Doubles on a Dwarf Blitzer

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stashman
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Re: Doubles on a Dwarf Blitzer

Post by stashman »

I like both Grab and Juggernaut, but here is som facts on why.

Grab
- frenzy players can't pick grab (so slayers, minos etc. pick juggernaut)
- grab is a third skill for most players (as strength skills, guard and stand firm are mostly better)

Juggernaut
- an easy big guy skill to make both down a pushback
- a team almost always only have one or maybe two juggernauts

Reason: ''
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cyagen
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Re: Doubles on a Dwarf Blitzer

Post by cyagen »

To come back to the subject of the tread, I took Dodge on my Dwarf Blitzer once and never regretted it.

Side Step is nice but you will still go down on a Pow/push...

Reason: ''
Kick off return was my idea :)
http://www.talkfantasyfootball.org/viewtopic.php?f=4&t=6355&p=174621#p174621
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mattgslater
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Re: Doubles on a Dwarf Blitzer

Post by mattgslater »

Yeah, the Grab/Jugs thing merits a different thread: I do see why Juggernaut is more common even though I'm very much convinced that Grab is on the whole the stronger skill (Frenzy big guys, non-S access Frenzy players, often the only ones not to take Guard automatically on doubles). If Grab is underestimated, and I think it is, its's still in the list of "good" toolbox skills, a bashy team's analog to Kick.

It is an excellent second selection on this player, because he tends to play wide and can use it to clog up the WZs or set up extra blocks. There are also few scarier cage-fronts than a SS/Grab guy (too bad he can't get Dodge). If he's blocked and pushed, he can Grab the ball-carrier into the front of the cage on his own action. If he's in b2b with a cage forward on an X-cage, he can push him laterally and set up a chain-push from another player, knocking the carrier into the clear or hosing up the offense's formation. It also opens opportunities for extra blocks off the offensive line, though you need to build a Runner into a retriever to take advantage of that.

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