Second double on LRB 5 Bull Centaur
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Second double on LRB 5 Bull Centaur
My Block/Dodge/Break Tackle Bull just rolled his second double. He is my main ballcarrier, but more often than not he is used as blitzer, too. As I see it my choices are:
Catch: Mainly for handoffs, to get some speed into my ball movement
Sidestep: I don't know if it's worth the 30k TV when I can get SF for 20k
Jump up: Makes him a lot better on defense, although it's a bit risky with AG2
Diving Tackle: My league is quite bashy, so I don't know if I get enough bang for my buck.
Leap: Just for the fun of it (Look mum! A flying cow!)
If I ignore the doubles additional choices would be:
Sure Hands: obvious
Mighty Blow: also obvious
Stand firm: as sidestep replacement
My other Bull died a few matches ago, his replacement only got block yet.
Catch: Mainly for handoffs, to get some speed into my ball movement
Sidestep: I don't know if it's worth the 30k TV when I can get SF for 20k
Jump up: Makes him a lot better on defense, although it's a bit risky with AG2
Diving Tackle: My league is quite bashy, so I don't know if I get enough bang for my buck.
Leap: Just for the fun of it (Look mum! A flying cow!)
If I ignore the doubles additional choices would be:
Sure Hands: obvious
Mighty Blow: also obvious
Stand firm: as sidestep replacement
My other Bull died a few matches ago, his replacement only got block yet.
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- dendron
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I would go for Jump up. When I remember right a AG roll is only needed if you want stand upt to make a block action if you want to blitz no such roll is required.
Just my 2cents.
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Re: Second double on LRB 5 Bull Centaur
Lemmy wrote:My Block/Dodge/Break Tackle Bull just rolled his second double. He is my main ballcarrier...
Argh why do people insist on doing this, use a hobbo and keep the strong high av guys protecting him.
With a lot of skills not needing doubles any more its hard to say what to really take. Standfirm, frenzy, stripball and tackle are all good choices. Having a st4 frenzy player along with the mino should make it even easier to move a cage. You can also not have too much guard. All of those picks are non doubles though. Another couple to consider would be grab (though not used on blitzes iirc) and juggernaut (only used on blitzes)
The other option would be to look at some of the mutations, but personally I'd probably take frenzy. Sidestep could also be a good choice, and may be worth consideration.
Most of the picks you described I'd see as a waste. Especially sure hands, this is a hobgoblin skill who will pick it up more often than your bull. You don't want to be sitting a st4 player in the middle of a cage when he would be of more use on the outside helping it move along.
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Jump up is great on Bull Centaurs. The performance of CD's stands and falls with the mobility of their Bull Centaurs. You already have Break Tackle and Dodge, with Jump up you can reach those crucial squares even when lying prone on the floor. A definite go for me.
@Grumbledook: People still use their BC as ball carriers because it works ! Especially against teams with ST3 or lower, it is nearly impossible to break a cage with a ST4 Block player inside. And with MA6-9, you only have to bring your cage about half of the board. From there, the BC can make the TD if the situation requires. Personally, I'd go your route and let those Hobgoblins handle the ball. It's a question of tase.
@Grumbledook: People still use their BC as ball carriers because it works ! Especially against teams with ST3 or lower, it is nearly impossible to break a cage with a ST4 Block player inside. And with MA6-9, you only have to bring your cage about half of the board. From there, the BC can make the TD if the situation requires. Personally, I'd go your route and let those Hobgoblins handle the ball. It's a question of tase.
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Jumpup with av9 is decient. Sidestep with block/dodge is also decient.
I'd go with one or the other depending on how much gaurd you have. You won't need jumpup much when all the blocks are 2d against for your opponent.
Jumpup would seem the #1 choice though.
Me.. I like mighty blow but I'm just evil apparently.
I'd go with one or the other depending on how much gaurd you have. You won't need jumpup much when all the blocks are 2d against for your opponent.
Jumpup would seem the #1 choice though.
Me.. I like mighty blow but I'm just evil apparently.
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Re: Second double on LRB 5 Bull Centaur
Not an option on Bull Cantaurs, they are already in Hashuts' preferred from...Grumbledook wrote: The other option would be to look at some of the mutations,
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I'm with Voyagers. Ignore the doubles, and take either Tackle, Strip Ball, Stand Firm, or Mighty Blow. On a CD team, Tackle is less valuable than otherwise, or that would have been my sole recommendation. It might be a good idea idea, though, if your opponents' ball carriers tend to have Dodge.
What's your record? If you win a lot, maybe you should go for Strip Ball; it'll help you win even more, and it'll get SPP to your Hobbos faster if you can keep them around him to take advantage when the ball comes loose. If you're doing ok or need help,Mighty Blow is easier to use and often has big ramifications on the game if you use it early and often.
Stand Firm is another good choice; on the offense, he can hold block ahead of your (Hobgoblin) ball carrier, and on the defense, he can deny a lot of territory with Block, Dodge and Stand Firm.
If you really must take a doubles skill, either take Diving Tackle and keep him on his man, or take Jump Up and improve his mobility.
What's your record? If you win a lot, maybe you should go for Strip Ball; it'll help you win even more, and it'll get SPP to your Hobbos faster if you can keep them around him to take advantage when the ball comes loose. If you're doing ok or need help,Mighty Blow is easier to use and often has big ramifications on the game if you use it early and often.
Stand Firm is another good choice; on the offense, he can hold block ahead of your (Hobgoblin) ball carrier, and on the defense, he can deny a lot of territory with Block, Dodge and Stand Firm.
If you really must take a doubles skill, either take Diving Tackle and keep him on his man, or take Jump Up and improve his mobility.
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What is Nuffle's view? Through a window, two-by-three. He peers through snake eyes.
What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.
What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.
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Oh yeah, and...
Score with Hobbos. Score with all of them. You don't need a primary scorer until you're so well-developed that you have two rolls on every Hobgoblin. Every Hobbo needs 2 TDs to get a skill, and your BC isn't going to get another roll anytime soon. It doesn't feel like a waste to give a Hobbo a good skill that doesn't help him earn SPP, like Kick or Leader (the more times you roll, the more likely you are to roll doubles). A Hobbo with Block can be surprisingly durable on a tough team. A Hobbo with Sure Hands is a scoring machine, and will quickly start to feel like a positional. Good use of Hobgoblins can give inexperienced opponents all sorts of trouble figuring out what to do about your team, and encourages experienced opponents to go after your "worst" players first, which can be very frustrating. That's why Chaos Dwarfs rock: nobody plays head-games with the opponent like they do.
If you want to develop your star BC as fast as possible, and you plan on playing so many games that it actually matters at this point, then give him Mighty Blow. But do your depth chart a favor. Score with Hobbos.
Score with Hobbos. Score with all of them. You don't need a primary scorer until you're so well-developed that you have two rolls on every Hobgoblin. Every Hobbo needs 2 TDs to get a skill, and your BC isn't going to get another roll anytime soon. It doesn't feel like a waste to give a Hobbo a good skill that doesn't help him earn SPP, like Kick or Leader (the more times you roll, the more likely you are to roll doubles). A Hobbo with Block can be surprisingly durable on a tough team. A Hobbo with Sure Hands is a scoring machine, and will quickly start to feel like a positional. Good use of Hobgoblins can give inexperienced opponents all sorts of trouble figuring out what to do about your team, and encourages experienced opponents to go after your "worst" players first, which can be very frustrating. That's why Chaos Dwarfs rock: nobody plays head-games with the opponent like they do.
If you want to develop your star BC as fast as possible, and you plan on playing so many games that it actually matters at this point, then give him Mighty Blow. But do your depth chart a favor. Score with Hobbos.
Reason: ''
What is Nuffle's view? Through a window, two-by-three. He peers through snake eyes.
What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.
What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.
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Re: Second double on LRB 5 Bull Centaur
Phew, mutations are not available to Bull Centaurs, just CDs & Minos.Grumbledook wrote:The other option would be to look at some of the mutations,
I think Grum has lots of good advice. I love side step and it will make him really annoying - add in guard, frenzy or diving tackle and everyone will hate him.
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