Double 5s on AG4 Dwarf Blitzer
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Double 5s on AG4 Dwarf Blitzer
My dwarf blitzer (+AG, Dodge, Niggling injury) has rolled doubles 5s and I'm hugely torn. I can see the value in increasing movement or armor (mainly due to that niggle making him a target), but a double is hard to pass up. Ideas? I mainly use him for scoring and loose ball recovery.
Here's my team, for whatever relevance it might offer:
Runner: +MA, Block, Tackle
Runner: K.Return, D.Catch, Accurate
Blitzer in question
Blitzer: Dodge, MB
Slayer: Stand Firm, Jump Up
Slayer: MB, Tackle, Pro
4 Linemen w/Guard, one with MB, two with nothing.
Here's my team, for whatever relevance it might offer:
Runner: +MA, Block, Tackle
Runner: K.Return, D.Catch, Accurate
Blitzer in question
Blitzer: Dodge, MB
Slayer: Stand Firm, Jump Up
Slayer: MB, Tackle, Pro
4 Linemen w/Guard, one with MB, two with nothing.
Reason: ''
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- Fondu77
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- TuernRedvenom
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- mattgslater
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AG4/Dodge/AV9 player rolls a 10? +MA, and rejoice! If you didn't have Dodge, I'd be torn between recommending +MA and Dodge; if you didn't have +AG, I'd be recommending Side Step. But you have both, so +MA it is, and that's just about the best thing that could happen to this guy.
I think it's crazy that anyone is recommending anyone to take Sprint or Sure Feet on a roll of 10. Sure Feet would be a credible option on a double 1-4, but over +MA? only if you have +2 MA already and can't take another (and in this guy's case, I'd protect him with AV10 if that happened). Even then, if it were a double 1-4, I'd still consider Leap, Nerves of Steel, or Side Step.
I think it's crazy that anyone is recommending anyone to take Sprint or Sure Feet on a roll of 10. Sure Feet would be a credible option on a double 1-4, but over +MA? only if you have +2 MA already and can't take another (and in this guy's case, I'd protect him with AV10 if that happened). Even then, if it were a double 1-4, I'd still consider Leap, Nerves of Steel, or Side Step.
Reason: ''
What is Nuffle's view? Through a window, two-by-three. He peers through snake eyes.
What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.
What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.
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So this guy took the +MA, has skilled up again (normal skill) and I don't really know what to do with it. I'm leaning toward Stand Firm (because he ends up playing the sideline somewhat frequently) or Pro (because he generally does a lot of dice rolling). Am I missing something else that ought to be obvious? I considered Guard, so that he could dodge around and apply where I need it, but I'd prefer not to be putting him in contact with multiple enemies due to his Niggle and high value. Thoughts?
Reason: ''
- mattgslater
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Stand Firm! Blodge/SF says "go the other way!" This mitigates the Niggle by discouraging blocks. It also makes him your weak-side cornerback by forcing offenses to play away from him, giving him maximum use of his mobility. Opponents, afraid to blitz him, will try to account for him with space, which is about the best thing you can hope for. He'd also be a dynamite cage-front on offense: if you can clear the lane in front of him you can score.
Reason: ''
What is Nuffle's view? Through a window, two-by-three. He peers through snake eyes.
What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.
What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.
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How about Sure Hands to protect aganst strip ball and save the odd RR when picking the ball (in tackle zones).
Reason: ''
"In NUFFLE we trust!" - Retired Inquisitor of Nuffle.
Father of the Halfling Scribe
Admin of the Kurpfalz Cup
- mattgslater
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With all that Guard and a fair amount of Stand Firm, you should be able to prevent 1d blocks on the ball-carrier for at least a couple of turns, meaning you can carry the ball with a Runner and use this guy as a safety valve if you're concerned about Strip Ball. SH would be good for picking up in TZs, but you're a bash team: in practice, your best mechanism for getting the ball out of TZs is generally knocking the TZs off the ball and swarming it with TZs of your own. In this case, Blodging, Stand Firm TZs which are virtually impossible to neutralize (even a 2d blitz with Tackle is lame in that context, though maybe not so much as a block action).
Reason: ''
What is Nuffle's view? Through a window, two-by-three. He peers through snake eyes.
What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.
What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.
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- Ex-Mega Star, now just a Super Star
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- TuernRedvenom
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