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Tactics Skill Allocation Advice VI

Discussion in 'League and Team Development Tactics' started by Nikolai II, Dec 10, 2016.

  1. Ravers

    Ravers Well-Known Member

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    That's basically what I said in our clan chat to @DireSickFish :D
     
  2. Orielensis

    Orielensis Well-Known Member

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    Ok this lad rolled 5, 5

    2019-01-12.png

    MA would be great as he is my 1 turning specialist. But is a double skill better? Block for survival or wrestle for sacking? Sure hands to make even better retriever?

    Bit worried dual purposing him as wrestle sacker would mean he dies soon.
     
  3. Supa

    Supa Active Member

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    All four are solid options. Still 3 sure hands on team seems a wee bit too much, even if throwers are not getting through tackle zones. And wrestle is going to shorten his already brief lifespan. MA7 is fun, it is up to you if you want to turn him into that role or more of a generalist.

    Which is why you can't go wrong with block on that guy. :)
     
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  4. tys123

    tys123 Courier Staff

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    Wrestle seems a waste as he wants to be recovering the ball not knocking it loose and you will get another gobbo with 2heads and horns who does it better for less TV.
    I would take block to keep him alive though the MA is also tempting.
     
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  5. Veggente85

    Veggente85 Well-Known Member

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    I would take +MOV. He's not supposed to be hit. He will die in one of the following fashions: eat by a troll, crashed after a TTM, stumbling on the TD line, dropping after the failure of the xth 2+ dodge while trying to recover a ball. Wrestle or block will not avoid these things to happen. But they will increase his value by 30k.

    Sure hands is good too, expecially if you recover ball more often than OTTD.
     
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  6. Ravers

    Ravers Well-Known Member

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    +MA, he is a UW goblin, he is not meant to live forever. Make him even better at what he is good at.
     
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  7. Orielensis

    Orielensis Well-Known Member

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    Ok looking like definite MA, @Borke and Pidpad also agreed with this. Thanks guys!
     
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  8. Orielensis

    Orielensis Well-Known Member

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    I'll be sad when he dies he is not just any UW gobbo!
     
  9. Orielensis

    Orielensis Well-Known Member

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    A new Blunderworld query! What does this guy get next? Rolled normals. Accurate, HMP, whacky mutation?

    2019-01-16.png
     
  10. Veggente85

    Veggente85 Well-Known Member

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    You have kickoff return and kick too.
     
  11. Orielensis

    Orielensis Well-Known Member

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    Yeah should have mentioned those. Kick is possible I guess.
     
  12. Larkstar

    Larkstar Active Member

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    Orie and I are gonna turn this into the Underworld Advice Network! :cool:

    My 13 game Underworld team has a +MV Thrower who just rolled 4+6 for his next level! MV 9 could be amazing, while Block will keep him alive. Maybe Wrestle to make him my safety to help protect him a bit on Defense? I've also just gotten an AG 4 Goblin who could take over ball carrying duties against the non cage-diving non leaping teams.

    What do you think?
     
  13. TravelScrabble

    TravelScrabble Well-Known Member

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    With agi 3 and no dodge he's still not great at one turning (though I suppose 2 heads but even then) I would just take block, you don't need MA 8 in a safety but it does make him a much better ball carrier.
     
  14. Orielensis

    Orielensis Well-Known Member

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    Bit dull but I agree @Larkstar block better
     
  15. Veggente85

    Veggente85 Well-Known Member

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    I would take mov. It allows you to push less to get into td range, thus to expose less your thrower.

    Agi 4 goblin is for ball recovering, not for ball carrying.
     
  16. Borke

    Borke Well-Known Member

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    I'd go for +MA as well. First reason is the one @Veggente85 mentioned: You have a much longer range to score from, which means you only need to push a few squares into the opponent's half and then you can bide your time, and the opponent needs to cover the whole field, which he most likely can't (which means you don't need to dodge). Second reason is the TTM one-turner: An MA9 Thrower can cover a lot more of the back field on the kick-off, making the situation where you can't even hand off the ball to your flyer much less likely. Oh and also this player can pick up the ball and reach the safety of a cage much more reliably on offense.

    And yeah, he's the ball carrier, not any of your Gobbos.
     
  17. Larkstar

    Larkstar Active Member

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    2 for Block and 2 for +MV! The +MV means he's 15 SPP away from Block, 35 from Two Heads, and 60 from Extra Arms. Yikes.
     
  18. Sataric

    Sataric Well-Known Member

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    I'd pick the +MV without any hesitation whatsoever. :p
     
  19. DireSickFish

    DireSickFish Active Member

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    Movement on your ball carrier is insane value. Take it.
     
  20. BallztotheWalla

    BallztotheWalla Active Member

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    Always take move on your ball carrier.. there ain’t no natural 6 to move that extra square like there is for everything else..