Why can't things be easy for once?

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DoubleSkulls
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Post by DoubleSkulls »

+MA if its not a double.

On a double, dodge - because he can still dodge into TZs with a reasonable chance of success and it helps keep him alive.

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Post by Mortalman »

I'd take the M increase either way. Firstly the jumpt to M7 means you have someone on your team capable of scoring in two turns without a GFI - a whole possible turnover cut out. Secondly I don't rate leap if you're M6, even if you leap into a pack or over a line you won't get far enough to ensure you're not blitzed and he's not got any defensive skills. This guy is turning into a rare beast: a nimble dwarf and I'd play to that strength and let others handle the defence, especially on a Dwarf team! You can dodge standfirm, block, tackle players into cages - you might as well try you have no consequences if you fail. Or just frenzy your way in. If it was blitzer with Ag5 I'd say leap but he's not going to be a cagebreaker until you get him block at least, and ideally tackle and dodge as well. Keep him as a scorer and take +1M.

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Thadrin
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Post by Thadrin »

Grumbledook wrote:he didn't say if it was 6 4 or 5 5 so he can't take leap if its the 6 4 personally i would think there are better doubles than leap anyway, give him nos for instance and the other runner carrying the ball dump off and keep him close

there are a lot of options there
It was 6-4. I'd prefer NoS too...for that very reason.

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Post by Zombie »

If you absolutely need the dump off option, you'd be better off giving this guy pass and accurate. He can already throw a quick pass in a tackle zone at 2+. With accurate, he could still throw it at 2+ in two tackle zones. Nerves of steel is a total waste of a skill on an AG5 player, and since it requires a double, it's a total waste of a double as well.

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Post by Mestari »

I like to choose something I'll most probably get use alot.
Depending on that, it's either pass or block. Or perhaps, pass block (lots of throwers in your league?

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Thadrin
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Post by Thadrin »

Zombie wrote:If you absolutely need the dump off option, you'd be better off giving this guy pass and accurate. He can already throw a quick pass in a tackle zone at 2+. With accurate, he could still throw it at 2+ in two tackle zones. Nerves of steel is a total waste of a skill on an AG5 player, and since it requires a double, it's a total waste of a double as well.
And the point is completely moot because I didn't roll a double and have no intention of taking NoS WITHOUT dump off.

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Post by Skummy »

My fault, I just saw the 10 and assumed.

I'd go for the movement. You can score 5 more touchdowns with this guy, and 5 AG block is a very good ballcarrier.

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Post by Thadrin »

Mestari wrote:(lots of throwers in your league?
The top two teams are my "perpetually third" team's nemesises - the CD team with the Ultra Mino and an irritatingly resiliant Wood Elf team (thats how the Ogre got his Niggle...the end of a toe to toe fight with the WE's tree).

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Post by Asperon Thorn »

Take the +MA. Any extra speed a dwarf team can field is not only good for your team, but psychologically bad for the other team.

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Post by Zombie »

Thadrin wrote:
Zombie wrote:If you absolutely need the dump off option, you'd be better off giving this guy pass and accurate. He can already throw a quick pass in a tackle zone at 2+. With accurate, he could still throw it at 2+ in two tackle zones. Nerves of steel is a total waste of a skill on an AG5 player, and since it requires a double, it's a total waste of a double as well.
And the point is completely moot because I didn't roll a double and have no intention of taking NoS WITHOUT dump off.
It's not moot because if you decide to go for dump off and roll a double on your next skill, it shows you that you're better off ignoring the double and taking pass or accurate than taking the piece of shit that is nerves of steel on an AG5 player.

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