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Skill allocation advice

Discussion in 'League and Team Development Tactics' started by Narly Bird, Apr 15, 2011.

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  1. Narly Bird

    Narly Bird Well-Known Member

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    I thought i would create this thread so that people can ask for skills advice for their cciv teams.

    I have an Elf team that have 4 skills pending from my last match vs Thanatos. I just rolled for the skills and got an incredible number of doubles. I was hoping for some tips on what I should go for. My team so far and skills pending are:

    2 Blitzers – 1 unskilled, 1 dodge (skill pending) - I rolled a double 5 and am thinking either guard or +AV as he is the one I usually try to bust into the cage, which means he gets hit a lot.

    3 Catchers – 1 unskilled, 1 dodge (normal skill pending), 1 dodge (double 6) – its hard to look past the strength increase, although perhaps Guard? Was thinking either Block or Wrestle for the normal skill roll.

    1 Thrower – dodge

    4 Lineman – 1 dodge, 3 unskilled, 1 unskilled (double 6) – im thinking to go strength increase, or maybe kick.

    Ive never had so many doubles at the same time (especially 2 double 6s!), so am kind of unsure whether to take them all. Normally I would, but im worried my tv will skyrocket.

    Peoples thoughts would be appreciated.
     
  2. Strobinator

    Strobinator Member

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    I recommend taking guard on the blitzer and strength on the other guys. Elves with guard are fierce - in addition to negating a lot of strength advantages for hitting, they are mobile enough that you can put them where you please.

    +STR on a fast player like a catcher is tough to deal with. It makes your screens that much more effective when they have to get through with enough guys to hit a 4 strength player. It also makes for a good defensive blittzer as you need to get less guys on the ball carrier to hit them effectively. I have a Naggaroth Amazon team with 3 guys with +STR. Granted, 'Zons are a more bashy team, but it's a real pain for the opponent when the center of your cage (or screen perhaps in the case of elves) is strength 4.
     
  3. jrpeart

    jrpeart Well-Known Member

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    I'd take both +ST, guard on the double, then block/wrestle for the catcher.

    Did you steal Netsmurf's secret potion for this set of rolls? ;)
     
    Last edited: Apr 15, 2011
  4. Thanatos

    Thanatos Member

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    Isn't +1 Mv an option? Having a Mv 8, Blodge, Side Step would be pretty awesome.

    Also if this guy is doing the most Blitzing then perhaps Mighty Blow is the right way to go so that your targets stay down.

    And if this is your Cage breaker then shouldn't he have Leap?

    Wrestle over Block definitely for a catcher.

    As for the Double, St4 Catcher is too good to pass up.
    Just run him deep and your opponent needs 3 players to take him down.
    And if they don't he is catching on 2+ and then dodging out isn't too difficult.

    Your team definitely needs Kick, but I wouldn't waste a double on it.
    Perhaps Guard. With their speed and agility you should be always able to have an assist wherever you need it.
     
  5. Netsmurf

    Netsmurf Well-Known Member

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    Dreadfull rolls Narly, I have just one advise in order to keep your TV low, just take sure feet on all of the players, you will save on rerolls and TV both:D

    Anyways had the 5+5 not been a double I would also have gone with +MA, but since it is a double then I can think of nothing better than guard, then leap and on 3+ you have a nasty assist within a cage! Then you take out the corner you marked with one of the other blitzers and finaly take out the ballcarrier - Presto:pow:
     
  6. Gallows Bait

    Gallows Bait Super Moderator Moderator

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    Strength is nice, they become targets but still nice to have. My last Strength 4 elf died almost immediately but that was just rough luck.

    For the blitzer I can see the value of both guard (use in tandem with the other blitzer for more cage opening antics) and mighty blow (get those players off the pitch better), overall though I think I'd have to pick guard, it only because I think you have to focus on getting the ball more than causing the hurt.
     
  7. Creamster

    Creamster Member

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    Easy +1 S on both of the players. Getting 1/2 players for an assist on a Mv8 dodge player will be a pain for anyone. A S4 line elf can be developed into an excellent player after some skills. It won't be useful until you pick up

    The other catcher I would take block and AV on the blitzer. If he is the cage breaker then he will get blitzed a lot. Guard doesn't help when you roll 1 or 2 for your leap (if you pick leap next then AV keeps him on the pitch when he slips) and with 2 S4 players guard can be picked up later.
     
  8. Murkglow

    Murkglow Member

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    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 not make Guard any less awesome, it's still extremely helpful for an elf team).
     
  9. maxcarrion

    maxcarrion Active Member

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    I have to mostly concur, 2 x + Str

    I'd go with Wrestle for the catcher, with 3 catchers it's rare that you have to keep a specific one on their feet and I'd usually prefer to bring down an opponent.

    On the blitzer I'd go for MB and use him to hit soft targets while screening the ball to try and soften up opponents, it's incredibly hard to defend against Elves with even 1 or 2 players off the pitch. I agree that guard is awesome for all kinds of Elf but when one of your key hitters, a fast player with AG4 and dodge gets the option, suddenly MB is awesome.
     
  10. Viajero

    Viajero Active Member

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    This is a tough one... in an open league like Nagg or so I would not hesitate and take +AV, for the long run, and to make it a dedicated cage buster/marker. In a tourney like this with fixed amount of matches and where every one really counts I would probably choose Guard. Guard synergy with SideStep in a blodge player is really nice. It will also help you a lot if you want to try 1 turn TD´s at the scrimmage line (2D block).

    Normal = block (personal preference, 2 first catchers with block, the last 2 with wrestle... since I would be putting a lot of wrestle in my linos it is not that urgent in a catcher... that is, unless you want to have a wrestle/stripball/tackle build right away... but for that I would wait for another of the catchers who is unskilled atm to level up... otherwise 3 more skills after dodge is a very long way ahead)
    6+6=+ST, not much to discuss here :p

    Also +ST, no doubt.

    In a Open League set up with a TV based MM system I would have prolly passed on this +ST though.
     
    Last edited: Apr 16, 2011
  11. Narly Bird

    Narly Bird Well-Known Member

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    Thanks everyone for the tips. I obviously borrowed my skill dice from Netsmurf when i rolled them this time. Actually, after 3 doubles in a row (2 of which were double 6s) i was quite dissapointed to get a normal skill roll on one of the catchers! :D

    Ive decided on plus strength for 1 catcher and wrestle for the other. Lineman i have also gone for plus strength, although that was a bit harder as without block/dodge, he could get stomped into the pavement...

    As for the blitzer, really a tough call. I think i will wait a while before deciding.
     
  12. Narly Bird

    Narly Bird Well-Known Member

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    A nice problem

    A while back i stole Netsmurfs dice for rolling skills. This led to me getting plus strength on not 1, but 2 players!

    1 of those players is a Catcher who has S4 and block. The Catcher reached his 3rd skill and rolled 11.

    So the question is, do i take AG5, or do i give him Block? Keeping in mind that I likely have to win my next 2 matches to get through to the playoff and that i can't continue this team, its a tough choice.

    Block makes him more of an all-rounder and will increase his survivability, but +AG will let him retrieve the ball in traffic and get where he wants to go.

    Also my other Catcher to level up (first skill) rolled a non-double 10. Should i give him +MA for the 1-turner or should i go for dodge/wrestle instead?
     
  13. Creamster

    Creamster Member

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    Your S4 guys rolled a lot of :bothdown: for their blocks so i would go block. Ag5 is useful but you already catch balls on a 2+ re-roll. In this limited game time the only advantage is for throwing (you have a good thrower anyway), picking up in a tackle zone and dodging through tackle zones. With Mv8 you should not be dodging through tackle zones more then you are blocking IMO.

    I would go for a Mv9 Catcher just for the 1 turn score reason. The rest of your catchers are all very good now so I think you can specialise...
     
  14. Mico Selva

    Mico Selva Active Member

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    I need advice on a skillup.
    Mr. Spock, one of my trolls, leveled up after the Dark Elf Chainsaw Massacre of last match and rolled a double. I was thinking of giving him one of the following skills:

    - Block
    - Dodge (then Break Tackle next)
    - Pro
    - Tackle

    These all help with blocking, which is what Mr. Spock does most of the time (when he's not being Really Stupid, that is). My next match is against Dwarfs, so short-term Block will not help me knock down any more opponents (so, Pro then?).On the other hand it might prevent being knocked down by those pesky Troll Slayers.

    Granted, my team has only one match left in the competition, as even if I defeat dwarfs (yeah, that will happen :D ), I still won't reach the playoffs. But as I was thinking of submitting The Sidekicks for the CTA league, and there's the slight chance that carry-over teams can be used in CCV. So, I'm leaning towards getting a skill that is most useful long-term, not just against Dwarfs.
     
  15. Netsmurf

    Netsmurf Well-Known Member

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    For long term I would prefer block over pro and the other two I would not consider as a first doubles skill choise for a gobbo troll:powdodge:
     
  16. Vusfnuv

    Vusfnuv Member

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    Block. He is in your team for blocking, right? and this skill makes the most impact on it being reliable. Also helps to stay on foot.
     
  17. Narly Bird

    Narly Bird Well-Known Member

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    I would also echo others suggestions on taking Block. The only other real option IMO is Pro. But it also depends on what you want to use him for.

    I have a Gob team in CTA and was lucky enough to get a +AG Gob. This made Goblin tossing a lot more reliable, except for those damned stupid Trolls. Thats where Pro comes in handy. You can use it to reroll the stupid test, the Goblin toss, even blocks on opponents. Next match my Troll got a double (first skill) so i went down the Pro route and haven't regretted it at all.

    But if you are using the Troll mostly for Blocking (as opposed to Gob tossing), then i would go Block all the way.
     
  18. Mico Selva

    Mico Selva Active Member

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    I've seen Your team in CTA, Narly Bird, and that's why I started considering Pro instead of Block. With Loner, Pro seems like a great way to conserve re-rolls in just about everything Trolls do (be stupid, block, toss-a-gob... is there anything else?). But on the other hand I get really annoyed when my players are knocked down on :bothdown: so I will probably go the Block route.

    Thanks for the replies.
     
  19. Etheric

    Etheric Well-Known Member

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    Yeah just saw that guy, while I was looking around. As you are not *that* far from 51 spp now it is a shame you did not take the agi (possibly). As a 8447 blodger he is pretty scary anyway, but with agi 5 he would have been unstopable once he got to 51spp.

    I suppose he would also be public enemy no 1, and the player I would most like to stick a boot in the face of :D, but hey :D. Maybe we can have some nomiations for a CCIV allstars team at the end of the tournament :D.

    Right now calico jack and superghoul would be the first names on the teamsheet :D.
     
  20. John McGuirk

    John McGuirk Well-Known Member

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    Let's not forget McFood and Netsmurf's Block Mummies. And your +AG Blitzers too, Etheric.
     
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