip Ball is first: Giving me another chance to knock the ball loose. My second pick is Tackle: Effectively adding to the percentage of times this player can get the opposition on the ground.
- on Stat Increases: Any rolls of 11 or 12 + Str has to be the top pick: The increase from a two strength greatly adds to the safety's tackling opportunity's. Where a roll of 10 can add + AV: Durability to remain on the pitch.
My Explanation is I see the blitzer as a spear or a weapon. When I do blitz, it's because I am attempting to make something happen. An skills like mighty blow, pilling on, stripe ball, and tackle make things happen. ~What do you think?~
|
|
|
Post by cerumol on Aug 2, 2015 20:21:58 GMT
Interesting thread guys. Good to see the differing points of view. Will you be running through all positional for the humans?
|
|
|
Post by goodpass on Aug 2, 2015 22:59:46 GMT
The Human Catcher: the Safety primarily extends the reach of your blitz action - on Doubles: Mighty Blow is my first choice: Adding +1 to armor or injury roll. My second choice is Pilling On: Allowing me to re-roll any armor or injury rolls.
- on Normal Rolls: Strip Ball is first: Giving me another chance to knock the ball loose. My second pick is Tackle: Effectively adding to the percentage of times this player can get the opposition on the ground.
- on Stat Increases: Any rolls of 11 or 12 + Str has to be the top pick: The increase from a two strength greatly adds to the safety's tackling opportunity's. Where a roll of 10 can add + AV: Durability to remain on the pitch.
My Explanation is I see the blitzer as a spear or a weapon. When I do blitz, it's because I am attempting to make something happen. An skills like mighty blow, pilling on, stripe ball, and tackle make things happen. ~What do you think?~ A Safety is a defensive concept, his main task is to counter the receiver(s) of the opposing team. It's still a Catcher with ST 2 only, keep that in mind.
MB and PO is great out of the box thinking, destroying the ballcarrier prevents him from scoring indeed, but it is difficult to deliver a punch with a weak player like a catcher. Guard is perhaps a more safer upgrade, as now an assist can be given from any adjacent square and perhaps even frustrate an assist of an opponent without guard in one swoop. While Stand Firm makes the ballcarrier can't push you aside without Juggernaut.
Strip Ball makes even a negative two dice block dangerous if the ballcarrier has no sure hands, compliment for that pick. Tackle does the same with the added effect of getting your opponent down, the skills overlap somewhat. Pass Block makes you can try to intercept ( twice, remember you have catch ) the ball and has the added advantage that you don't have to be toe to toe and makes you can cover more receivers that are close to each other as you position the safety well. Kick is also a great asset for the team, It feels safer if that ball lands near their endzone. Wrestle makes the ballcarrier drops the ball if he goes down, even if he tries to use his block skill. Shadowing is a good way to exploit Speed 8 and dodge. Diving Catch makes you can intercept a pass, that does not receive the intended target, even in a square next to you.
A Safety can be an average Joe as his position normally prevents him from being marked, using a catcher the trick is to make use of the skills already present and negate the weaker strength. So adding Armour seems a bit redundant. While speed is handy when it is the safety that picks up a raided ball to move away from the heat.
I think you have to think again, with pass block or shadowing you make things happen while not blitzing, leave the blitzing to the blitzers. Use the versatility of the Human team by using the positionals for tasks they are good at. Receivers are your offensive threat while safeties are your defensive threat.
|
|