Human Lineman: Has guard, second skill double 5's.
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Human Lineman: Has guard, second skill double 5's.
Topic says it all:
1) Take the Move
2) Ignore the Doubles and take Block.
3) Something Else? (Side Step maybe?)
1) Take the Move
2) Ignore the Doubles and take Block.
3) Something Else? (Side Step maybe?)
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Oh right sorry. Ive been playing vault rules.Gus wrote:he cannot take stand firm which is a ST trait, as he can only access G. i'd say sidestep, dauntless, diving tackle, or mighty blow in that order of preference.
Right well to revise my post. If your planning on keeping the team for a while take dodge to make this guy a real irritation, otherwise if Id take block.
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well, he has guard, so i assumed his next regular skill would be block... and being able to sidestep where guard matters the most is good i think, even if at this very point, it isn't as effective as it will be in the future, when he gets to 31 SPP and block.
edit: as a member of the Fighting Against The Dodge Scourge Movement, i must say that ONE blodger in a team is overrated. Blodge is useful when in numbers, otherwise it's easy for your opponent to dedicate a tackler to your couple of blodgers.
edit: as a member of the Fighting Against The Dodge Scourge Movement, i must say that ONE blodger in a team is overrated. Blodge is useful when in numbers, otherwise it's easy for your opponent to dedicate a tackler to your couple of blodgers.
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I do it for the pun of it !
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This is a vault team, so I can feed the guy some MVP's if nothing else. Stand Firm is also an option.
We just got absolutely killed by some orcs so we're down some players -- one blitzer killed outright, and a thrower got a -1 AG. I also had a lineman die in the game previous.
Here's the team at present:
Little John (Blitzer) 7348 Block, Guard, Mighty Blow, +1 AG
Will Scarlet (Blitzer) 6338 Block, Dodge, Guard, -1 MV, Spring Back
David of Doncaster (Blitzer) 8338 Block, +1 MV, Side Step, Shadowing
Gilbert o' the White Hand (Thrower) 6338 Sure Hands, Pass, Pass Block, Dodge
Will Stutely (Catcher) 8337 Dodge, Catch, Block, Nerves of Steel, Dauntless, +1 ST
Allen a-Dale (Catcher) 9237 Dodge, Catch, +1 MV, Block
Friar Tuck (Lineman) 6338 Guard, DOUBLE FIVE
Wat o'the Crabstaff (Lineman) 5338 Guard
Gamble Gold (Lineman) 6338
Nasir (Lineman) 6338 Block, Dirty Player
Guy of Guisborne (Ogre) 5539 Big Guy, Bone Head, Mighty Blow, Thick Skull, Break Tackle, Guard
We just got absolutely killed by some orcs so we're down some players -- one blitzer killed outright, and a thrower got a -1 AG. I also had a lineman die in the game previous.
Here's the team at present:
Little John (Blitzer) 7348 Block, Guard, Mighty Blow, +1 AG
Will Scarlet (Blitzer) 6338 Block, Dodge, Guard, -1 MV, Spring Back
David of Doncaster (Blitzer) 8338 Block, +1 MV, Side Step, Shadowing
Gilbert o' the White Hand (Thrower) 6338 Sure Hands, Pass, Pass Block, Dodge
Will Stutely (Catcher) 8337 Dodge, Catch, Block, Nerves of Steel, Dauntless, +1 ST
Allen a-Dale (Catcher) 9237 Dodge, Catch, +1 MV, Block
Friar Tuck (Lineman) 6338 Guard, DOUBLE FIVE
Wat o'the Crabstaff (Lineman) 5338 Guard
Gamble Gold (Lineman) 6338
Nasir (Lineman) 6338 Block, Dirty Player
Guy of Guisborne (Ogre) 5539 Big Guy, Bone Head, Mighty Blow, Thick Skull, Break Tackle, Guard
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You are right about the numbers, but the amount of Tackle gets stretched away from the catchers (less so the QB). One of the things I like most about catchers is that you can draw double coverage very easily- when that is happening, being able to rush around a Guard player is golden to either free up one or get a seperate run going with the Blitzers.Gus wrote:Blodge is useful when in numbers, otherwise it's easy for your opponent to dedicate a tackler to your couple of blodgers.
(Nice core there by the way)
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Which Vault version are you using? 1.6 offers you +1 Ma or +1 AV if you roll 10.
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