Not to hijack the thread ubt: I have a Big hand+ leap + NOS gutter runner who is REALLY suited for doing gettting in and throwing for a score.
I'm thinking very long legs if he mutates again, or regeneration. But Pass would be nice too.
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Back on topic. Yes NOS is a good choice for those who want to chuck the ball away from zones. But an agilty 3 runner doesn't pick up the ball that well in 2 zones any-way so the building of this player to that doesn't strike me as that great of a plan.
Especially as in my experience the thrower in the tackle zones after passing gets smacked repeatedly if the play doesn't end in a score. With only a few agilty 3 recievers on the field and not a lot of speed to make long plays work well. It doesn't give me the level of comfort I'd want to build around.
your mileage may very.
Next Skills for Dwarf Blocker and Runner
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Impact! Miniatures Forum
Impact! Miniatures
Galak 3:16 says "There is a point in time that a player really should read the rulebook."
Icepelt is my Hero.
Impact! Miniatures
Galak 3:16 says "There is a point in time that a player really should read the rulebook."
Icepelt is my Hero.
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The lack of SPP generation on your rookie runner won't get fixed by a skill choice on your primary runner. You need to take some extra risks with the ball to give the rookie a chance to score. The trick is doing it in a way where a choked roll is more likely to be an incovenience rather than a disaster.
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Since he's already got Sure hands and is relatively quick he's better at this than any other dwarf. Two zones is still about a 55% chance of getting the pick up.Mad Jackal wrote:But an agilty 3 runner doesn't pick up the ball that well in 2 zones any-way so the building of this player to that doesn't strike me as that great of a plan.
Anyway its the double benefit - ball retrieval without having to dodge out is one, the other is the coupling with catch, means he's a nasty receiver to mark.
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Ian 'Double Skulls' Williams
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Postscript
Gentlemen,
Acting on your collective advice I took Fend on my MA7 Block/Catch Dwarf Runner and Diving Tackle (DT) on my MA5 Dwarf Blocker. I've now played my first league game with these new skills. I played a TV 198 Necro team with tons of Frenzy, Claws, MB and Sidestep. I won 2-0, and the 2 new skills may have been the deciding factor in the game.
Fend on the MA7 Runner was great. It is not used much in my league, and I could tell it was unexpected by the other coach. I used it at least 3 times, one time stopping a Frenzy. Another time it let me get up in peace, pick up the ball and score a TD. Even if you are knocked down, you are usually in a square without TZs, which makes it MUCH easier to stand up and redeploy.
I used DT twice, once to stop a Dodge, another time to force the other coach to use his blitz on the Blocker instead of trying to Dodge away and blitz my ball carrier. While the Blocker got knocked down, all the other coach could do was tag my ball carrier, not hit him, having used his blitz.
Note: I didn't realize I got to see the Dodge roll before deciding to place my player prone and apply the -2. I thought I had to declare BEFORE the Dodge roll. This makes DT a much better skill, as you are only placed prone if you cause the Dodge to fail, and end the other coach's turn.
Unfortunately, no new skills after this game, nor any increase in FF.
Thanks again for the benefit of your collective wisdom - it definitely made my team a better team.
Cheers.
Acting on your collective advice I took Fend on my MA7 Block/Catch Dwarf Runner and Diving Tackle (DT) on my MA5 Dwarf Blocker. I've now played my first league game with these new skills. I played a TV 198 Necro team with tons of Frenzy, Claws, MB and Sidestep. I won 2-0, and the 2 new skills may have been the deciding factor in the game.
Fend on the MA7 Runner was great. It is not used much in my league, and I could tell it was unexpected by the other coach. I used it at least 3 times, one time stopping a Frenzy. Another time it let me get up in peace, pick up the ball and score a TD. Even if you are knocked down, you are usually in a square without TZs, which makes it MUCH easier to stand up and redeploy.
I used DT twice, once to stop a Dodge, another time to force the other coach to use his blitz on the Blocker instead of trying to Dodge away and blitz my ball carrier. While the Blocker got knocked down, all the other coach could do was tag my ball carrier, not hit him, having used his blitz.
Note: I didn't realize I got to see the Dodge roll before deciding to place my player prone and apply the -2. I thought I had to declare BEFORE the Dodge roll. This makes DT a much better skill, as you are only placed prone if you cause the Dodge to fail, and end the other coach's turn.
Unfortunately, no new skills after this game, nor any increase in FF.
Thanks again for the benefit of your collective wisdom - it definitely made my team a better team.
Cheers.
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