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Tactics Skill allocation advice IV

Discussion in 'League and Team Development Tactics' started by Nikolai II, Apr 11, 2015.

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  1. Jasper

    Jasper Member

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    Alright, you guys convinced me. AG 5 it is! Normally it's an easier sell on an Elf that can always get Leap, but it does give me more options and elves don't normally have so much ST. Plus it'll at the least be unusual.
     
  2. Limdood

    Limdood Well-Known Member

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    Pro elf thrower, rolled 1/1 on first levelup and took Strong Arm...

    Levelled up again....rolled 6+6! a bit mindboggling of a pick

    (only other standouts on the team are 2 guard linos and a mutant +ST, +AG catcher with no other skills yet)

    Also, hi again BBT
     
  3. notafunhater

    notafunhater Well-Known Member

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    Absolutely agi5. It's amazing.
     
  4. crimsonsun

    crimsonsun Well-Known Member

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    Take the Strength because its going to protect him while he holds up for that perfect arching pass...:cool:
     
  5. Jasper

    Jasper Member

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    +ST is great on Throwers, though perhaps less so for Pro Elves than teams that are more comfortable running the ball.
     
  6. JimmyFantastic

    JimmyFantastic Member

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    Urgh... this is exactly why you shouldn't take SA on a double.
     
  7. Nikolai II

    Nikolai II Super Moderator Moderator

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    It's at least an argument against early SA picks. Like "before accurate" early.
     
  8. tys123

    tys123 Courier Staff

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    I agree. Guard would have been my choice. SA is a good skill but not needed if he gets AG5 or goes down the defensive thrower route.

    However I would still take the +ST.
     
  9. Ging

    Ging Well-Known Member

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    Hi there Limdood!!

    Whilst the SA pick may not stack wonderfully with +ST I think I'd still have to take the +ST. Coupled with the +ST +AG catcher and the guard linos you've some rare muscle there.
    Throw in the standard blodge/wrodge/sidestep elfs skills and you've got a seriously annoying proposition.
     
  10. gamerno1

    gamerno1 New Member

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    I've got a +str claw chaos dwarf that just rolled a double for his level up. I was already debating whether or not to give him MB (for a killer) or guard (for a more supporting player). Now i'm tossing up between jump up, dodge, diving tackle (which I currently lack), or just ignoring the double.

    I already have a LV6 clawPOMB killer so i'm currently leaning towards making him a more supportive blocker (guard>PO, still with claw and MB tho). +Str clawPOMB with JU might be too good to pass up however.

    What role should I build him towards? And which skill for that role? I'd love to hear other people's opinion on this, i'm really torn.
     
  11. JimmyFantastic

    JimmyFantastic Member

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    It depends on the format but MB is the best skill for him now by far. Sure JU will be amazing when he gets PO but that is a long way away and a long time to be carrying the 30k bloat.
     
  12. Tjorne

    Tjorne Member

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    Maybe Tentacles? It's probably not an ideal choice, but certainly more interesting than Guard or MB. Works nicely with +STR and Tackle, and if you get SF, Grab and MB next (DT on the next double... :D) you have a marker that strikes fear into many a player.
     
  13. TravelScrabble

    TravelScrabble Well-Known Member

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    With claw it has to be mb pretty much and I agree ju delays it too much.
     
  14. crimsonsun

    crimsonsun Well-Known Member

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    +1 I don't like pile on Dwarfs anyway as there strength comes from mutual support and a Strength 4 pile on placer is asking for trouble in if its spending time laying down. horns could work though its movement is still limited, Diving tackle would be good though again due to movement concerns if feel it needs doubling or tripling up of within the squad to get much benefit. Jump up's alright though you need to be aware its a 3+ roll of course dodge works on him especially if he's at the centre of the defence because players that can bring him down are not likely to want to come and stand next to his mates to do so, and with Guard, MB and Stand Firm you'd have a Chaos Warrior.
     
  15. Moncap

    Moncap Member

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    Prehensile tail isn't a bad choice, but to be honest, mighty blow, guard then stand firm is probably better.
     
  16. Znarx

    Znarx Courier Staff

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    So, a niggled Wood Elf Catcher on my Crunch Cup team got doubles. It's his first skill. My team only has 1 Guard player, so guard seems attractive. However, I'm pretty short on block/wrestle players in general, so it's tempting to ignore the double and just take Wrestle or Block. I figure either way, this player's life expectancy with the niggle isn't long.

    Full team roster inside the spoiler:

    [​IMG]
     
  17. Nikolai II

    Nikolai II Super Moderator Moderator

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    Like you said - will die anyway, so why not Guard. Makes her more of a target, protecting your healthy players, and makes her less likely to steal TD:s from your healthy players.
     
  18. TravelScrabble

    TravelScrabble Well-Known Member

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    Not saying Nik is wrong but as an alternative view....if you're going to keep a niggled player around then is better if they're doing a job that isn't going to get them hit a lot. Trouble with the niggle is not that the player will die but that it will be KO'd and bh too easily making them a waste of tv. Give the catcher block instead and they make a good receiver/screening player that won't get hit too much and might make a contribution to the team beyond being just a tackle dummy.
     
  19. CariadocThorne

    CariadocThorne Member

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    What about developing the player as a marking specialist? Shadowing on a ma8 player can be hugely annoying for your opponent, and is particulary bad for players relying on break tackle to dodge away. Add tackle later perhaps,along with block and sidestep.

    The only problem is that at S2, it may be too easy to block her away from the reciever.
     
  20. Tyriok

    Tyriok Member

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    So a question to ponder over my season off is what to give my human guard lino who rolled doubles. Normally I would still take the block but he also grabbed MVP while he levelled and is only 9 from a further level. Dodge and stand firm are possibilities. I have five other guard so he could potentially be left out of the heat of the hitting and fed some touchdowns.

    Could depend on what my division is like when I come back. Anyone think it is worth getting something apart from block?

    Cheers
    Tyriok
     
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