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Advice on skills on DE-team.
Posted: Sun Feb 15, 2004 6:39 pm
by Rupert
Hi
I just rolled two skills on my DE-team both was doubles. Normally I would give an elf who roled double Guard but this time I'm not so sure. This is the team:
http://www.pbembbl.org/teamView.php?teamid=52
The new skills are on nr 13 and 15 - both unique players. Im thinking about giving both NOS to improve my offensive, or maybe even dump off to develop a running game? Another idea is to simply ignore the doubles and vive both tackle, as I could realy use more of that, or ..........possibilities are endless. What would You do?
Posted: Sun Feb 15, 2004 6:54 pm
by NightDragon
The Witch and the very good blitzer? I'm not sure about guard, that I would say is a linemans skill. Dump Off and NOS I could see, but personally I would be tempted by M.Blow on the blitzer and Dauntless on the Witch. No doubt I will change my mind the more I think about it, but that blitzer says to me, make me as hard as nails!
Re: Advice on skills on DE-team.
Posted: Sun Feb 15, 2004 7:31 pm
by ScottyBoneman
Rupert wrote:Hi
I just rolled two skills on my DE-team both was doubles. Normally I would give an elf who roled double Guard but this time I'm not so sure. This is the team:
http://www.pbembbl.org/teamView.php?teamid=52
The new skills are on nr 13 and 15 - both unique players. Im thinking about giving both NOS to improve my offensive, or maybe even dump off to develop a running game? Another idea is to simply ignore the doubles and vive both tackle, as I could realy use more of that, or ..........possibilities are endless. What would You do?
As another PbemBBL coach I would say don't get guard. Take Dump-off, NOS, heck Jump up, just not Guard.
Seriously, this is a team that is on the edge of rolling with the big boys in terms of staying standing. If this was my team, at this point onwards if you get a double I take Guard unless its a thrower. Even double 5s by the way.
If you can get to the point were you can consistently crack cages over the 3 turns you can count on a cage having to stay together you are going to be winning a lot of games. Moving 2 STR 4 players at 7&8 along with Kick makes for a lot of long nights.
Posted: Sun Feb 15, 2004 8:41 pm
by Rupert
Thanks to both of you. Like Scotty says I'll be playing most of my comming games against hard hitting tr 200+ orks, dwarfs, undead, and the likes, but there is also elfy teams I still have not played against.
With a lot of good "basic-skills" already, I think that what my team
needs is 1) ability to challenge the cage. 2) ability to force turnovers against other fast/ag-teams. 3) A reliable offence.
I'm not sure Guard will help me a lot. Or maybe I should put it this way: I'm not sure I have the coaching-ability to take advantage of guard on these players.
I'm leaning towards Leap on the blitzer, and MB on the witch. This way I get a threat against any cage-play, and with tackle on the witch as next skill i get a skink/goblin/grunner-hunter.
Hrmm....if I had only rolled normal skills things would have been a lot more easy.......
Posted: Sun Feb 15, 2004 10:49 pm
by DoubleSkulls
Witch Elf & +MA +1ST Blitzer.
The blitzer I'd give Jump Up. Its a big advantage on your primary hitter - and Av8 wont be broken as much.
The witch elf I'd give Dauntless - its a good combo with Frenzy and will help a lot against most teams.
Posted: Mon Feb 16, 2004 5:48 am
by Rupert
As you can see I ended up giving Leap to the Blitzer and MB on the Witch. Waste of a double on the blitzer but I think Leap is what will improve my possibilities most. I dont like dauntless on the witch because I already have 2 st 4 blitzers to deal with oher st 4 guys.
best,
Rupert