No offence, but you're doing something wrong if you have to rely on Dump off so often with Orcs.Greyhound wrote:Orc Thrower, ...
Dump-Off (most of my team has AG4, and it takes a lot of resources to get to him so my opponent can't really capitalise on their succeful block)... oh and I dump off usually once or twice a game, so yes the skill sees a lot of use.
3rd skill for a Block, AG4 Dwarf Runner
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Re: 3rd skill for a Block, AG4 Dwarf Runner
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Re: 3rd skill for a Block, AG4 Dwarf Runner
KOR can be a great skill for low mobility teams. I've even had some success with it on linemen, just using it to get them into better defensive positions, especially in case of a blitz result. If I could use it more than once per kick off, I'd probably give the skill to more than one player on bashy teams.
At one point, my FUMBBL Slann team had 2 catchers with KOR in the backfield. I caught almost every kick before it touched the pitch. Probably saved me several rerolls on pick ups, and made my 2 turn scores quite a bit easier. But a second KOR is less effective than some other skill options I think. I still have one KOR catcher, but the other was deep fried and served as an appetizer while attempting to break a cage. I probably won't double up on that skill again.
At one point, my FUMBBL Slann team had 2 catchers with KOR in the backfield. I caught almost every kick before it touched the pitch. Probably saved me several rerolls on pick ups, and made my 2 turn scores quite a bit easier. But a second KOR is less effective than some other skill options I think. I still have one KOR catcher, but the other was deep fried and served as an appetizer while attempting to break a cage. I probably won't double up on that skill again.
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Re: 3rd skill for a Block, AG4 Dwarf Runner
Well I guess if I ever run a Dwarf team runners are one of the best players to try it on seeing as they don't benefit from many normal rolls, thanks for the feedback.
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Re: 3rd skill for a Block, AG4 Dwarf Runner
ANY slower team - hence why Orcs and Khemri are also named - benefit enormously from KOR.
Remember, as I had pointed out to me by the one and only Bum Monkey, it doesn't just have to be used for getting to the ball. It's also perfect for repositioning a player to support another who may be making the play (especially if you hit a "High Kick" Kick off table roll).
Remember, as I had pointed out to me by the one and only Bum Monkey, it doesn't just have to be used for getting to the ball. It's also perfect for repositioning a player to support another who may be making the play (especially if you hit a "High Kick" Kick off table roll).
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Re: 3rd skill for a Block, AG4 Dwarf Runner
You have to move KoR first though, then roll the kickoff, so you cant really know that. You move KoR, possibly under the ball, then maybe you cant use high kick at all!Thadrin wrote:ANY slower team - hence why Orcs and Khemri are also named - benefit enormously from KOR.
Remember, as I had pointed out to me by the one and only Bum Monkey, it doesn't just have to be used for getting to the ball. It's also perfect for repositioning a player to support another who may be making the play (especially if you hit a "High Kick" Kick off table roll).
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Re: 3rd skill for a Block, AG4 Dwarf Runner
Been there. No big deal, like dodging because you have Dodge but rolling a 6. That's the worst thing that happens with KOR, usually: well, that and touchbacks. KOR can sometimes be worse than nothing, if the ball scatters to the end zone and bounces OOB. Then your KOR guy runs halfway upfield for what? But all that put together isn't very likely at all. Even then, usually I've got other guys to give the touchback to, and the KOR just runs back into position.Carnis wrote:You have to move KoR first though, then roll the kickoff, so you cant really know that. You move KoR, possibly under the ball, then maybe you cant use high kick at all!Thadrin wrote:ANY slower team - hence why Orcs and Khemri are also named - benefit enormously from KOR.
Remember, as I had pointed out to me by the one and only Bum Monkey, it doesn't just have to be used for getting to the ball. It's also perfect for repositioning a player to support another who may be making the play (especially if you hit a "High Kick" Kick off table roll).
It's an insurance skill, and should be valued accordingly. If you play against a lot of Kick, and you're really vulnerable against Kick, it will save a certain percentage of your drives. But whole games will come and go where it's just not relevant. Usually, you win those games, which makes sense when you think of KOR as Nuffle insurance.
There's also no reason necessarily to put it on your dedicated carrier. If you have two handlers and field them in the 2 column, then put the KOR and a MA6 guy in the centerfield column, you can screen off the ball with the two centerfielders, no matter where it goes! And if you grab it successfully, you've only used one action to do it!
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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.