Ag 4 Ghoul Doubles Advance
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Ag 4 Ghoul Doubles Advance
What to take on a second advance (doubles) on a Ag 4(was the first advance) Ghoul?
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Re: Ag 4 Ghoul Doubles Advance
guard can be very useful on her, if she survives until she has block and sidestep that is 
but you may also consider pass depending on the rest of your team and style of play/environnement

but you may also consider pass depending on the rest of your team and style of play/environnement
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Re: Ag 4 Ghoul Doubles Advance
Block, to keep him alive. There are plenty of good non-doubles skills for Ghouls.
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Re: Ag 4 Ghoul Doubles Advance
You have to choose how you want to use your team. Do you want a running or passing attack?
If passing, take pass.
If running, you have a few choices:
1) Guard - Somewhat useful on your runningback since people will try and force their way into your cage.
2) Block/Wrestle - Not a double but will dramatically increase the ghoul's lifespan
If passing, take pass.
If running, you have a few choices:
1) Guard - Somewhat useful on your runningback since people will try and force their way into your cage.
2) Block/Wrestle - Not a double but will dramatically increase the ghoul's lifespan
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- mattgslater
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Re: Ag 4 Ghoul Doubles Advance
Pass or Guard. Probably Guard.
IDK, though... I've got a MA8/AG4/Block/MB Ghoul on the Soft White Underbelly: Quicklime Ghoul is a great blitzer!
IDK, though... I've got a MA8/AG4/Block/MB Ghoul on the Soft White Underbelly: Quicklime Ghoul is a great blitzer!
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What is Nuffle's view? Through a window, two-by-three. He peers through snake eyes.
What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.
What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.
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Re: Ag 4 Ghoul Doubles Advance
Yeah, for Undead teams Ghouls can be fine blitzers. Not so much for Necromacers, where the Werewolves run the show.mattgslater wrote:Pass or Guard. Probably Guard.
IDK, though... I've got a MA8/AG4/Block/MB Ghoul on the Soft White Underbelly: Quicklime Ghoul is a great blitzer!
To sum up the options:
-M-Blow (only for Undead teams, imo).
-Guard (always good, if a bit risky for an av7 no apo/no regen).
-Some passing skill (if you fancy a passing game).
-simple Block and hope for a long (un)life.
Unless you got other +ag in the team, I will be wary to give Guard to my only ag4 player.
PS: I have seen some Nerves-of-Steel Ghoul, but I'm not keen about it...

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Re: Ag 4 Ghoul Doubles Advance
Ag 4 means Pass to me. Makes either team (Necro or Undead) that much more versatile and harder to defend against.
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- mattgslater
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Re: Ag 4 Ghoul Doubles Advance
I could see it on a late skill for a Tackle Stripper with +AG. You know, Pro-Elf style. Not that I've ever done it, or considered it before this moment. Nor would I ever actually do it. But it's not laughable....MKL wrote:PS: I have seen some Nerves-of-Steel Ghoul, but I'm not keen about it...
Guard is better than you'd think on a carrier. If the oppo collapses the cage and gets two guys off him, Guard helps you 2d one of them away from the Ghoul. Don't stick him in, unless it's vs ST2 non-Tackle. But you'd be surprised how many times Guard is good on an unmarked player.
Pass is still pretty tempting, though. And MB (Undead only, I agree). Accurate might be tempting too.
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What is Nuffle's view? Through a window, two-by-three. He peers through snake eyes.
What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.
What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.
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Re: Ag 4 Ghoul Doubles Advance
Well, you are certainly right: Guard on an ag4 Ghoul carrier can be very useful. Too much useful, I fear: sooner or later I will be tempted to put him in the wrong scrum, and he will be squashedmattgslater wrote: (...)
Guard is better than you'd think on a carrier. If the oppo collapses the cage and gets two guys off him, Guard helps you 2d one of them away from the Ghoul. Don't stick him in, unless it's vs ST2 non-Tackle. But you'd be surprised how many times Guard is good on an unmarked player.
(...)

If I got 2+ ag4 players, it's ok: he died in the line of duty. But If he is my only ag4, the damage to the team is huge (maybe it's only me: somehow I never managed to get an ag4 in my Necro or Undead teams...

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Re: Ag 4 Ghoul Doubles Advance
I would probably go with guard unless I was flush with guard already, and even then I'd consider guard. You don't want to put a guard into the thick of the battle, you want to use it to get him out of trouble.
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Re: Ag 4 Ghoul Doubles Advance
It is a Necromantic team. I went with Guard. The current team has only one other Guard. I was much tempted to give the Ghoul Dump-Off as a disincentive to opponents to hit him and a potential SPP generator if they did but the utility of Guard won out. Strong Arm was another contender for the passing game. I realize the Ghoul may not be long in this world regardless of the choice; in the meantime, Guard may make more players on the team better.
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Re: Ag 4 Ghoul Doubles Advance
It is a Necromantic team. I went with Guard. The current team has only one other Guard. I was much tempted to give the Ghoul Dump-Off as a disincentive to opponents to hit him and a potential SPP generator if they did but the utility of Guard won out. Strong Arm was another contender for the passing game. I realize the Ghoul may not be long in this world regardless of the choice; in the meantime, Guard may make more players on the team better.
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Re: Ag 4 Ghoul Doubles Advance
You already took Guard obviously but your other picks wouldn't have been too good.PairODice wrote:I went with Guard. The current team has only one other Guard. I was much tempted to give the Ghoul Dump-Off as a disincentive to opponents to hit him and a potential SPP generator if they did but the utility of Guard won out. Strong Arm was another contender for the passing game.
Dump Off wouldn't deter anyone from hitting him (I'm yet to see someone not blitz a ball carrier if they can) and just AG4 is a recipe for disaster. With just one TZ on him it would be 3+ not to fumble and you'd also need someone to catch the ball. Much better to take your chances with Blodge.
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