Discussion in 'League and Team Development Tactics' started by Nikolai II, Dec 10, 2016.
Assuming normal level up roll, two heads for sure, dodging anywhere on a 2+ is very valuable.
I ended up taking Tackle on the Werewolf and Break Tackle on the Flesh Golem (who made his only Dodge attempt this morning! ). Considering my only other Guard player died today I am pretty happy I took the BT.
In the same game my only Ghoul, AG4/Block, rolled 1+1, ugh. I really wanted Sure Hands, particularly after my last match against Wood Elves, but I suppose I have to take Guard now; especially with only 1 Guard player left.
You don't have to take guard.
Guard on agi 4 ghoul doesn't seem good. I'd take SH and keep him protected.
Lineelf on my Wood Elf team got a normal roll. He's AG 5 Wrestle, Dodge, Leap. Other notable players:
War Dancer, AG 5, MA 9, Mighty Blow, Tackle, Side Step
War Dancer, Strip Ball, Side Step, +MA, -MA (so net move 8)
Lineelf ST 4, Block
I'm thinking Tackle on this guy to have a leaping wrackler. I have another wrackle lineman, but he doesn't have AG 5 or Leap. I would like to have an AG 5 Sure Hands player, but Wrestle plus Sure Hands doesn't seem that great. But the War Dancer is around 100 SPP away from getting his final skill, so it's going to take forever for him to get there (if he doesn't die first).
Tackle for me
+1 frenzy. It's just to fun to surf people with 2+ leaps. If he had strip ball I'd say Juggs
I don't like frenzy on ST 3 leap pieces. I will probably give Frenzy to my ST 4 guy, if he lives that long.
Woodies Catcher (naked) rolled 5+5.
The rest of the team is:
WD - Mighty Blow, Tackle
WD - Strip Ball
Thrower - Leader
Lino - Kick
Lino - Wrestle
Lino - -MA
4 unskilled Linos
2 RR:s, 4 FF, Apoth, 80k in the bank.
Moving into round 4 of 5 this season, up next is High Elves, then Norse, followed by likely semi final and final. The league is made up of mostly new coaches, so I'm not afraid to try new/cool things.
I'm thinking Nerves of Steel would be cool. Guard is sweet on MA8 Dodge, but he'd get hit a lot. +MA is always good too.
Help me BBtactics peeps!
@Purgatory I'd take Guard as it should just make everything else easier, but I am no wood elf coach. That or the plus Move to make 1TTD's and assists a lot easier, don't really need NoS imho.
Guard for me. Nerves of steel is not so useful...
Yeah guard, skill up the leader thrower to be your actual passer.
SH, wrestle doesn't matter. When you use him for a scoop, he's very likely to pass anyway.
+MA, 1-turner is way easier. For your short structure is a must.
For some reason I thought it was a thrower who rolled 5s on a catcher take the movement for sure
I went with Guard. It's my only Guard piece right now, and it's been very useful so far.
My Human team has had two linemen level up. One got a normal roll and the other got doubles. I'm thinking Dirty Player and Guard, but I'm open to suggestions. Here is my team below:
1 Ogre /w Guard, Stand Firm
1 Blitzer /w S4, Guard
1 Blitzer /w Guard, Mighty Blow
1 Blitzer /w Guard
1 Blitzer /w Mighty Blow
1 Thrower /w Block, Dodge
1 Catcher /w Wrestle
1 Catcher /w Block
1 Lineman /w Kick
1 Linemen /w Wrestle
1 Linemen /w Normal Skill (thinking Dirty Player)
1 Linemen /w Doubles Skill (thinking Guard)
Yeah would definitely take the skills you suggest. The Guard lineman probably won't live long but enjoy him whilst you have him!
Perfect cookie cutter human team with decent doubles and the strength. Take the skills you suggested.
I have WE Lineman who just rolled a 12. He already has dodge, and is Niggled. I am thinking ST or Guard. Guard because well it's guard. But I think it will make him a target, and be wasted TV if he spends most of his time on the sideline. Thinking ST because it will possibly keep him on the field more due to needing more assist to block him. Other thoughts?
Team has a ST4 WD currently as well.
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