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Double for Bull centaur
Posted: Mon Oct 18, 2004 8:32 am
by Juggernaut
We play under v1.6 rules.
I rolled double on 2nd advancement for my BC

. I know that obvious choice is
Block. The problem is, that I gave him
Juggernaut instead of
Break Tackle as his 1st advancement.
What do U think I should give him? With
Block, he won't almost never use his
Juggernaut skill anymore. I'm thinking about
Dodge as the best skill with plan to give him
Break Tackle as his 3rd skill. The reason for
Dodge is that I want to have a scoring thread other than poor Hobo.
Rest of the team: 2nd BC is crippled (-1AV, -1MA) and I'm going to replace him. I have 2 hobbos with Sure hands, Kick-off return, 1 with Kick and 1 with wrestle. Mino with Block

and 6 CD's with some mix of Guard/Stand Firm/Grab and Berserk.
Posted: Mon Oct 18, 2004 8:46 am
by Al the Trowel
Dodge is a good choice, it'll make him harder to put down and give you re-roll on dodges once you pick-up break tackle. Alternative catch, so that he can receive hand-offs comfortably. Sure hands Hobgob collects ball hands it/ quick passes to the Bull. But I think its maybe a slight waste of a double when he can get sure hands on a normal roll.
Posted: Mon Oct 18, 2004 9:14 am
by McDeth
Stand Firm for me
Posted: Mon Oct 18, 2004 9:28 am
by Juggernaut
he can't get Block, nor Sure Hands on normal skill!
he can get SF on a normal skill! why should I waste double?
we play v1.6 rules!!!
Posted: Mon Oct 18, 2004 12:15 pm
by Tim
I'd go for block or sure hands
Posted: Mon Oct 18, 2004 6:36 pm
by Munkey
As you are playing under 1.6 and have already given him Juggernought I would pick Frenzy, these two combine well and the additional Blocks should compensate for lack of Tackle if you need it too.
Of course he's easily tied up so Break Tackle is a priority for the third skill.
Posted: Mon Oct 18, 2004 9:49 pm
by juck101
yeah maybe frenzy as Munkey says, or sure hands. Jugger is a kinda block skill and with sure hands more option to run and score. - but to be honest with break tackle/ jugger he is a hitter so tackle aint a bad idea.
Think dodge a waste as he wont get to use it as much as a st5 break tackle player for example. dodge good protection but would have thoguht giving extra ability better than just defending him. - yeah surehands a cool option.
Posted: Mon Oct 18, 2004 10:57 pm
by Gus
frenzy seems cool to me, a mobile blitzer (break tackle is coming soon) that can decide to push its opponents on a pow/skull, the perfect tool to make the opponents and their crowd tie together ^^
Posted: Tue Oct 19, 2004 6:56 am
by Juggernaut
Thanks guys. Very nice ideas

. Though, I'm not convinced about Sure Hands (Catch would be used more) and Frenzy is a skill I don't wanna give him, just because it's also a negatrait. Following without an option is not something I want for him. But thanx anyway.
Posted: Tue Oct 19, 2004 7:47 am
by Xtreme
Surehands would be more apealing if he had break tackle already. I think I would have to go with Dodge. But Frenzy does sound fun.
Posted: Tue Oct 19, 2004 7:49 am
by Xeterog
Give him block anyway.
You'll still use it and Juggernaught.
You can use Juggernaught to push back players when they have block and your roll a pow/skull.
Next skill, consider stip ball...now you just about guarantee that you'll knock the ball lose! (pow/skul gets converted to a push, so strip ball works)
go with block...j