Yeah the only use for pass that I can see is that most of my victories come about as a 1-0 or 2-1 grind. The 2-1 can be tough with a team of all slow supporting players, so I really only envision using it on two turn attempts. I wasn't considering KoR, but that might be better than pass for...
Solid Necro team has ball carrying ghoul roll double 4's. He has blodge/SS/sure hands. I'm not sure what to do here. I played without any ghouls for a long time, then hired him when a wolf was out. I'm used to playing with him now, but I still favor playing D in the first half with him on...
OCC Team in Division IV.
MB Wight got -MA. I'm leaning towards firing as I think I want my blitzing Wight (for when all blitz choices are frenzy traps) to have that extra MA, but then again if he loses MB he's not much of a blitzer...
https://spike.ovh/team?team_id=3578684&platform=1
This is true, but that really only helps on the skaven offense, where skaven don't have a lot of issues scoring to begin with. Skaven defense, on the other hand, is very dependent on being able to pop the ball out, get a gutter in there to grab the ball, and then making a quick pass to another...
I prioritize MB on wights for the Undead team, but whenever possible I blitz with the WW on necro. When you're blitzing a lot with frenzy guard becomes really important. Since the flesh golems have to take block first in most cases it can be forever before you get guard on them...
Okay, new High Elf catcher doubles question! This is a pretty developed team in tier 4 of the OCC. Sitting 4-2-2, and likely to move up a division if I win or get a tie against an undead team next match week...
Regarding guard on HE catchers, it's certainly not a wasted skill. If I had no guard already I would take it over MB. But you have a lot of line elves and blitzers that are likely to take guard on the first double as well. If I have a few guard I would absolutely take MB on the catcher. To...
I agree. In my opinion with skaven keeping your SV mobile is much more important than providing a guard assist. You're not going to win many bash wars, and getting players in contact is only for desperate times. With four gutters it's not unlikely to get a double on a block one and get your...
A one turner is never certain for sure, but being able to set up for two potential one turners (a natural one turner and a pushable one turner) really makes defending them difficult. I generally don't mind playing with just 3 gutters on the first defensive drive (if its in the first half)...
Yeah with AG5 I would rather sure hands than big hand.
But with MA10 the best thing this player can be is a natural one turner. It just changes the way skaven can play. With a true one turner your main focus can be on preservation. I start on D when possible, and if nuffle hands me the ball...
If you have 1.2M gold to make a team, and you end up with 10K left over, what is the best use for it?
Fan factor? Cheerleader? Assistant Coach? I assume cheerleader and assistant coaches are about equal, but I'm not sure about fan factor.
Opinions?
Exactly what I would have said. I love guard on my BC, especially on undead teams as being able to block a marker off an AG3 player without moving a slow zombie backwards to do it first is really useful.
Interesting. I've never had a MA10 with sprint elf. Other skills would be used more, but having sprint does mean that even with 4 players left you still have a chance at a one turner. Having that one turn threat that does not require any leaps or pushes to even get into position really...
Generally if its a ghoul's first skill, your other ghoul's are skill-less, and the team is new I would take block. Against new teams block is extremely useful as you don't have as many other players with block that can counter it. It also protects a ball carrier from spilling the ball (whereas...
You need protection against leap and BT at a minimum. But more often than that dodge is going to be used because you didn't get the casualties you hoped for on your offensive drive. Now there's a few too many elves blocking your path and its turn 8. You need to block a guy out of the way...
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