When to ignore stat increases?

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Nermal
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taking doubles

Post by Nermal »

yea i am just making sure.
i like to check before i go and propose things to the league.
if i do not have my facts correct then i will look even more stupid than i do now :D

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Re: When to ignore stat increases?

Post by wesleytj »

everyman wrote:What am I missing? If all of your players have MA of X, how do you take advantage of one of these players having an MA of X+1?
Well obviously there is no short answer for that. It depends on the team, the play style, what other skills that player has, and so on. General answer are that you're right: a lot of players really have no use for MA upgrades. Others are very nice tho. Like a beastman with MA7 is a great blitzer. Put him in your defense as the last line of defense, 4-6 rows off the line, and he can use his horns (and whatver other skills he may have) to come in and blitz somebody who is threatening to break thru the line.

Amazons and Norse (teams where everyone has similar movement) work the same way. Take the one with +MA and put them in the back where their mobility is most useful. Just examples to get you thinking. :smoking:
everyman wrote: My AG4 players take the +1AG upgrade so they can start do doge *into* tackle zones, etc.
Don't overlook leap too. Can be really annoying when you can leap around on 2's :)
everyman wrote:It's the AG2 players that befuddle me. Do I turn these players into mediocre AG players and develop them differently, or do I ignore this and just take a skill?
Think about your standard AG2 players: Black orcs, line-undead, and dwarves. Movement 4 right (except skeletons, ma5)? Where are they going with their newly more agile selves? Nowhere generally. And it's not their job either. Their supposed to hit whoever is near em. So generally just ignore it.
everyman wrote: Under what circumstances would you ignore the +1AG on an AG3 or AG4 player?
I'm not sure I'd EVER ignore it on an AG3 guy, but I'm sure as soon as I say that an exception will come up. Suffice to say I can't think of one.
Dodging and catching and so on on 2's is always cool. :)

I can think of times when I'd turn down the chance at AG5. The main one that comes to mind is a line elf who has taken a doubles roll for his first skill (say guard) and still doesn't have block. If I roll an AG upgrade for him for his 2nd skill, I'll probably ignore it and take block. It will be too long before he will get his next skill to make the AG5 cool, and by then with no block he'll probably be dead anyway. Especially since with guard he's usually going to be involved in the scrum, and being a target at that. Stuff like that.
everyman wrote:I have difficulty ignoring a +1ST increase on any player. However, I got a +1ST Black Orc Blocker (first increase), and in retrospect I probably should have taken Block to maximize his immediate effectiveness. He hasn't yet reached his second skill, and if he never does I'll wish I had opted for Block instead.
There are both sides of this one. An ST5 black orc is a terror. But at the same time having no skills (esp block) is rough. It's a judgement call. I usually go with the ST too tho :)
everyman wrote:On my wood elf team, I'm tempted to take Strong Arm for my Passer if he rolls +1ST. Is this loony? Is a passer with a +1ST upgrade worthwhile?
You'd be surprised how often you use that ST4 on a thrower. I'd take it over strong arm 9 times out of 10.
everyman wrote:Opinions?

-- Eric
You can always count on me for those!! 8)

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Post by Zombie »

I can think of times when I'd turn down the chance at AG5. The main one that comes to mind is a line elf who has taken a doubles roll for his first skill (say guard) and still doesn't have block. If I roll an AG upgrade for him for his 2nd skill, I'll probably ignore it and take block. It will be too long before he will get his next skill to make the AG5 cool, and by then with no block he'll probably be dead anyway. Especially since with guard he's usually going to be involved in the scrum, and being a target at that. Stuff like that.
I'd take the extra AG anyway, then give him leap next and get a potential assist anywhere on the field. Perfect for blitzing the ball carrier in the middle of the cage.


I'm baffled that so many of you guys play with this house rule. I've personally never played in a league that allowed that sort of thing. Oh well, as long as you realize it's just a house rule.

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Post by sean newboy »

I agree completely with Wesleytj. As for zombie and the ag5, i agree with the ag of 5 bit. However im not sure zombie is aware that this house rule is up for consideration to be an official rule (not sure if its this october or next), but the bbrc is definately considering it.

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Post by wesleytj »

Zombie wrote: I'm baffled that so many of you guys play with this house rule. I've personally never played in a league that allowed that sort of thing. Oh well, as long as you realize it's just a house rule.
Well, only part of it is house rule, and that part of it is probably going to become official soon.

You can always take any doubles roll (5,5 or 6,6) and take any skill. And that's the way we've always played, that you could use those for anything, but 6,4, and 6,5 you were stuck with.

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