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Double on ST4 Dodge Norse Runner?
Posted: Mon Aug 06, 2007 12:13 pm
by tomlloyd
Just rolled a double for my 7437 Blodge, dauntless runner, and I can't decide where to take him. I'd originally planned to turn him into a defensive player, with diving tackle and shadowing, but the double has thrown a spanner in the works.
Break tackle seems like a decent option to combine with his ST increase and dodge, and guard would also be very handy as he's reasonably mobile. The league's quite bashy (2 chaos, orcs, norse, lizardmen, necros, dark elves, wood elves) and I've only got guard on one Ulf so far, so I'm leaning towards guard, what do you lot reckon?
Posted: Mon Aug 06, 2007 12:16 pm
by Kheldar
I would give him guard or mighty blow. Guard out of obvious reasons.
Mighty blow will help to get rid of the players with more strength, against which he will beused, because o his dauntless. And it helps in a defense a lot to get rid of catchers and that.
Posted: Mon Aug 06, 2007 12:23 pm
by bouf
NoS would work with your Agility access... Give you a Strong, stand alone Catching Threat in the opponents half,
Mighty Blow is always a plus,
Thick Skull is often overlooked but I find it quite handy, especialy on a ST4. People will struggle a bit to hit yo clean with ST4 and Blodge, now they would struggle to get rid of you too.
but for Spits and giggles i'd take Multiple Block... It'd be a laugh with Daunlless and having ST4 would make the Dauntless roll a bit easier.
So you set your guy as a catching threat....
your opponent runs in a guy to assist...
Here comes the Blitz, but he fails due to Blodge...
Now you have a runner with 2 guys on him...
WHAM
BAM,
"Say hi to your mum for me!"
Posted: Mon Aug 06, 2007 12:25 pm
by Kheldar
Multiple Block is a very nice idea, and worth a try. Like said above it doubles very nice with dauntless.
Posted: Mon Aug 06, 2007 12:41 pm
by tomlloyd
I hadn't even considered Multiple Block, it is a nice idea, but maybe a bit too much of a novelty! Might blow is growing on me, he does throw a lot of blocks, and is about the only one of the possibilities that lends itself to the catcher killer role I had envisioned for him.
Posted: Mon Aug 06, 2007 12:54 pm
by stormmaster1
mighty blow, then tackle. Don't go guard (I hardly ever say that), as he will end up in the middle of any scrap, and while would be good at that with ST4 blodge, he would be wasting his role as one of your few truly mobile players.
Posted: Mon Aug 06, 2007 1:15 pm
by tomlloyd
stormmaster1 wrote:mighty blow, then tackle. Don't go guard (I hardly ever say that), as he will end up in the middle of any scrap, and while would be good at that with ST4 blodge, he would be wasting his role as one of your few truly mobile players.
Yeah that's pretty much what I've decided on for him I think. Lethal to catchers on defence and still useful on offence without sucking even more spp away from the rest of the team (he is already the league's top scorer)
Posted: Mon Aug 06, 2007 5:32 pm
by falconeyed
What about Break Tackle? Waste of a roll / overkill with blodge? Just thinking.
Posted: Mon Aug 06, 2007 6:26 pm
by Buggrit
I have two blodging runners on my norse team... one with sure hands and AG 4. The other with catch and sidestep..
On a ST 4 Runner I'd go with either multiple block (you'll almost always get two 1 dice blocks) or mighty blow if you're going to use him for busting peoples heads...
Posted: Tue Aug 07, 2007 2:40 am
by datalorex
Buggrit wrote:I have two blodging runners on my norse team... one with sure hands and AG 4. The other with catch and sidestep..
On a ST 4 Runner I'd go with either multiple block (you'll almost always get two 1 dice blocks) or mighty blow if you're going to use him for busting peoples heads...
Mult Block sounds like so much fun I'd HAVE to take it!
Posted: Tue Aug 07, 2007 5:05 am
by Jural
Multiple Block is probably a bad choice as it can't be used on a blitz. How often is this piece going to be in the thick of things with two tackle zones on him?
And if he really does end up in that situation often, wouldn't guard be the better choice?
But for me, I'd go with Mighty Blow.
Posted: Tue Aug 07, 2007 6:10 am
by bouf
as a ST 4 "Catcher" with Blodge, people will be running in assists to get their blitz without knocking him over... So I forsee lots of situations where it will come in handy... If they only run in one guy, well your ST4 will shine and if not Dodge away with a re-roll...
Plus there is no harm in getting him in the thick if need be. He IS a ST4 Blodger after all. There are plenty of guys who have ST access on the Norse team who can take Guard that can step in and protect him... Make his Two 1 dice hits into 2 two dice hits!
This has great synergy with Side step too! (an available skill for a runner)
Take MB or Guard if you really want, but you are missing an opprotunity for a truely memorable player if you do...
Posted: Tue Aug 07, 2007 7:54 am
by tomlloyd
The fact that Multiple Block can't be used on a Blitz is the killer for me I think (I'd take it in a second if you could), as so often I've found it's this guy that wants to be blitzing in key situations, so I don't think I'd get enough use out of Mulitiple Block. I don't really do that much passing unless I have to, so the situation of two guys chasing him down as a receiver doesn't happen that often (and if it did, he's still usually going to want to Blitz himself out of tackle zones so he can actually get to the end zone)
Norse depend so much on getting a few people off the pitch as soon as possible to keep the momentum their way, that in a bashy league like ours, I think Mighty Blow is probably the sensible (admittedly not as fun!) choice.
Posted: Wed Aug 08, 2007 3:30 am
by datalorex
Do you have a better chance of breaking the armor if you knock 2 guys down with 8 armor or one guy down with 8 armor and you have Mighty Blow? You have a 40% chance to break armor with MB but a 44% chance of breaking at least one armor if you knock 2 guys down without MB. But then again, you'd have to make both of your Dauntless rolls to do that.
Posted: Wed Aug 08, 2007 1:49 pm
by wesleytj
See I'd still be using this guy as my primary ballcarrier... so I wouldn't take MultiBlock or similar skills.
I think I'd go with Guard and keep him in the middle of the cage with the ball. It will help protecting by helping maintain the integrity of the cage. And you can never have too much Guard on Defense.
Next skill would probably be Sure Hands, Side Step, or Fend.