Re: Grab on Norse team?
Posted: Wed Nov 19, 2014 4:17 am
In theory, grab would prolly go good with the team, but I can't see building around it, because the lack of regular access to it.
As far as the team as a whole, I would say you are very much handicapping yourself by not taking the Ulfs, and would maybe find that Grab isn't nessasarily needed with multiple frenzy players on each sideline. As of now, you only have the 2 Frenzy players and that hardly constitutes playing into the flavor of the Norse of being a Frenzy heavy team.
I also agree with you on the throwers, most seem to dismiss them but I always find room for them, integral part for the quick TD, even the 1TTD (pulled this off before, w/SS Runner). Worst comes to worst he can be a leader caddy and pay for himself like that. I personally cut a RR and go down to 2 after Ulfs have block, but my experience is solely based on TV-Based matchups on Fumbbl. I had 100+ games on there, with varrying TV ranges, but would consider it mostly High TV, 170+.
Stand Firm with Jump Up does have some synergy (if AV doesn't get broke on way down), and SF with Frenzy synergy is also there for controlling the sidelines, I don't think I would take Fend on the zerks, think they woul look like SF,MB,Tkl,Juggs,Guard or some combination. No longer would I take Piling On, but that is just being anti-PO and against the skill in general for what it is doing/done to the game, but I digress.
I too am also a fan of the runner, and find dauntless to be extremely useful in what is generally a bash-oriented game. I take guard, and really never even considered Grab, but that may be because Grab is rather underwelming (maybe if it worked on Blitzes) and Guard is just a superior skill. And i always like guard on a the relativily mobile piece of the team: human catchers, wood elf catchers ect. I don't think I would take the second double, I would stick to SS, Guard, stats, dodge, fend, sure hands and even Pro as a late choice to RR those dauntless rolls. Maybe a Jump Up runner would be nice with Blodge, SS, DT, JU and Pro. That would be 2 non-crucial things to use pro with: dauntless and jump up.
I like fend on the linos, prolly not too early if you need a tackle piece, and a dirty player as well. Guard is great, but I have never had a Guard Norse lineman, only double i rolled in 100+ games was 66 for a lino.
I flip-flop on the Yhetti and bigs in general, he has surely decided me some games, for better or for worse. It's the one piece on the team that will make the 'true' bash teams take Norse as serious hitters.
As far as the team as a whole, I would say you are very much handicapping yourself by not taking the Ulfs, and would maybe find that Grab isn't nessasarily needed with multiple frenzy players on each sideline. As of now, you only have the 2 Frenzy players and that hardly constitutes playing into the flavor of the Norse of being a Frenzy heavy team.
I also agree with you on the throwers, most seem to dismiss them but I always find room for them, integral part for the quick TD, even the 1TTD (pulled this off before, w/SS Runner). Worst comes to worst he can be a leader caddy and pay for himself like that. I personally cut a RR and go down to 2 after Ulfs have block, but my experience is solely based on TV-Based matchups on Fumbbl. I had 100+ games on there, with varrying TV ranges, but would consider it mostly High TV, 170+.
Stand Firm with Jump Up does have some synergy (if AV doesn't get broke on way down), and SF with Frenzy synergy is also there for controlling the sidelines, I don't think I would take Fend on the zerks, think they woul look like SF,MB,Tkl,Juggs,Guard or some combination. No longer would I take Piling On, but that is just being anti-PO and against the skill in general for what it is doing/done to the game, but I digress.
I too am also a fan of the runner, and find dauntless to be extremely useful in what is generally a bash-oriented game. I take guard, and really never even considered Grab, but that may be because Grab is rather underwelming (maybe if it worked on Blitzes) and Guard is just a superior skill. And i always like guard on a the relativily mobile piece of the team: human catchers, wood elf catchers ect. I don't think I would take the second double, I would stick to SS, Guard, stats, dodge, fend, sure hands and even Pro as a late choice to RR those dauntless rolls. Maybe a Jump Up runner would be nice with Blodge, SS, DT, JU and Pro. That would be 2 non-crucial things to use pro with: dauntless and jump up.
I like fend on the linos, prolly not too early if you need a tackle piece, and a dirty player as well. Guard is great, but I have never had a Guard Norse lineman, only double i rolled in 100+ games was 66 for a lino.
I flip-flop on the Yhetti and bigs in general, he has surely decided me some games, for better or for worse. It's the one piece on the team that will make the 'true' bash teams take Norse as serious hitters.