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Agile Humans
Posted: Sun Apr 08, 2007 3:58 pm
by datalorex
In my second game with my human team, I skilled up a lineman and a blitzer. The interesting thing is that I rolled 11's for both of them!! I know why Ag+1 is great for a blitzer, but I need an argument on why I should take it on the lineman which basically makes it a lineelf at 10k more. Should I take the block or AG?
Here's the team
1 Thrower
4 Blitzers (one with Ag+1 now)
3 Catchers
4 linemen (one with block and now another one could get AG+1)
Posted: Sun Apr 08, 2007 5:59 pm
by Grumbledook
take the AG
couple of AG4 players on humans makes them able to have even more options to move the ball about
Posted: Sun Apr 08, 2007 7:17 pm
by atropabelladonna
Take the agility. I had a human team start with a +1 AG on a line man and a catcher and that team rocked (as did both players). Agility 4 is the best! You really see it with an AG 3 team.
Posted: Sun Apr 08, 2007 8:20 pm
by Digger Goreman
atropabelladonna wrote:Take the agility. I had a human team start with a +1 AG on a line man and a catcher and that team rocked (as did both players). Agility 4 is the best! You really see it with an AG 3 team.
He knows this...

... intuitively... since we just played a game in which his Ag 4 elves dodged wherever and whenever they wanted to.... The Ag4 human can dodge away and into some darned good places.... A superb ball getter with Sure Hands as the next skill... or an irritatingly efficient set-up man for blocks if he gets a double and Guard....
Posted: Sun Apr 08, 2007 8:56 pm
by datalorex
Vomit Lickspittle wrote:atropabelladonna wrote:Take the agility. I had a human team start with a +1 AG on a line man and a catcher and that team rocked (as did both players). Agility 4 is the best! You really see it with an AG 3 team.
He knows this...

... intuitively... since we just played a game in which his Ag 4 elves dodged wherever and whenever they wanted to.... The Ag4 human can dodge away and into some darned good places.... A superb ball getter with Sure Hands as the next skill... or an irritatingly efficient set-up man for blocks if he gets a double and Guard....
I've thought of all that of course. I just torn about whether to take the AG+1 on the lineman. The odds of getting doubles on the second skill isn't good. Taking the AG+1 on a new team seems to be a long term investment. Block would help NOW, but AG+1 could help later. I don't think I'll see dividends with the AG+1 at first. IF he survives, then he could be important later in the development of the team though.
Posted: Sun Apr 08, 2007 10:05 pm
by Digger Goreman
Aw, c'mon!...

... having the Ag NOW helps NOW! You darned well know that if it weren't for my notoriously poor dice rolls that my two Ag4 wights would be winning me EVERY game....
You were regularly getting pass completions with Ag4 elves w/o pass.... I'll respect any decision you make... but... I just can't see turning down +Ag on anything other than a "1" agility player....
In a recently past game vs Aahz's Ogres, the Wiz thought he had failed a dodge with Morg N Thorg... till I pointed out that Morg did not suffer from the regular Ogre's "2" agility....
Again, even though they can't pick up, pass or catch a tinker's damn, my Wights are quite adept at dodging out and re-organizing themselves for better assists....
I just can't see the down side in +Ag....
Posted: Mon Apr 09, 2007 12:50 am
by datalorex
Vomit Lickspittle wrote:Aw, c'mon!...

... having the Ag NOW helps NOW! You darned well know that if it weren't for my notoriously poor dice rolls that my two Ag4 wights would be winning me EVERY game....
You were regularly getting pass completions with Ag4 elves w/o pass.... I'll respect any decision you make... but... I just can't see turning down +Ag on anything other than a "1" agility player....
In a recently past game vs Aahz's Ogres, the Wiz thought he had failed a dodge with Morg N Thorg... till I pointed out that Morg did not suffer from the regular Ogre's "2" agility....
Again, even though they can't pick up, pass or catch a tinker's damn, my Wights are quite adept at dodging out and re-organizing themselves for better assists....
I just can't see the down side in +Ag....
A Human team has a dedicated ball-picker-upper, unlike your Necro team. I don't need the AG+1 for that. And I have catchers and now a +1Ag Blitzer for catching balls, so other than dodging out of tackle zones, how can the +1 AG help now? I think I could give him Pass Block, Strip Ball or Shadowing next though (assuming no doubles).
Posted: Mon Apr 09, 2007 8:10 am
by Duke Jan
+AG is the way to go. It helps now and can develop the guy into a player that can help your positionals out of what would otherwise become sticky situations. They can literally be life savers.
Posted: Tue Apr 10, 2007 1:04 am
by datalorex
Duke Jan wrote:+AG is the way to go. It helps now and can develop the guy into a player that can help your positionals out of what would otherwise become sticky situations. They can literally be life savers.
Uhhh, again, how does it help now? I agree it helps long term, but what about the present? How do I use him?
Posted: Tue Apr 10, 2007 2:42 am
by Grumbledook
he is flexable use him as needed
want to dodge someone about, he is your man
can catch pass etc with a team reroll better than anyone on the team
humans are about being flexable, there is no need to "use" him for anything specific
Posted: Tue Apr 10, 2007 7:24 pm
by Jeremiah Kool
It´s like having a High Elf / Dark Elf Lino on your team. I´d take that everytime, especially on a Human team. You can skill him up pretty fast with AG4, and he won´t need a double after that to be good, IMO.
Posted: Tue Apr 10, 2007 8:24 pm
by Father911
You can do the same thing with an AG4 human lino as you can with an AG4 Elf lineman. make end zone to end zone TD's.
The thrower gets the ball and drops back, the blitzer goes deep, the Lino stays at the LOS.
Next turn, the thrower moves up and passes to the lino, who runs down and hands off to the blitzer. Blitzer does what he does best and blitzes in for a TD.
It's not as easy to pull off as with elves who are all AG4 but it's a nice play to have in your bag of tricks.
Posted: Tue Apr 10, 2007 11:48 pm
by datalorex
Father911 wrote:You can do the same thing with an AG4 human lino as you can with an AG4 Elf lineman. make end zone to end zone TD's.
The thrower gets the ball and drops back, the blitzer goes deep, the Lino stays at the LOS.
Next turn, the thrower moves up and passes to the lino, who runs down and hands off to the blitzer. Blitzer does what he does best and blitzes in for a TD.
It's not as easy to pull off as with elves who are all AG4 but it's a nice play to have in your bag of tricks.
Great advice! This is what I was looking for! It just seemed pricey to have a 90,000 cost lineman (when it only cost the elves 70,000 for the same thing), but I now see more of a benefit. Thanks!
Posted: Wed Apr 11, 2007 10:01 am
by arv9673
As a general rule, I take any and all Stat increases with Humans. +ST on your Thrower? DO it! +MA on a lino? DO it! +AG on a Lino? DO IT! it makes every single player better. ANYONE can be a blocker. Not everyone can be an elf in Human's clothing. Plus, you have to think about why we're talking about a GAME... It's supposed to be fun, right? So use him, abuse him, have FUN with him. Make him do crazy things, just 'cause he can. Well, ok, not CRAZY things, but he could get his next skill-up very quickly if you use him to throw a lot of passes...
Yes it totaly changes his "Job;" he no longer belongs on the LOS with the other punching bags. Keep him back and use him for what he is good at. And, if you don't get doubles, maybe you do give him block later...
Posted: Wed Apr 11, 2007 4:42 pm
by Cramy
This +AG lino can now be considered as if you have an additional positional player in your team. Not LoS material, for sure.
People have talked about offensive options, but there are defensive options with this guy and your AG4 Blitzer. Your opponent gets the ball deep in your zone and is ready to score a TD in the next turn. All your guys are marked and/or there is a lose cage around the ball carrier. You now have two guys that can fairly reliably dodge and blitz the ball carrier, or at least be able to go put a TZ on the ball carrier.
Your opponent will always have to worry about these two guys, as they are quite likely to be able to get to places that he didn't expect. I know, it often throws a wrench in my plans at least.
"4+ dodge rolls to get to me, no problem. Ooops, he got AG4, so it's 3+ dodge rolls (when entering a TZ). Blitz, bang, I drop the ball."
All in all though, it is worth the increase in TV IMO.