Best use for a AG 5 Slann catcher?
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That's what I was thinking Jural. Plus....how long do slann catchers live? I wouldn't imagine it's too long without block/dodge/sidestep, and I don't see it being common getting them more than 3 skills. Don't have experience with them, but I thought it was something I would consider at least a decision worth considering, which is why I brought it up.
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- mattgslater
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Don't tell me that if you could take Extra Arms and Accurate as one skill at double TV add you would pass it up. Especially if it came with the upside of Titchy.
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But I surely have. Extra Arms and Accurate on an AG 4 piece just aren't all that amazing. Helpful, yes, but not game breaking. I take +AG on a blitzer or lineman in a heartbeat.mattgslater wrote:Don't tell me that if you could take Extra Arms and Accurate as one skill at double TV add you would pass it up. Especially if it came with the upside of Titchy.
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Dont forget two heads. I think one of the most valuable things about the AG5 is that you will probably be able to get in and out on 2+s.mattgslater wrote:Don't tell me that if you could take Extra Arms and Accurate as one skill at double TV add you would pass it up. Especially if it came with the upside of Titchy.
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I make people Cry with my AG5 Slann catchers...
One is Sure Hands, Dodge, +AG
~ I use this guy as my unofficial Thrower, On offence he is plenty good at throwing the ball. He is never inaccurate, its a fumble or a hit. There is a real hidden benifit in that (read: DT Blitzers protect your fumbled ball) Thats why I suggested making him a Thrower. On defence, a single error (forced or unforced) is a potential to recover the ball with a +2 leap, 2+ pick up (in a TZ), and 2+ dodge away...
The other is Dodge, +AG, Pass Block, +ST
~ This guy can catch in the rain and a TZ on a 2+ (thanks to the DC rule change) Last game I caught the ball while in the TZ of a snow troll...
TZ - Cancelled by +AG
DisP - Cancelled by DC
Then I dogged in and out for the TD... All 2+! How do you argue with that???
The Dodge in and out (with a dodge RR) is the real benifit here. You must remember that Slan Catchers are the slowest 'Catchers' in the game. That extra Mobility and ability to exit coverage is awesome.
Oh... 3+ intercept is pretty awesome too
One is Sure Hands, Dodge, +AG
~ I use this guy as my unofficial Thrower, On offence he is plenty good at throwing the ball. He is never inaccurate, its a fumble or a hit. There is a real hidden benifit in that (read: DT Blitzers protect your fumbled ball) Thats why I suggested making him a Thrower. On defence, a single error (forced or unforced) is a potential to recover the ball with a +2 leap, 2+ pick up (in a TZ), and 2+ dodge away...
The other is Dodge, +AG, Pass Block, +ST
~ This guy can catch in the rain and a TZ on a 2+ (thanks to the DC rule change) Last game I caught the ball while in the TZ of a snow troll...
TZ - Cancelled by +AG
DisP - Cancelled by DC
Then I dogged in and out for the TD... All 2+! How do you argue with that???
The Dodge in and out (with a dodge RR) is the real benifit here. You must remember that Slan Catchers are the slowest 'Catchers' in the game. That extra Mobility and ability to exit coverage is awesome.
Oh... 3+ intercept is pretty awesome too

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