Thralls are no worse then normal humans at most of that (except of course the part where they do bleed on the floor more then a normal human thanks to their vamp allies and lower AV). Vampires then try and "make up for" the lost positionals (in which case they have their good points *Hypnotic...
Ok perhaps I should have put it this way 'You always have the option of stabbing so the offensive benefits of Block are lessened considerably." Plus you've got plenty of less dangerous ways to get SPP then blocking players, that Double Skull is always around the next corner and it can easily...
I'd probably go Dodge, Dodge, Wrestle.
The Blodging Blitzer is one of the best things ever.
Your Assassin will always be stabbing so you don't get the offensive bonus of Block to help, it's just defense and Dodge helps defensively as well plus it makes you a more mobile character. Dodge seems...
I'm not much of a fan of Side Step since you can get Stand Firm on a normal roll and they are roughly as good as each other (except if you need to take Side Step as a double it eats more Team Value). Dodge is fine for keeping him on his feet. Diving Tackle is also an interesting pick...
Runners are fine but not exactly amazing. I don't like Leader at all regardless (especially since you already have 3 rerolls) so that's hardly a draw for me but Nerves of Steel can be good. The Mv 7 is nice but when facing those teams it won't matter as much. You already handily outrun...
I would go: Both +Str, Wrestle, and Guard.
+Av is my least favorite stat up but +Mv isn't bad and I could definatly see that taken if you want more mobility at the expense of less blocking power/protection (oh and you can never have enough strength, just because he's getting two +Str guys does...
When those increases no longer help your player perform his job (+Agi to a Treeman/Dwarf Blocker for example).
Think of it this way, +Mv helps his survivability too, if they can't get into blocking range they can't hit you. +Mv also helps stop interceptions, helps you get to the ball...
As Coach says you're going for the 2-1 win. There really isn't a realistic way to stop him from scoring. He's a wood elf and you're a dwarf, that's just how it is. You in fact want him to score quickly so you can get the ball back quicker and have more time to grind up the field and score...
He is still a Str4 Mv6 guy so he's not terrible yet. On the other hand he's starting to get to the same level as the Flesh Golems and you already have two of them while the Mv8 he had previously is a very nice and somewhat rare thing... I could see either option being good.
:confused:
I was just asking that's all. I had always thought of it one way so I wanted to hear why you consider it the other way. It's not like you're necessarily wrong or I'm necessarily right.
Honestly I don't consider the HE catcher to be much worse then any of those you mentioned. +1...
Really? I always considered it the other way around. HEs where one of the easiest elf teams to start off as (along with DEs) thanks to them being one of the tougher elves teams overall but were not as strong as a developed DE/WE team at the end.
What makes you consider them a harder...
If you don't get a Double for Block then I would pick up Break Tackle. It's kinda the only one left IMO that would work well vs the teams you have left. I was considering Multiblock but you've got Chaos and Orcs left which just make it iffy to try and throw two blocks vs.
I don't like Strip Ball at the best of times and a Dwarven Blitzer is no Wardancer, I would have to go Mighty Blow or Stand Firm on the Blitzer.
As for your Blocker Dodge isn't a bad pick at all so if you really want it that's cool. Likewise Diving Tackle is great. Then again the thing...
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.