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Post by goodpass on Aug 9, 2015 16:20:57 GMT
Nthomas, now we are at the backbone of the Humans, Blitzers. Movement 7 and the Block skill as an opener for 90.000 gold. Without paying extra they can add Strength skills and General skills.
Again the assignment of adding 2 skills to make a Blitzer better for the positions I give or your imagination comes up with.
The Scrimliner, his main task is supporting neighbours and blocking. The Tackle, his main task is to disrupt or stop opponents that want to penetrate the frontline. The Bruiser, his main task is to do major damage, serious damage. The Cageholder, his main task is to stop opponents from getting at the ballcarrier, by being part of a cage.
Are their stats or skills, that need a double, you really want ?
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Post by Squiggy on Aug 9, 2015 16:55:08 GMT
Nthomas, now we are at the backbone of the Humans, Blitzers. Movement 7 and the Block skill as an opener for 90.000 gold. Without paying extra they can add Strength skills and General skills.
Again the assignment of adding 2 skills to make a Blitzer better for the positions I give or your imagination comes up with.
The Scrimliner, his main task is supporting neighbours and blocking. The Tackle, his main task is to disrupt or stop opponents that want to penetrate the frontline. The Bruiser, his main task is to do major damage, serious damage. The Cageholder, his main task is to stop opponents from getting at the ballcarrier, by being part of a cage.
Are their stats or skills, that need a double, you really want ?
I'm not going to stick my nose in and answer, but I like these posts as they make me think too, and I have a question regarding your question. I like to use two of my blitzers to defend the side zones, would you consider those scrimliners, tackles, or something else entirely?
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Post by goodpass on Aug 10, 2015 2:52:49 GMT
Nthomas, now we are at the backbone of the Humans, Blitzers. Movement 7 and the Block skill as an opener for 90.000 gold. Without paying extra they can add Strength skills and General skills.
Again the assignment of adding 2 skills to make a Blitzer better for the positions I give or your imagination comes up with.
The Scrimliner, his main task is supporting neighbours and blocking. The Tackle, his main task is to disrupt or stop opponents that want to penetrate the frontline. The Bruiser, his main task is to do major damage, serious damage. The Cageholder, his main task is to stop opponents from getting at the ballcarrier, by being part of a cage.
Are their stats or skills, that need a double, you really want ?
I'm not going to stick my nose in and answer, but I like these posts as they make me think too, and I have a question regarding your question. I like to use two of my blitzers to defend the side zones, would you consider those scrimliners, tackles, or something else entirely? The Wingman pops up, with the knowledge of him being close to the sideline or even next to it, it's great he can pick stand firm as a skill. To answer your question, I see him as a Tackle. A Flanking Tackle, to stop the opponent during defence and to support during offence. As his name suggests he probably has tackle and makes a great marker for opponents with dodge.
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Post by Nthomas on Sept 1, 2015 23:07:06 GMT
The Human Blitzer: the Bruiser is a proven removal piece for giving you a numbers advantage - on Doubles: Dodge is my first choice: providing two advantages (1) adding a free re-roll to any dodge attempt, and (2) negating a large percentage of blocks forcing your opponent into using a dedicated Tackle piece. My second choice is Side Step: causing your bruiser to effectively weave through would be tacklers on his way to is target.
- on Normal Rolls: Mighty Blow is the skill which starts everything off: turning a simple blitzer into a removal piece. On my next skill I would follow up with Tackle: insuring that even the most elusive of players need to fear.
- Stat Increases: +Str is first: based on the fact of the shear number of times it can effect play with each roll. My second choice is +MV: again, because movement is free and always should be considered when you are able to stretch the field or in this case close the distance.
~Honorable Mention~ the skill Pilling On is incredibly effective as well. Only thing is... "I don't like being on the ground too long". In Summary: It's a chess piece, and this piece can play a big or small roll for almost every player. Once you have mighty blow you can turn your attention to other pieces as this guy will earn his own spp. Almost magically all by himself. What are your thoughts?
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Post by Squiggy on Sept 1, 2015 23:17:58 GMT
The Human Blitzer: the Bruiser, is a proven removal piece for giving you a numbers advantage on Doubles: Dodge is my first choice: providing two advantages (1) adding a free re-roll to any dodge attempt, and (2) negating a large percentage of blocks forcing your opponent into using a dedicated Tackle piece. My second choice is Side Step: causing your bruiser to effectively weave through would be tacklers on his way to is target. on Normal Rolls: Mighty Blow is the skill which starts everything off, turning a simple blitzer into a removal piece. On my next skill I would follow up with Tackle. Insuring that even the most elusive of players need to fear. Stat Increases: +ST is first: based on the fact of the shear number of times it can effect play with each roll. My second choice is +MV: again, because movement is free and always should be considered when you are able to stretch the field or in this case close the distance. ~Honorable Mention~ the skill Pilling On is incredibly effective as well. Only thing, is I don't like being on the ground to long. In Summary: It's a chess piece, and this piece can play a big or small roll for almost every player. Once you have mighty blow you can turn your attention to other pieces as this guy will earn his own spp. Almost magically all by himself. What are your thoughts? Guard. Or guard. Or maybe guard. Seriously, with their lack of power, and only having 5 players with potential strength access without lucky rolls, and their catchers being able to easily protect themselves with blodge/wrodge, guard HAS to be at the forefront of any blitzer's development to avoid being dominated by any team with ST4 players or a speed advantage. I like to have 2 big hitters with MB/tackle and possilby pileon, but I try to make sure all four have guard...and at the very least 2, preferably with guard/stand firm.
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Post by Nthomas on Sept 1, 2015 23:30:13 GMT
Sounds good, nods ... just for one second think about the question Coach Goodpass has presented me. As a player levels he or she will only be able to receive a total of six skill ups. Which I break down into three parts doubles, normal rolls, and stats. Notice he is also asking for two skills for each. Now, after thinking about that for another second . . . Would you really pick Guard, over Tackle on a Bruiser/Damage Dealer?
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Post by Squiggy on Sept 1, 2015 23:31:20 GMT
Sounds good, nods ... now just for one second think about the question Coach Goodpass has presented me. As a player levels he or she will only be able to receive a total of six skill ups. Which I break down into three parts doubles, normal rolls, and stats. Notice he is also asking for two skills for each. Now, after thinking about that for a second . . . Would you really pick Guard, over Tackle on a Bruiser/Damage Dealer? Yes. Without even thinking about it twice. I'll grant you if I rolled a double and a +AG or +ST, I'd rethink, but assuming normal/non-insane rolls, without a shadow of a doubt. You can never, EVER have too much guard on a human team.
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Post by Nthomas on Sept 1, 2015 23:34:40 GMT
Ok
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Post by Nthomas on Sept 2, 2015 0:12:50 GMT
The Human Blitzer: the Cage Holder is the cornerstone & pillar of the classic cage running game - on Doubles: here Jump Up is my first pick: for no other reason than it allows the cage holder to continue on with the cage down field even should he find himself on the pitch it self along with his full movement. Second pick was tough this time and I'm reaching ... sooooo what do you think about Sure Feet: reducing the fear of that GFI needed to take that one extra step.
- on Normal Rolls: these two are kinda no-brainers with Guard and Stand Firm coming in one and two: with guard providing the support for others, while stand firm insures your not going anywhere for less than a blitz from a Juggernaut of a player.
- Stat Increases: +Str is first: based on the fact of the shear number of times it can effect play with each roll. My second choice is +MV: again, because movement is free and always should be considered when you are able to stretch the field or in this case close the distance.
~Note to self~ Man, some of these skill types are starting to look similar to me now... In Summary: the Cage Holder/Pulling Guard/Mobile Wall all need the same skills. Added Str is a deterrent to the block, while guard & stand firm do there things, mobility remains key to the success of the cage. What are your thoughts?
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Post by Squiggy on Sept 2, 2015 0:20:39 GMT
The Human Blitzer: the Cageholder is the cornerstone & pillar of the classic cage running game on Doubles: here Jump Up is my first pick: for no other reason than it allows the cageholder to continue on with the cage down field even should he find himself on the pitch it self along with his full movement. Second pick was tough this time and I'm reaching ... sooooo what do you think about Sure feet: reducing the fear of that gfi needed to take that one extra step. on Normal Rolls: these two are kinda no-brainers with Guard and Stand firm coming in one and two: with guard providing the support for others, while stand firm insures your not going anywhere for less than a blitz from a Juggernaut. Stat Increases: +Str is first: based on the fact of the shear number of times it can effect play with each roll. My second choice is +MV: again, because movement is free and always should be considered when you are able to stretch the field or in this case close the distance. ~Note to self~ Man, some of these skill types are starting to look similar to me now... In Summary: the Cageholder/Pulling Guard/Mobile Wall all need the same skills. Added Str is a deterrent to the block, while guard & stand firm do there things, mobility remains key to the success of the cage. What are your thoughts? Totally agree, though unless you're facing a team much stronger than yourself you can get away with only 2 guards, as long as they are on opposite cage corners. I'd also debate one of them having grab, to be able to reposition anyone trying to wall in the cage, and set up surfs and blitzes. This is situational, but since I tend to push as close to the sidelines as is safe, one player with grab does end up useful.
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Post by goodpass on Sept 2, 2015 7:04:49 GMT
Nthomas, now we are at the backbone of the Humans, Blitzers. Movement 7 and the Block skill as an opener for 90.000 gold. Without paying extra they can add Strength skills and General skills.
Again the assignment of adding 2 skills to make a Blitzer better for the positions I give or your imagination comes up with.
The Scrimliner, his main task is supporting neighbours and blocking. The Tackle, his main task is to disrupt or stop opponents that want to penetrate the frontline. The Bruiser, his main task is to do major damage, serious damage. The Cageholder, his main task is to stop opponents from getting at the ballcarrier, by being part of a cage.
Are their stats or skills, that need a double, you really want ?
I'm not going to stick my nose in and answer, but I like these posts as they make me think too, and I have a question regarding your question. I like to use two of my blitzers to defend the side zones, would you consider those scrimliners, tackles, or something else entirely? Those that stick in their noses get to know the most. I would call those Blitzers: Tackles or Ends, knowing they are starting in the widezones a skill that prevents you from being crowdsurfed seems obvious. Skills like Stand Firm, Side Step and in some way Fend. The Scrimliners are those 3 guys that man the LOS by default. As your 2 Blitzers are operating at the flanks of your frontline having extra speed can be a serious option ( if you roll 10 ), to be more flexible and able to repair a gap on the other flank. Those defenders of the side zones make probably great cage corners during offence.
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Post by goodpass on Sept 2, 2015 7:13:42 GMT
I'm not going to stick my nose in and answer, but I like these posts as they make me think too, and I have a question regarding your question. I like to use two of my blitzers to defend the side zones, would you consider those scrimliners, tackles, or something else entirely? The Wingman pops up, with the knowledge of him being close to the sideline or even next to it, it's great he can pick stand firm as a skill. To answer your question, I see him as a Tackle. A Flanking Tackle, to stop the opponent during defence and to support during offence. As his name suggests he probably has tackle and makes a great marker for opponents with dodge. You hit that nail on the spot Nthomas, that remark that his name suggests he probably has Tackle is superb. Indeed stand firm makes he can't be pushed aside, and that prevents crowd surfing too. Not often those dodgy guys try to cross the center unless their teammates paved the way, so most dodgy opponents are on the flanks. So a Flanking Tackle is a nice name for exactly the role he has.
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Post by goodpass on Sept 2, 2015 8:20:49 GMT
The Human Blitzer: the Bruiser is a proven removal piece for giving you a numbers advantage - on Doubles: Dodge is my first choice: providing two advantages (1) adding a free re-roll to any dodge attempt, and (2) negating a large percentage of blocks forcing your opponent into using a dedicated Tackle piece. My second choice is Side Step: causing your bruiser to effectively weave through would be tacklers on his way to is target.
- on Normal Rolls: Mighty Blow is the skill which starts everything off: turning a simple blitzer into a removal piece. On my next skill I would follow up with Tackle: insuring that even the most elusive of players need to fear.
- Stat Increases: +Str is first: based on the fact of the shear number of times it can effect play with each roll. My second choice is +MV: again, because movement is free and always should be considered when you are able to stretch the field or in this case close the distance.
~Honorable Mention~ the skill Pilling On is incredibly effective as well. Only thing is... "I don't like being on the ground too long". In Summary: It's a chess piece, and this piece can play a big or small roll for almost every player. Once you have mighty blow you can turn your attention to other pieces as this guy will earn his own spp. Almost magically all by himself. What are your thoughts? Does Dodge add to his role as a bruiser ? Really ? If you roll double you have to think ahead. You honourably mentioned piling on, to add to his threat and range a skill like jump up does just that. It enables to do a block while on the ground or to errect for free ( to do that block you need to roll, but it's a threat ). Your Bruiser probably is on the ground after his action ( remember piling on ) or he is already next to someone marking him. Accept the challlenge and block that guy, the number advantage works also if you bash his meatshields first.
Mighty Blow is what makes him a Bruiser, tackle makes he can target those dodgers, and piling on is the cherry on the cake. Forget the magic, being a Bruiser is like painting a crosshairs on your chest, easy come easy go, yes your bruiser asks for attention, using piling on promotes the opponent to do some fouling. Nothing wrong with that, the attention given to him makes other teammates can now shine more. It's a team effort, and all have their role, let each do what they are best at.
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Post by goodpass on Sept 2, 2015 9:04:07 GMT
The Human Blitzer: the Cage Holder is the cornerstone & pillar of the classic cage running game - on Doubles: here Jump Up is my first pick: for no other reason than it allows the cage holder to continue on with the cage down field even should he find himself on the pitch it self along with his full movement. Second pick was tough this time and I'm reaching ... sooooo what do you think about Sure Feet: reducing the fear of that GFI needed to take that one extra step.
- on Normal Rolls: these two are kinda no-brainers with Guard and Stand Firm coming in one and two: with guard providing the support for others, while stand firm insures your not going anywhere for less than a blitz from a Juggernaut of a player.
- Stat Increases: +Str is first: based on the fact of the shear number of times it can effect play with each roll. My second choice is +MV: again, because movement is free and always should be considered when you are able to stretch the field or in this case close the distance.
~Note to self~ Man, some of these skill types are starting to look similar to me now... In Summary: the Cage Holder/Pulling Guard/Mobile Wall all need the same skills. Added Str is a deterrent to the block, while guard & stand firm do there things, mobility remains key to the success of the cage. What are your thoughts? I am glad you noticed that the skill types have an overlap and look the same, picking those skills first makes you can adapt to double rolls or stat increases more easily. As a coach you have a vision and before you take a track that goes in one direction following the path that gives more options seems wise.
Guard and Stand Firm are exactly what a Cagecorner needs, perhaps the priority is a bit more on stand firm as that prevents the opponent from pushing you aside and taking your place.
Before deciding to add more movement to our Blitzer we have to look further, does he operate on a wing or the centre while defending ? And what character is carrying the ball ? A slower Thrower or a faster Catcher ? As Blitzers are the charismatic dudes, it's important to know their role, both in offence and defence.
Blitzers can move 4 squares even without jump up, a cage that moves 4 squares forward is already positive, that does not take long before the endzone is reached. Jump up makes that you can block while on the ground, so it's a skill that adds to your versatility.
Keep in mind that you are not forced in taking an AG skill if rolling double, Blitzers can pick ST skills that improve their performance. think twice before adding skills because you can, do those skills add to the task you have in mind for your Blitzer.
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Post by goodpass on Sept 2, 2015 9:17:37 GMT
The Human Blitzer: the Cageholder is the cornerstone & pillar of the classic cage running game on Doubles: here Jump Up is my first pick: for no other reason than it allows the cageholder to continue on with the cage down field even should he find himself on the pitch it self along with his full movement. Second pick was tough this time and I'm reaching ... sooooo what do you think about Sure feet: reducing the fear of that gfi needed to take that one extra step. on Normal Rolls: these two are kinda no-brainers with Guard and Stand firm coming in one and two: with guard providing the support for others, while stand firm insures your not going anywhere for less than a blitz from a Juggernaut. Stat Increases: +Str is first: based on the fact of the shear number of times it can effect play with each roll. My second choice is +MV: again, because movement is free and always should be considered when you are able to stretch the field or in this case close the distance. ~Note to self~ Man, some of these skill types are starting to look similar to me now... In Summary: the Cageholder/Pulling Guard/Mobile Wall all need the same skills. Added Str is a deterrent to the block, while guard & stand firm do there things, mobility remains key to the success of the cage. What are your thoughts? Totally agree, though unless you're facing a team much stronger than yourself you can get away with only 2 guards, as long as they are on opposite cage corners. I'd also debate one of them having grab, to be able to reposition anyone trying to wall in the cage, and set up surfs and blitzes. This is situational, but since I tend to push as close to the sidelines as is safe, one player with grab does end up useful. Squiggy, a cage can best start central and movement can best be done forward, the moment a cage enters the sidezone you give away your intentions. Keep the playfield wide and deep. That way you have the most options and can probe the enemy line for weaknesses and exploit them. If you can pick a direction the middle has priority. By wide and deep I mean do not use all your players for the cage, try to hold the line and penetrate the enemy line deep enough to be a threat. Now he has to deal with several problems, breaking the cage or slowing it down, marking the players that are broken through his line, and holding the line. Perhaps he builds his defence with a flaw and you can work with that in your next turn. Ever noticed your players feel cramped if being clumped at one flank ?
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