My Slann team, the Pan-Galactic Super All-Stars, have taken a long time to get going.
They started with two blitzers, three catchers and 3 rerolls. One blitzer was killed and the 2nd suffered a nasty injury and got sacked.
At the moment they stand as an 11 player team as follows:
Kroxigor - Loner, Bone-head, Mighty Blow, Prehensile Tail, Thick Skull 9spp Normal Skill
Catcher - Diving Catch, Leap, Very Long Legs, Dodge 18spp Double Skill
Catcher - Diving Catch, Leap, Very Long Legs, +1 Ag 20spp Normal Skill
Catcher - Diving Catch, Leap, Very Long Legs, Dodge, Block 20spp
Lineman -Leap, Very Long Legs, Kick 11spp
Lineman -Leap, Very Long Legs 0spp
Lineman -Leap, Very Long Legs 2spp
Lineman -Leap, Very Long Legs MNG 0spp
Lineman -Leap, Very Long Legs, Block 9spp
Lineman -Leap, Very Long Legs 2spp
Lineman [J]
I've read the Slann development thread further down this page which was really useful but I have a question reagarding my double skill roll on my catcher.
Block is the obvious choice on a normal skill roll for a dodging catcher but as its a double I'd like to take advantage of this. I know that guard is generally never a bad choice but on a strength 2 armour 7 player I am reluctant. I try to keep my catchers out of trouble because of this and guard generally puts someone in the thick of the action. Maybe if he was already of a blodger...
Now for alternative doubles I am considering dump off or nerves of steel. NoS would be great for passing the ball out of cages after having knocked it loose. Dump off is great for keeping hold of the ball - I love it on my Dark Elf team - but its at its best when used with NoS but it could still be useful. The other option is hail mary pass because of the prevalence of diving catch on my team. Its also great for getting rid of the ball from cages as well. Its immune from ALL modifiers isn't it? including disturbing presence?
I should probably go with guard on the Krox but I am tempted by break tackle to make the most of his speed and use him as an escort for my catchers....
I also have 120K in the bank and 4 RRs. I need a new 11th player. I suppose a 4th catcher would be a sensible choice but without any subs a strength 2 av 7 player might make my team a little fragile over all? I suppose I could get a blitzer but they are very expensive for what they are (personally I think they should come with Wrestle and cost 120K but that's just me I guess!).
Any advice would be greatly appreciated.
Development of Slann Catchers
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Development of Slann Catchers
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What Slann do is score, often and quickly.
To score you got to get the ball. I have an AG5 catcher with Sure Hands and he has won me alot of games.
When you've blitzed the cage and the ball is on the ground you need someone to hop in and pick it up.
Sure Hands helps you every time you need to pick up the ball plus negates Strip Ball. NoS only helps you when you are in more than two TZs and then SH also helps... If you are against two TZs I would like a re rolled 3+ better than a 2+ without RR anytime when we get to three TZs it's a different story but that happens more seldom.
Dump Off is a nuicance and great when you get it for free but I wouldn't spend a skill on it.
The double I vote for Guard. I have one of those too and I love him! You get a two dice blitz almost anywhere. 2+ leap to position your Guard catcher and then a 3+ leap to get your Blitzer (wrestle + strip ball (+tackle)) inside. Lovely.
To score you got to get the ball. I have an AG5 catcher with Sure Hands and he has won me alot of games.
When you've blitzed the cage and the ball is on the ground you need someone to hop in and pick it up.
Sure Hands helps you every time you need to pick up the ball plus negates Strip Ball. NoS only helps you when you are in more than two TZs and then SH also helps... If you are against two TZs I would like a re rolled 3+ better than a 2+ without RR anytime when we get to three TZs it's a different story but that happens more seldom.
Dump Off is a nuicance and great when you get it for free but I wouldn't spend a skill on it.
The double I vote for Guard. I have one of those too and I love him! You get a two dice blitz almost anywhere. 2+ leap to position your Guard catcher and then a 3+ leap to get your Blitzer (wrestle + strip ball (+tackle)) inside. Lovely.
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Ikterus


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Guard
Guard (2+ leaping guard for S4 leaping cage blitzes)
Dodge (followed by sure hands on the next skillup)
Don't hire any blitzers, if they ever get wrestle or block as a starting skill they may be worth their cost. I'd probably play another game with journeymen, and buy a lino + catcher when you get up to 12 players.
Guard (2+ leaping guard for S4 leaping cage blitzes)
Dodge (followed by sure hands on the next skillup)
Don't hire any blitzers, if they ever get wrestle or block as a starting skill they may be worth their cost. I'd probably play another game with journeymen, and buy a lino + catcher when you get up to 12 players.
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I think I will play one more game and get a catcher and a lineman at the same time. If I was rolling in cash then blitzers would be nice, but I am not!Carnis wrote:Guard
Guard (2+ leaping guard for S4 leaping cage blitzes)
Dodge (followed by sure hands on the next skillup)
Don't hire any blitzers, if they ever get wrestle or block as a starting skill they may be worth their cost. I'd probably play another game with journeymen, and buy a lino + catcher when you get up to 12 players.
The trouble with guard is that whilst I can see this working exceptionally well against low TV teams there are a lot of teams in my league with plenty of guard. But then I know from experience that my leaping, guarding, DE blitzer on my DE team is extremely useful - but he's str.3 av8 but still.... I guess guard probably is the way to go and then block later. After all Slann catchers do skill up quickly.
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Sure hands on the AG 5 player makes a lot of sense. On offence he becomes my ball retriever and thrower passing up field to my semi caged catchers. And then on defence he can leap in to pick up stray balls.Ikterus wrote:What Slann do is score, often and quickly.
To score you got to get the ball. I have an AG5 catcher with Sure Hands and he has won me alot of games.
When you've blitzed the cage and the ball is on the ground you need someone to hop in and pick it up.
Sure Hands helps you every time you need to pick up the ball plus negates Strip Ball. NoS only helps you when you are in more than two TZs and then SH also helps... If you are against two TZs I would like a re rolled 3+ better than a 2+ without RR anytime when we get to three TZs it's a different story but that happens more seldom.
Dump Off is a nuicance and great when you get it for free but I wouldn't spend a skill on it.
The double I vote for Guard. I have one of those too and I love him! You get a two dice blitz almost anywhere. 2+ leap to position your Guard catcher and then a 3+ leap to get your Blitzer (wrestle + strip ball (+tackle)) inside. Lovely.
The guard I understand as well.
My only problem is the vulnerability of av 7. I know how important protective skills like block and dodge are for keeping these players alive but then I guess guard is a double skill and so I should really take advantage of when it comes up.
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You will be playing a roster which has an awesome 1 player with access to S skills (cause if you hire the blitzers, you will face a wizard, morg and stuff every game).
That's why you can't skip any. The second reason is, they are awesome value for cagebreaking, and mending your line when your linemen are tied up. You won't be able to pass up any guard rolls, and skilling a slann catcher to 31 SPP is easier than skilling a slann lino to 6.
That's why you can't skip any. The second reason is, they are awesome value for cagebreaking, and mending your line when your linemen are tied up. You won't be able to pass up any guard rolls, and skilling a slann catcher to 31 SPP is easier than skilling a slann lino to 6.
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