2nd skill 2nd doubles on a Tomb Guardian
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2nd skill 2nd doubles on a Tomb Guardian
Ok, got a little unusual problem.
What to take as a skill on a Tomb Guardian (LRB 6) who rolled doubles a second time. I play in the MBBL.
My lineup of players:
Tomb Guardian 4 5 1 9 Decay, Regeneration, Block, ??? (16)
Tomb Guardian 4 5 1 9 Decay, Regeneration, Mighty Blow, Block, Break Tackle (33)
Tomb Guardian 4 5 1 9 Decay, Regeneration, Mighty Blow (10)
Tomb Guardian 4 5 1 9 Decay, Regeneration, Mighty Blow, Guard (22)
Blitz-Ra 6 3 2 8 Regeneration, Block, Mighty Blow, Tackle (21)
Blitz-Ra 6 3 2 8 Regeneration, Block (5)
Throw-Ra 6 3 2 7 Regeneration, Sure Hands, Pass, Block, Fend (16)
Throw-Ra 6 3 2 7 Regeneration, Sure Hands, Pass, Diving Catch, Kick-Off Return (23)
Skeleton 5 3 2 7 Regeneration, Thick Skull, Dirty Player (8)
Skeleton 5 3 2 7 Regeneration, Thick Skull
Skeleton 5 3 2 7 Regeneration, Thick Skull (5)
Skeleton 5 3 2 7 Regeneration, Thick Skull, Dirty Player (MNG) (7)
Skeleton 5 3 2 7 Regeneration, Thick Skull
This TG was the first TG to get a skill, and rolled doubles, so I picked Block. The 2nd TG was the second one to get a skill and he picked MB, and as you can see he has twice as many SPP as #1. The only reason #1 has gotten to 2nd skill is he won the MVP.
Should I choose MB to get SPPs more often, or get Dodge to force Tackle to be used against him, or get Diving Tackle? Side Step or Jump Up or Tackle maybe?
What to take as a skill on a Tomb Guardian (LRB 6) who rolled doubles a second time. I play in the MBBL.
My lineup of players:
Tomb Guardian 4 5 1 9 Decay, Regeneration, Block, ??? (16)
Tomb Guardian 4 5 1 9 Decay, Regeneration, Mighty Blow, Block, Break Tackle (33)
Tomb Guardian 4 5 1 9 Decay, Regeneration, Mighty Blow (10)
Tomb Guardian 4 5 1 9 Decay, Regeneration, Mighty Blow, Guard (22)
Blitz-Ra 6 3 2 8 Regeneration, Block, Mighty Blow, Tackle (21)
Blitz-Ra 6 3 2 8 Regeneration, Block (5)
Throw-Ra 6 3 2 7 Regeneration, Sure Hands, Pass, Block, Fend (16)
Throw-Ra 6 3 2 7 Regeneration, Sure Hands, Pass, Diving Catch, Kick-Off Return (23)
Skeleton 5 3 2 7 Regeneration, Thick Skull, Dirty Player (8)
Skeleton 5 3 2 7 Regeneration, Thick Skull
Skeleton 5 3 2 7 Regeneration, Thick Skull (5)
Skeleton 5 3 2 7 Regeneration, Thick Skull, Dirty Player (MNG) (7)
Skeleton 5 3 2 7 Regeneration, Thick Skull
This TG was the first TG to get a skill, and rolled doubles, so I picked Block. The 2nd TG was the second one to get a skill and he picked MB, and as you can see he has twice as many SPP as #1. The only reason #1 has gotten to 2nd skill is he won the MVP.
Should I choose MB to get SPPs more often, or get Dodge to force Tackle to be used against him, or get Diving Tackle? Side Step or Jump Up or Tackle maybe?
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Although I'm not usually wary of Diving Tackle I think a lot of coaches would be happy to dodge out, fail and deny this player a hit next turn.
I think I'd take Frenzy.
But of the one you have picked, Side Step to be followed by Guard.
I think I'd take Frenzy.
But of the one you have picked, Side Step to be followed by Guard.
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I had worried about Frenzy forcing me way from the others against a dodging opponent.
I can see your point PubBowler about the Diving Tackle.
The Side Step would have been a good choice right away if I was playing table top, but in the PBeM, it is not as desirable normally. Still considering it though.
I am guessing the Dodge would be to easily cancelled being the only player to have it.
What about the idea of Tackle.
I ask the questions for well I messed up on the very frist skill I got on the team, Diving Catch.
I can see your point PubBowler about the Diving Tackle.
The Side Step would have been a good choice right away if I was playing table top, but in the PBeM, it is not as desirable normally. Still considering it though.
I am guessing the Dodge would be to easily cancelled being the only player to have it.
What about the idea of Tackle.
I ask the questions for well I messed up on the very frist skill I got on the team, Diving Catch.
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jump up
nothing like getting up quickly after being knocked down.
although tbh i would just take mighty blow as you have block already and as a casualty machine he doesnt need anything more than block, mighty blow.
another option actually now i have thought some more is dodge, so next skill take break tackle and he can just walk into a cage

although tbh i would just take mighty blow as you have block already and as a casualty machine he doesnt need anything more than block, mighty blow.
another option actually now i have thought some more is dodge, so next skill take break tackle and he can just walk into a cage

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With reluctance, take Mighty Blow. I hate turning down a double, but a Tomb Guardian with Block and MB is surely going to be more value than one with any more esoteric skill combination.
A close second choice would be dodge, for the reason Katadder gave - and also because a blodging Tomb Guardian is gonna develop a reputation even more terrifying than he deserves.
A close second choice would be dodge, for the reason Katadder gave - and also because a blodging Tomb Guardian is gonna develop a reputation even more terrifying than he deserves.
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PBEM? Don't consider Side Step on a player who can take Stand Firm. Tough guy on the line? Don't consider Side Step on a player who can take Stand Firm. Otherwise, SS is way better. But on ST5, all those passive skills are a bit less valuable (except on Really Stupid guys, where Stand Firm is quite nice).
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Take Dodge.
I'd normally suggest passing up doubles if it slows down your team development but a blodging ST5 player is unbelievably annoying. He only hits the dirt 1/6 of the time on a 1d block! Give him Break Tackle on his third skill and he becomes a terror.
Just make sure you prioritize more guard skills on your other players so that other bashy teams can't out gun you at the LOS.
I'd normally suggest passing up doubles if it slows down your team development but a blodging ST5 player is unbelievably annoying. He only hits the dirt 1/6 of the time on a 1d block! Give him Break Tackle on his third skill and he becomes a terror.
Just make sure you prioritize more guard skills on your other players so that other bashy teams can't out gun you at the LOS.
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Tackle makes him a much better Killer on LOS and for definitively knocking down break away blodgers with the ball. If he can catch them.
Dodge makes him a cage breaker, mobile and harder to take down...
Jump Up?? How often do they get knocked down??
Frenzy has it's uses since you have Block...
Roll a dice between Tackle and Dodge.
Could give him Sure Hands and make him a really annoying Ball Carrier
Dodge makes him a cage breaker, mobile and harder to take down...
Jump Up?? How often do they get knocked down??
Frenzy has it's uses since you have Block...
Roll a dice between Tackle and Dodge.
Could give him Sure Hands and make him a really annoying Ball Carrier

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Depends what you want this guy to be, If you want:
A) A long run casualty machine take Jump Up. While he will be slower to get to this next skill, once he's there he takes Piling On, and then he can happily use Piling On without restricting his movement one bit, and of course Mighty Blow to follow after that.
B)A Str 5 Blitzer - take Dodge, makes him hard to knock over, and once he gets Break Tackle at his next skill up he's a monster cage breaking blitzer.
A) A long run casualty machine take Jump Up. While he will be slower to get to this next skill, once he's there he takes Piling On, and then he can happily use Piling On without restricting his movement one bit, and of course Mighty Blow to follow after that.
B)A Str 5 Blitzer - take Dodge, makes him hard to knock over, and once he gets Break Tackle at his next skill up he's a monster cage breaking blitzer.
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For me I'd definitely take the double..
Dodge - means you'll get knocked down less often because few players with tackle are equipped to hit S5 players. Normally it would be Big Guys (very very few of whom would have tackle) or S4 blockers - once again few of whom have tackle. With Decay the extra protection is useful. Break Tackle or Stand Firm/Guard will all combo really well with this too.
If you don't want Dodge, I'd take Frenzy. S5 Frenzy is rarely an issue although MA4 means you might have a few GFI rolls.
Tackle & Diving Tackle both are good options too - although i think frenzy is better for him than tackle. The odds of getting a blodger down are about the same and frenzy works against players without dodge. Diving Tackle, as others have pointed out, puts him on the ground which might be annoying.
Other options are Jump Up and Sure Feet both of which are good for increased mobility. JU is particularly useful if you intend to get Diving Tackle or Piling On.
Dodge - means you'll get knocked down less often because few players with tackle are equipped to hit S5 players. Normally it would be Big Guys (very very few of whom would have tackle) or S4 blockers - once again few of whom have tackle. With Decay the extra protection is useful. Break Tackle or Stand Firm/Guard will all combo really well with this too.
If you don't want Dodge, I'd take Frenzy. S5 Frenzy is rarely an issue although MA4 means you might have a few GFI rolls.
Tackle & Diving Tackle both are good options too - although i think frenzy is better for him than tackle. The odds of getting a blodger down are about the same and frenzy works against players without dodge. Diving Tackle, as others have pointed out, puts him on the ground which might be annoying.
Other options are Jump Up and Sure Feet both of which are good for increased mobility. JU is particularly useful if you intend to get Diving Tackle or Piling On.
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