Advice for Potential Brettonian Blitzer Superstar
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Advice for Potential Brettonian Blitzer Superstar
I know Bret's are not a well liked topic but I need help. I have a superstar in the making and I need advice!
Here is the Bret team for those who don't know
0-16 Linemen 6 3 2 7 Fend G 40K
0-4 Yeomen 6 3 3 8 Wrestle G S 70K
0-4 Blitzers 8 3 3 8 Block, Catch, Dauntless G S 120K
rerolls 60K
I have 4 rerolls and the apothecary.
7 linemen, 1 with Dirty Player, One with -1 MV, rest fodder
3 Yeomen, one with accurate, other two are unskilled
now the Blitzers
Blitzer 1 has guard
Blitzer 2 has mighty Blow
Blitzer 3 has Guard and Dodge
Then the superstar in making
Blitzer 4 with +1 ST, Dodge, and he just rolled double ones. What should I take? I can see the following options
Doubles
Leap
Diving Tackle
Leader (a bit weak I think)
Sure Feet
Or take a regular skill
Mighty Blow
Tackle
Frenzy
even sure hands but i was going to develop the accurate yeomen that way.
I am very undecided.
My team rating is 149 before the skill choice if that helps
Thanks
Here is the Bret team for those who don't know
0-16 Linemen 6 3 2 7 Fend G 40K
0-4 Yeomen 6 3 3 8 Wrestle G S 70K
0-4 Blitzers 8 3 3 8 Block, Catch, Dauntless G S 120K
rerolls 60K
I have 4 rerolls and the apothecary.
7 linemen, 1 with Dirty Player, One with -1 MV, rest fodder
3 Yeomen, one with accurate, other two are unskilled
now the Blitzers
Blitzer 1 has guard
Blitzer 2 has mighty Blow
Blitzer 3 has Guard and Dodge
Then the superstar in making
Blitzer 4 with +1 ST, Dodge, and he just rolled double ones. What should I take? I can see the following options
Doubles
Leap
Diving Tackle
Leader (a bit weak I think)
Sure Feet
Or take a regular skill
Mighty Blow
Tackle
Frenzy
even sure hands but i was going to develop the accurate yeomen that way.
I am very undecided.
My team rating is 149 before the skill choice if that helps
Thanks
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I have never played in a league that allowed Bretonians, but I see two options.
First option would be if you want this guy to be a blitzer / runner. Then I'd ignore the double and go the Frenzy / Mighty Blow / Tackle route. Has some synergy with Catch, as you can blow a hole in the opposing defence with ST4/Frenzy, then bring some help. Get the ball to the guy and score next turn. Frenzy first, then either Tackle or Mighty Blow depending on your league.
Second option is to use him as a mobile assist. Give him Side Step, and next skill-up give him Guard. You'll end-up with a ST4, Blodging, Side Stepping, Guarder. Not much synergy with Catch though. But you will get a bit of synergy with Dauntless if you are facing ST5+ opponents, as he'll end-up getting stuck in the thick of things more than with the blitzer option.
With both options, this guy will make a pretty good safety.
First option would be if you want this guy to be a blitzer / runner. Then I'd ignore the double and go the Frenzy / Mighty Blow / Tackle route. Has some synergy with Catch, as you can blow a hole in the opposing defence with ST4/Frenzy, then bring some help. Get the ball to the guy and score next turn. Frenzy first, then either Tackle or Mighty Blow depending on your league.
Second option is to use him as a mobile assist. Give him Side Step, and next skill-up give him Guard. You'll end-up with a ST4, Blodging, Side Stepping, Guarder. Not much synergy with Catch though. But you will get a bit of synergy with Dauntless if you are facing ST5+ opponents, as he'll end-up getting stuck in the thick of things more than with the blitzer option.
With both options, this guy will make a pretty good safety.
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Cramy
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One thing I forgot to mention thing. This is a play by email league (MBBL). As such, sidestep is not as useful. Plus, with strength access, I could take stand firm which performs a similar duty.Smeborg wrote:My first reaction is to look at Agility and Passing skills only, since this guy can take Strength and General skills on normal rolls.
Two of the many interesting possibilities are: Nerves of Steel, Sidestep.
Hope this helps.
I thought of nerves of steel, but i just don't think its worth it. On offense I play a short pass / hand off 2 - 3 turn score. I hope to develop the one yeoman with accurate to give me the long pass option, if required.
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Sorry, as it is a play by email league, sidestep is not worth it. But the first option is one I have thought of.Cramy wrote:I have never played in a league that allowed Bretonians, but I see two options.
First option would be if you want this guy to be a blitzer / runner. Then I'd ignore the double and go the Frenzy / Mighty Blow / Tackle route. Has some synergy with Catch, as you can blow a hole in the opposing defence with ST4/Frenzy, then bring some help. Get the ball to the guy and score next turn. Frenzy first, then either Tackle or Mighty Blow depending on your league.
Second option is to use him as a mobile assist. Give him Side Step, and next skill-up give him Guard. You'll end-up with a ST4, Blodging, Side Stepping, Guarder. Not much synergy with Catch though. But you will get a bit of synergy with Dauntless if you are facing ST5+ opponents, as he'll end-up getting stuck in the thick of things more than with the blitzer option.
With both options, this guy will make a pretty good safety.
So with a large PBEM league that tends towards bash, this is a good option. The counter point is I like use the yeoman's to be my back field sweepers. The blitzers agressively go after the ball. Starting with Wrestle, I think I will take tackle as thier next skill (first non doubles will be kick though).
I like ST 4 Frenzy! I am also intrigued a lot by diving tackle and leap. A str 4 leaper can really help breaking a box. But only 3 AG. And the fend wrestle players also make boxes irritating for the opposition.
Sometimes I wished i just rolled a regular skill....
even then its a toss up between mighty blow, guard, and frenzy....
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Leap is a good idea, but tough to really make good use of unless you have AG4 first.
As a fellow Bret coach, I can give a ringing endorsement for a Blodging blitzer with Mighty Blow. It's like have a Gutter Runner who can beat up players downfield. I know, it feels like a waste of a doubles, but it's just so useful in all game situations and especially on defence: why just sack a thrower when you can squish him too!
The only doubles skill after Dodge that I can think of is Nerves of Steel. He can then be your goto guy in midfield who catches in traffic and delivers the handoff for the score.
As a fellow Bret coach, I can give a ringing endorsement for a Blodging blitzer with Mighty Blow. It's like have a Gutter Runner who can beat up players downfield. I know, it feels like a waste of a doubles, but it's just so useful in all game situations and especially on defence: why just sack a thrower when you can squish him too!
The only doubles skill after Dodge that I can think of is Nerves of Steel. He can then be your goto guy in midfield who catches in traffic and delivers the handoff for the score.
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I'm looking at maybe Leap for an otherwise unskilled, unadvanced Gutter Runner. Not because I plan to leap a lot with him. But because the threat of me maybe doing this successfully even once with a Gutter Runner ought to be enough to have my opponents a little disgruntled. Until they mark him for death, pound him into the turf, and eliminate the threat rather permenantly.
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I kind of like the idea of Leap. He'd be terrific in opening cages as a last resort if everything else fails. Although the problem with Leap is that, at least for myself, I'm always tempted to use it, and with AG3 it's bound to fail quite often. The high Move of the blitzers makes Leap even better.
On a related note, I wouldn't take Leap on an unskilled Gutter Runner. On defence the Leap is almost worthless, as he won't be blocking anyone by himself, and the Leap still requires 3+ to succeed. Block or Wrestle as a first skill is just so much better on a Gutter Runner. I really don't see that player as much of a threat to anyone.
On a related note, I wouldn't take Leap on an unskilled Gutter Runner. On defence the Leap is almost worthless, as he won't be blocking anyone by himself, and the Leap still requires 3+ to succeed. Block or Wrestle as a first skill is just so much better on a Gutter Runner. I really don't see that player as much of a threat to anyone.
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