Bull Centaur

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Post by SBG »

sean newboy wrote:Im surprised no one is championing Catch on doubles rather than stand firm. If sure hands is good why not catch? Its not hard to sooner or later get pass on at least 1 hob.
You're right ther Sean !

I gave my "offensive" BC Catch and he is wonderful! Also has block, Break Tackle and +1 ST!!

My "Defensive" BC has Block, Strip Ball and is aiming for Break Tackle, making him a hell of a Blitzer !

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Post by DoubleSkulls »

Tim wrote:I always take break tackle as the first skill
Absolutely.

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Post by Thadrin »

Block or break tackle...they're an obvious 1-2, unless like me you get doubles on your first advancement (took Dodge)

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Post by Jerhod »

Tim wrote:I always take break tackle as the first skill (if not a double or -bless hashut- a stat increase). Why?
You make a good case. :) I guess I just prefer Block as my first skill to make them last longer regardless of whether or not it's difficult to pin them down.

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Post by Matsu »

I think what you need to do for any Bull Centaur is to envision his role. Is he going to pickup and carry the ball? Catch and run? When you know how you want your offense to go, then you'll know what his skill progression will be.
ianwilliams wrote:
Skummy wrote:Dodge is a good choice on doubles, since you can reroll the skill.
I'd prefer Stand Firm myself - then you can't possibly fail to dodge and it has a lot of uses on offence.
Stand firm is great for a guy on the line, but dodge is better for a ball-carrier since it takes away a block die facing that will knock him down. Stand firm will prevent strip ball from working, but so will sure hands, which presumably you'll be taking in order to pick up the ball. I suppose you could argue that Stand Firm + Break Tackle is better than Dodge + Sure hands, but I think it's very situational at that point and I still prefer to reduce the chance of being knocked down.

Block Dodge Surehands on a bull centaur is just *SO* crazy as a ball-handler.

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Post by Kamikaze Rudy »

I had a Bull Centuar roll doubles for his first skill. I fought with myself back and forth on what skill or trait I should give him. It was between Stand Firm, Dodge, and Catch. Luckily, I gave him Stand Firm and he immediately became a complete pain in the arse to my opponents. He is now at 86 SPP's and has Block, Dodge, Stand Firm, Break Tackle, Sure Hands. Leave Pile On for the other players. The most important thing you can do with the Chaos Dwarfs is to ensure the survival of the Bull Centaurs. He MUST be on the pitch at all times.

In another league, I have a Bull Centaur that rolled doubles for his first 2 skills, I gave him catch and then dodge. He hasn't progressed as fast as I would have liked....even with a 4AG, Accurate Hobbo

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Post by SBG »

Matsu wrote:I think what you need to do for any Bull Centaur is to envision his role. Is he going to pickup and carry the ball? Catch and run? When you know how you want your offense to go, then you'll know what his skill progression will be.
ianwilliams wrote:
Skummy wrote:Dodge is a good choice on doubles, since you can reroll the skill.
I'd prefer Stand Firm myself - then you can't possibly fail to dodge and it has a lot of uses on offence.
Stand firm is great for a guy on the line, but dodge is better for a ball-carrier since it takes away a block die facing that will knock him down. Stand firm will prevent strip ball from working, but so will sure hands, which presumably you'll be taking in order to pick up the ball. I suppose you could argue that Stand Firm + Break Tackle is better than Dodge + Sure hands, but I think it's very situational at that point and I still prefer to reduce the chance of being knocked down.

Block Dodge Surehands on a bull centaur is just *SO* crazy as a ball-handler.
This is innaccurate Matsu: only Sure Hands prevent Strip Ball from working. A push back result (the arrow) with Strip Ball vs Stand Firm results in the ball being knocked off the hands of the carrier.

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Post by DoubleSkulls »

Matsu wrote:Stand firm is great for a guy on the line, but dodge is better for a ball-carrier since it takes away a block die facing that will knock him down. Stand firm will prevent strip ball from working, but so will sure hands, which presumably you'll be taking in order to pick up the ball. I suppose you could argue that Stand Firm + Break Tackle is better than Dodge + Sure hands, but I think it's very situational at that point and I still prefer to reduce the chance of being knocked down.
Stand Firm does not stop Strip Ball from working.

A lot depends on how you play. To me BCs are turnover specialists. SF is better for causing turnovers than Dodge (you are more likely to get into/stay in a dangerous position) while meaning its impossible for you to turnover when dodging.

I wouldn't develop a BC as a scorer - they get enough TDs & Cas anyway.

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Post by McDeth »

I would have taken Strip Ball instead of Piling On. The rest of the skills i agree.

Mine's only picked up three skills , but i've got Block, Break tackle and Stand Firm on the Double. Strip Ball or tackle would be my next choice on a standard skill roll. If another double then i might be tempted to take catch, so as to be the recipient of a hand off, when in desperate need for a 9 Square TD.

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Post by Melifaxis »

I took Block on both of mine.

The one with additional skills took Dodge (double) and Sure Hands (first skill - at the time had no one that could really pick up a ball thus he became my feature running back). Break Tackle is next for him...

The second BC will have more defensive skills.

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