elves and AG5

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skatingtortoise
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elves and AG5

Post by skatingtortoise »

im the proud coach of a nice new pro elf team, and recent developments have allowed me 2 linemen and a catcher with ag5

with the catcher, as i have 2 others with dodge, one with leap and one with dump off, i decided to give him pass block, to increase frustration of opposing passy players.

but as for the linemen, what should i do with them? atm i have 2 diving tacklers, 1 kicker, 1 guard guy (very useful for filling gaps), and 3 with no skills.

im just stumped as what to do with them. maybe make them make-shift passers to stand in for my already nifty thrower?

how should i use these guys?

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Tritex
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Post by Tritex »

Sorry to 'Black Cat' you:

I have this Gal in my team: (Note AG6 with dodge and Pro....cool shame she got the niggles and rest of the team is up the spout but I love her!!)
Swiftwind Catcher 9 2 6 7 Catch, Dodge, +AG, Sure Hands, Pro, +AG
n 23 10 15 0 1 3 72 8)

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Post by absent1 »

i'd just give the agi 5 guys dodge, they still fail on a one, it'll help keep em alive as well, and i'd use them to dodge through tacklezones when needed on defense and be extra receiver and thrower threats on offense. agi 5 on an elf team is weird because it's hard to know you will use it, it just is used nicely sometimes.

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Post by Aksho »

Leap on one to get a great 2+ Cagebreaker
Dodge is alwaysusefull also on AG5 Players they are use to roll a 1 sometimes more then you AG 4 players ;)

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skatingtortoise
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Post by skatingtortoise »

so thats 2 ideas so far...give dodge and make general depending on possession, or cagebreakers with leap...

i do like the idea of cagebreakers, just to give my team an edge on defence, and hopefully the skill rolls will be fortunate

and a tip for elf players: ST4 Blitzers are ACE AS TITS
anytime i need to take out a runner, or bash someone, hes always there to surprise the enemy
what? an elf that can hit? ace. give him jump up, and hes untameable, were it not for his knack of irritating opposing fans, and getting badly injured by thrown rocks.

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Post by absent1 »

yeah str 4 elves are a crime vs nature

if you jump into a cage with a no block or dodge elf expect him to be a DEAD elf very soon, wardancers survive that experience rarly enough to trust a putz line elf to that. a leap agi 5 lineelf will probably end up being a receiver and leap over the defender, and dodging through his tacklezone with dodge skill is probably still better. 2 2+ rolls with a reroll is better stats than one roll without i beleive, not 100% sure on that math though.

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Post by OverDose »

I have a pro elf lineman with the following development: +AG, Leap, Block, Guard. He is excellent. So I'd say you should definitely give him guard on doubles, and if not, leap and block on that order. Dodge or tackle is next, prolly dodge.

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Post by Duke Jan »

Have to agree with absent. If you leap into a cage you have to be able to get out of it. Dodge increases your chances of staying alive, but so does block. And block can't be compromised by opponents with tackle.


Chances of failure with AG5
Dodge into 0 or 1 TZ
without dodge skill: 17%
with dodge skill: 3%
Dodge into 2 TZs:
without dodge skill: 33%
with dodge skill: 11%
Dodge into 3 TZs:
without dodge skill: 50%
with dodge skill: 25%

Leap: 17%
Passing (no TZs):
Quick 17%
Short 17%
Long 33%
Long Bomb 50%
You will never roll inaccurate, only spot on or fumble!

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Post by Coach Alex »

And what about pass block? It means he'll intercept the ball on 4+, which means he will basically succeed half the time ... and it's GREAT for an interception!

It's what I've done with my AG5 Gutter Runner (plus I use him for receiving the Dumped-Off passes of my thrower) and I was wondering if I should do it too for my AG5 high elf lineman, but don't you guys have any other suggestions than "give him the defensive skills you would give to any of your other elves"?

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Post by OverDose »

Save the passblock for your nos catchers. 5+ With a RR is 20/36 chance, which is better than your 4+ without a RR (3/6 = 18/36).

If you have a +AG leap lino, you'll propably just want to use it as your thrower, and leave him on the reserves when defending, there is no way you should blitz-leap in to a cage without block. Guard helps too, especially if there are other guards around. Dodge too, obviously.

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Post by Coach Alex »

Well, I don't think catch applies to interceptions, and anyway, I'm playing a High Elves team (I'm not the creator of the topic neither).

I think I'm just gonna use him to receive passes then hand-in it to the player I'd like to score, to pick up the ball while in many TDs should be pretty useful too.

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Post by The Florist »

Catch works on interceptions.

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Post by DoubleSkulls »

Coach Alex wrote:Well, I don't think catch applies to interceptions, and anyway, I'm playing a High Elves team (I'm not the creator of the topic neither).

I think I'm just gonna use him to receive passes then hand-in it to the player I'd like to score, to pick up the ball while in many TDs should be pretty useful too.
Catch works on interceptions. "Catch (Agility Skill) - A player who has the Catch skill is allowed to re-roll the D6 if he fails to catch the ball. It also allows the player to re-roll the D6 if he drops a hand-off or fails to make an interception."

Basicially catch is as good as +1 AG for intercepting (AG3 vs 4 its 11/36 vs 12/36, AG4 vs 5 is 20/36 vs 18/36). So PB Lion Warriors are often better interceptors than AG5 line elves.

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Post by falconeyed »

skatingtortoise wrote:so thats 2 ideas so far...give dodge and make general depending on possession, or cagebreakers with leap...

i do like the idea of cagebreakers, just to give my team an edge on defence, and hopefully the skill rolls will be fortunate

and a tip for elf players: ST4 Blitzers are ACE AS TITS
anytime i need to take out a runner, or bash someone, hes always there to surprise the enemy
what? an elf that can hit? ace. give him jump up, and hes untameable, were it not for his knack of irritating opposing fans, and getting badly injured by thrown rocks.
"Ace as tits." That just got added to my personal lexicon. :D

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Post by Cooper »

OverDose wrote:Save the passblock for your nos catchers. 5+ With a RR is 20/36 chance, which is better than your 4+ without a RR (3/6 = 18/36).
Passblock only tends to work well when you have a lot of them. I think Pass Block is actually a good choice here.

(Not saying leaping is bad ofcourse)
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