How to develop an AG 3 Bull Centaur
- Cloggy
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AG+ bulls are the finest ballhandlers in the game. My Bull Centaur Meuh on FUMBBL has the following skills: stats 7/4/3/9, Block, Break Tackle, Dodge, Strip Ball, Sure Hands (300+SPP).
He is absolutely unstoppable. Especially the Break Tackle/Dodge combo has turned out way better then I expected. I basically gives you a 3+ dodge with skill reroll, which can be upgraded to a 2+ dodge when needed. If the roll is a 3+ you keep the BT skill for a next dodge.
So basically you have effective movement of 9 (or 10 in my case). A high likelyhood of multiple successful dodges, Strip Ball and a good chance to pick up any loose balls.
Ragardless of this (very)long term development path Block and Break Tackle are THE essential skills for a bull. As said, on dopubles I prefer dodge because of the combo described above.
He is absolutely unstoppable. Especially the Break Tackle/Dodge combo has turned out way better then I expected. I basically gives you a 3+ dodge with skill reroll, which can be upgraded to a 2+ dodge when needed. If the roll is a 3+ you keep the BT skill for a next dodge.
So basically you have effective movement of 9 (or 10 in my case). A high likelyhood of multiple successful dodges, Strip Ball and a good chance to pick up any loose balls.
Ragardless of this (very)long term development path Block and Break Tackle are THE essential skills for a bull. As said, on dopubles I prefer dodge because of the combo described above.
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- sven
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you lucky mother...... he will now surely be the most hunted player in your league, and quite possibly one of the best. beware of dirty players. block should definately be your priorty now, then dodge on doubles as he will be protected on both offense and defense, and then he will be pretty much un-stoppable.enjoy.
phil
phil

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when i looked like loosing i may of, but not any more.
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Dodge is a good double roll. Another good double roll would be sidestep. The Bulls are fast, strong, sturdy, and if they choose where to be pushed into they can go into a strong hold of yours, or they can move up the field annoying people.
On a regular skill roll take Block then sure hands. Block keeps your turn alive if you roll a skull/pow. It keeps him standing if your opponent rolls it. Another huge part is ok a strip baller gets a push back and a skull/pow. You have surehands but no block. So your bull falls, loses the ball, has an oppertunity to get badly hurt or even die. Well same situtation on the roll but this time you have block and not sure hands. The opponent pushes you, you drop the ball and you live. Now as things move on in situtation one you could be off the field, stunned or at least loseing 3 MA to standing up. Now you will have a harder time catching the ball guy on his team. In situtation 2 you can just start running at the guy if he was lucky enough to get the ball even.
So you see my point?
On a regular skill roll take Block then sure hands. Block keeps your turn alive if you roll a skull/pow. It keeps him standing if your opponent rolls it. Another huge part is ok a strip baller gets a push back and a skull/pow. You have surehands but no block. So your bull falls, loses the ball, has an oppertunity to get badly hurt or even die. Well same situtation on the roll but this time you have block and not sure hands. The opponent pushes you, you drop the ball and you live. Now as things move on in situtation one you could be off the field, stunned or at least loseing 3 MA to standing up. Now you will have a harder time catching the ball guy on his team. In situtation 2 you can just start running at the guy if he was lucky enough to get the ball even.
So you see my point?
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- Gus
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wow...
block first, that's for sure, but next doubles "sidestep" ?! come on, you have access to STAND FIRM which allows you to use your AG to try crazy things without fear of TO, and you can always RR a dodge if the action is that important. dodge should always come second on a bull, even if it is AG4... dodge can be countered by tackle. and you can bet your arm that tacklers WILL go after your bull. after that, if you want to turn him into a carrier, sure hands is the way to go, but be aware he will hog all the SPPs.
block first, that's for sure, but next doubles "sidestep" ?! come on, you have access to STAND FIRM which allows you to use your AG to try crazy things without fear of TO, and you can always RR a dodge if the action is that important. dodge should always come second on a bull, even if it is AG4... dodge can be countered by tackle. and you can bet your arm that tacklers WILL go after your bull. after that, if you want to turn him into a carrier, sure hands is the way to go, but be aware he will hog all the SPPs.
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I do it for the pun of it !
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- kadu-c
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Well standfirm is one choice as is my answer. I agree block first then dodge. If you get a double again you have to either want to not move or choose where to go. Hense standfirm or sidestep. Since he is using vault rules. Then Stand Firm is gettable on a normal skill roll, giveing him a better selection for a 2nd double that isn't stand firm or sidestep.
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oooh, i like the thought of a leaping bull centaur (*has thoughts back to aslan leaping around in the lion the witch and the wardrobe then cackles*
), especially since my league has gone fairly tackle heavy recently.
So I think I'll do it something like this (eventual plan, it'll take awhile aside from the block)
Normal rolls: Block, Stand Firm, Pro
Doubles: Leap
I'll also take any more stat increases I get (since i'm doing fairly well on them so far
) , taking armour on a 10 roll (better to keep him alive than to make him a little more dangerous I say).
Overall, looks like he'll need to reserve the apothecary for himself though

So I think I'll do it something like this (eventual plan, it'll take awhile aside from the block)
Normal rolls: Block, Stand Firm, Pro
Doubles: Leap
I'll also take any more stat increases I get (since i'm doing fairly well on them so far

Overall, looks like he'll need to reserve the apothecary for himself though

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I agree completely. Stand Firm first which ensures you will never get a turnover from a dodging bull, which not only excels on offense but also gives you a great advantage when cagebreaking with the bastard.Gus wrote:yeah but the point is, you can save RRs with Sure Hands as well, plus it protects the bull, plus it is a non-doubles... all in all, i really think Catch is "wasting" a doubles.
There is no skill that can remove SF like they can with dodge.
Dodge is a natural second doubles pick.
Catch? Why the heck would you pass the ball as a CD unless in a desperate measure and still why catch? Such a waste of skill on a marauding running hulkster...
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huh? you wanted to say you'd take +MA on a 10 roll, didn`t you? Or did I miss something and they changed the statincreases?Decker_cky wrote: I'll also take any more stat increases I get (since i'm doing fairly well on them so far) , taking armour on a 10 roll (better to keep him alive than to make him a little more dangerous I say).
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- Darkson
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He's using Vault rules, where you can take +1 MA or +1 AV on a 10.
Also, as I believe was said earlier, under Vault rules, Stand Firm no longer works on dodges, only on pushbacks.
Also, as I believe was said earlier, under Vault rules, Stand Firm no longer works on dodges, only on pushbacks.
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- Gus
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