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Why can't things be easy for once?
Posted: Wed Jun 11, 2003 7:25 pm
by Thadrin
Here's a tough one for you:
My team (dwarfs - only additional skills and negatives listed):
Blitzer - Guard, Tackle.
Blitzer - AG4, Pass Block.
Slayer - Mighty Blow, Strip Ball, Guard.
Slayer - Mighty Blow, Stand Firm.
Runner - We'll come back to this guy.
Runner - Pass, Hail Mary Pass.
Longbeard - Stand Firm
Longbeard - Mighty Blow
Longbeard - Mighty Blow, Dauntless
Longbeards - Guard
Longbeards - Guard
Longbeard - Guard, Stand Firm
Longbeard - no skills
Ogre - Niggle.
Right, remember that Runner? He's got Ag5 from his first two skill rolls. I've mentioned him before.
Tonight, after being one of the biggest targets in the league for ages, he FINALLY made it up to 31 SPP with his 8th TD in 19 games.
What did I roll? 10.
SO. Do I take the +1 MA and hope against all hope that if I decide to continue with the team (TRR around 197) that he can gather the 14 points he needs for the fourth roll, or do I take Block as I had planned?
Posted: Wed Jun 11, 2003 7:28 pm
by Snew
Movement is key. I'd take it.
Posted: Wed Jun 11, 2003 7:36 pm
by Skummy
One of the maxims of our league is, "It's never easy."
I would be awfully tempted to take Leap. This is one of those rare cases in which I would not suggest the movement increase for a dwarf team, just because he's going to become an absolute terror on defence when he scores 5 more touchdowns and gains block.
Posted: Wed Jun 11, 2003 7:43 pm
by Mirascael
I'll second that. AG 5 and Leap is awesome, if not utterly broken. Try to develop him into a Warrunner.
BTW: Get a new Ogre!

Posted: Wed Jun 11, 2003 7:58 pm
by Democritus
I would go for leap too!

Posted: Wed Jun 11, 2003 9:51 pm
by Deathwing
Thrilling team there mate, must be a riot to play.
Guard or Mighty Blow, Stand Firm on doubles. Add some more Tackle. Add some more Dauntless.
Oh no..a decision..panic!

HELP...
Live a little...take Block.
Actually, piss taking aside, at least the Hail Mary and Pass Block are half interesting. Ish anyway.
Go on..Leap. YKIMS.
Posted: Wed Jun 11, 2003 10:34 pm
by Zombie
I agree with the others: go for leap. Later on, he will be the star blitzer in the league, but with just the skills he has now (leap and sure hands), he can already pick up the ball in any brawl and run away with it.
Posted: Wed Jun 11, 2003 10:35 pm
by Grumbledook
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
Posted: Wed Jun 11, 2003 10:41 pm
by Zombie
I find nerves of steel to be a waste with AG5, since you can already catch at 2+ in a tackle zone anyway. Same as leap is a waste with AG6, because you can usually dodge at 2+ anywhere anyway. But leap and AG5 really is the ultimate combo of skill + stat upgrade in this game. It's awesome!
You're right, it seems like he rolled 6 and 4. In that case, the MA upgrade is the obvious choice, and still much better than block.
Posted: Wed Jun 11, 2003 11:34 pm
by Darkson
If it's a double, you've got to take leap just for the mental image of a dwarf vaulting over a treeman

Posted: Thu Jun 12, 2003 12:04 am
by Jerhod
Was the 10 a double or a 6&4? If it's a double then definitely go for leap! Otherwise, I think that I'd go for Block. (I haven't been around very long but I'm sure people know by now that I usually don't take +MA advances...

)
I think that increasing the Runner's survivability is important, especially for a valuable AG 5 Runner.
Posted: Thu Jun 12, 2003 7:01 am
by berserker
Mmmm
SP rolls 11 - 11 -10... The dices seems to like you!
I never tought I'd see leaping AG5 dwarves (stats are against it...) but it should be fun. But I don't think he rolled a double, he would have mentionned it for sure (and would definitly be too lucky

)
I think I would take the MA upgrade...
On his next roll he'll roll a 12 get +1ST and only then he'll get block!
Posted: Thu Jun 12, 2003 8:22 am
by Marcus
Leap is a very cute idea but I can't really see how it will slot in with the rest of the team. You've got enough guard and biff power that you can break the line wherever you need to, and using him as a weak-side winger only means he's going to get clattered.
I think the extra movement is the go. Use him as a 5/8th, he should link up well with your other Runner. As you know the most dangerous turn for Dwarves is recieving the kick. Extra MA gets him into the cage right from turn one, either by picking it up himself and running into position or by taking the catch from your passing Runner.
On D the extra MA will help him get into where he's needed - gathering the ball in TZs (love those sure hands) and getting it back out again to safety.
Posted: Thu Jun 12, 2003 8:33 am
by Redfang
He survived so far; give him the +1MV. That would also mean that he can run into the opponents end zone in 2 turns without needing GFI's. (No idea why he would want to do that, though, since he'd be all alone there, with his new "Friends" that is...)
Leap without Block is just asking an accident to happen and I don't think that it is needed in that team. Also Leap would require a double!!!
Block should definitely be next, though...
Posted: Thu Jun 12, 2003 8:49 am
by noodle
If a double was rolled - take leap. Why? Because you have that ability to get out and make a run for the end zone from your cage whatever your opponent does...
If not a double then I would take the movement - but I suppose it depends how long you intend to run the team for.