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#21
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Did you foul as much with your DE's? Or is that a human tactic you employ?
__________________ Its not a game... Its a life style |
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#22
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| i rarely foul with dark elves. i find as long as you have 10-11 players on the field with DE, it is an almost impenetrable defense. no point helping the opponent to get players off the field. for humans the reward far outweighs the risk with fouls in my opinion chaos dwarves, how i wish you were implemented in the cyanide game i only expericenced the bland 3rd ed CD roster. now bulls, mino, and clawed dwarves sounds very tasty. |
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#23
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Normally my policy is that if I don't feel fairly confident that I can stop a break away down one of the sidelines on turn 1, then I'd rather go for a central formation with a couple of deep safeties in order to be able to switch most of my players to either flank right away. Sure, he may be able to form a cage next to either sideline, but you also have a good chance of blocking him off and hemming him in next turn too. If he sends receivers down both sides, then you can also swamp them and make it hard for him to get someone free for the scoring pass next turn. A catcher with blodge, SS and DT is great for marking high profile scoring threats, preferably with some Guard support to help him and blitzers with Stand Firm, Tackle and maybe even DT if they got a double can also be great at that role. |
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#24
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| So, one of those really boring "what skills should I get for this guy" questions. I'm playing a version of your bash humans, NHM, and my thrower got +str for his second skill (the first was block). So now what? I'm trying to develop a skill path. At the moment, barring other stats or doubles, it looks like this: tackle, fend, pro, HMP/Leader Any other thoughts? What could be good on him? |
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#25
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| pretty good set of skills. big decision i see is whether this guy plays defense, and if so is he still meant to be the main ball carrier. i would probably play him on d, so tackle, fend, then hope for doubles for guard or dodge. strip ball could be good otherwise, playing a similar role to a dwarf runner. if he is looking to be the main ball carrier as well kor may be a good last skill, but i would build him as a blitzer who can regather the ball and may hold onto it. besides if he is playing defense you will need another ball carrier for when he is knocked out, so this guy kinda becomes the back up ball carrier as he cant be relied on to be there second half. |
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#26
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| thought i would flesh this out a bit more after some more play time. LINOS - this is how i would level them. 1st one to skill - kick, block 2nd - block, dauntless (blitzer backup) 3rd - DP 4th - DP 5th - los players. wrestle, fend. u can switch 2 and 3 around if you have a bench already and want to get in on the fouling early. i am starting to find wrestle is only useful on the los. my guys in the secondary i want em standing at all times. the dauntless lino is great. same tv as a rookie blitzer and can take on big fellas. THROWERS didnt cover this well. i think the problem is if you havn't rolled a double or stat increase by lvl 4, this guy is a pretty rubbish ball handler. u may have an ag4 blitzer or catcher you would rather run the ball with. so if you get to lvl 4 without a double and have better ball carriers, i would either start skilling him for defense (fend, tackle) or fire and start again. |
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i only expericenced the bland 3rd ed CD roster. now bulls, mino, and clawed dwarves sounds very tasty.
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