ST6 Ogre 2nd Skill?
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dunno what an interior linebacker is ;]mattgslater wrote:My only problem with Guard on this piece is that he's too valuable and unsupportable to put on the D-line and too slow for the Wide Zones. Stand Firm is so much better as an interior linebacker skill.
you don't need to put him on the LOS or the wide zones, guard lets him support the lineman around him when a cage looks to be coming through
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The term is kind of self-descriptive, and your response hits it straight on, so I'm not sure what the problem is. An inside (middle, interior, whatever) linebacker is not in the wide zones, and he's backing the line, as opposed to on it or back deep.
Guard is a reasonable next selection, I suppose: if you can stick him on the line against all-ST3, surrounded by SF/MB Blitzers, your opponent will cede the line and you'll have an Elf-like pass rush, that hits like a bash team. Against bash, move all 3 of those players back to hold key spots off the line (Blitzers either on the corners or next to the WZ), with a Catcher or Kicker (or a Catcher with Kick) at safety, behind the Ogre. But note that this isn't one of your three Guard players... he can't play nose tackle against hard-hitters, and he can't protect the corner or rush from the Wide Zone.
By contrast, Stand Firm lets him go straight behind the LOS, unsupported, to stop action up the gut. Except against Juggernaut Big Guys, he's a big giant sign that says "WRONG WAY! DO NOT ENTER: SEVERE TIRE DAMAGE!" Can't push him to open a hole, just have to do something else. If he's in the middle, that means you're not.
Stand Firm, Guard, Break Tackle, can't go wrong. If you get doubles take Block. I'd even take Block on double 5 or 6. On a 10, no advice: MA or AV would also be good, but maybe not worth it. Ignore 11.
Guard is a reasonable next selection, I suppose: if you can stick him on the line against all-ST3, surrounded by SF/MB Blitzers, your opponent will cede the line and you'll have an Elf-like pass rush, that hits like a bash team. Against bash, move all 3 of those players back to hold key spots off the line (Blitzers either on the corners or next to the WZ), with a Catcher or Kicker (or a Catcher with Kick) at safety, behind the Ogre. But note that this isn't one of your three Guard players... he can't play nose tackle against hard-hitters, and he can't protect the corner or rush from the Wide Zone.
By contrast, Stand Firm lets him go straight behind the LOS, unsupported, to stop action up the gut. Except against Juggernaut Big Guys, he's a big giant sign that says "WRONG WAY! DO NOT ENTER: SEVERE TIRE DAMAGE!" Can't push him to open a hole, just have to do something else. If he's in the middle, that means you're not.
Stand Firm, Guard, Break Tackle, can't go wrong. If you get doubles take Block. I'd even take Block on double 5 or 6. On a 10, no advice: MA or AV would also be good, but maybe not worth it. Ignore 11.
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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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I would have agreed with you Matt about blitzing with big men, I never do it aside from with my Minotaur... But I've tried it out on the human team, and the threat of (and execution of) the blitzers in the fray and an ogre roaming has been pretty effective... but maybe that's because I did it with a MA 6 Ogre?
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Too clarify I have 4 Blitzers on my team, 2 have Block, Guard, 1 has Blodge and my super Blitzer has Block, 4ST, Strip Ball and MB. I also agree that Blitzing with a Big Guy is not usually a great idea unless you are going up against another Big Guy. My Ogre would porbably fair pretty well with Stand Firm sitting just behind the LOS and dissuading opponents from following up.
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Cheers, but just to reiterate this is an ogre on a human teamglowworm wrote:but without loner thats not really a problem....ianwilliams wrote:Break tackle means you are moving or blitzing... with about a 30% chance of failing bonehead or the dodge.
Doubles Block (no brainer)
otherwise BT gets my vote, played against Sann's ogres, they are a real pain..

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okay, i will learn to read at some point...sann0638 wrote:Cheers, but just to reiterate this is an ogre on a human teamglowworm wrote:but without loner thats not really a problem....ianwilliams wrote:Break tackle means you are moving or blitzing... with about a 30% chance of failing bonehead or the dodge.
Doubles Block (no brainer)
otherwise BT gets my vote, played against Sann's ogres, they are a real pain..

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OK, how about you should never choose two of Block, Wrestle, and Juggernaut as skill ups? Starting with block changes the equations in my book. Especially for Norse, who need to basically go Block+Wrestle in order to get any wrestle (I don't like Wrestle on Ulfs.)Carnis wrote:On a killer (MB/Piling on), block juggernaut is a logical extension to block&tackle. My norse team is developing a block&jugger mb&piling guy and a block&tackle mb&piling guy...Jural wrote: ... so I try not to go Block Juggernaut, Block Wrestle, or Wrestle Juggernaut on any piece.
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