Page 1 of 2

Dwarf Blitzer (5th skill)

Posted: Sun Jan 06, 2008 4:57 pm
by stashman
I need some nice advice on this one.

I have a great blitzer in my dwarf team. Started out as a guarding blitzer but turned to a third runner!

Ben Kuzacka
6 3 4 9 Thick Skull, Block, Guard, Sure Hands

Now I skilled him again and rolled a normal roll. I was thinking Tackle, but seems like I have a lot who can do that so maybe I shall get Fend, to keep him safer as a ballcarrier.

All advices are helpful.

Posted: Sun Jan 06, 2008 5:06 pm
by Xeterog
I think Tackle might be the way to go...yes, you have alot of it on your team, but this guy can get to places they cannot reliably get to.

Fend is a good choice as well, but I would go with the tackle myself

Posted: Sun Jan 06, 2008 5:13 pm
by Digger Goreman
Stand Firm would let him cruise down the sidelines with relative impunity....

Posted: Sun Jan 06, 2008 5:23 pm
by Gotten
Skills that can be useful: Fend, Shadowing, Kick-off Return, pro, Tackle.

Fend: reason that you already said. (If your lucky on your last skill roll this works very well with sidestep.)

Shadowing: You will from time to time find yourself standing next to a ball on the pitch with this guy, shadowing is an obvious advantage then.

Kick-off Return: Puts him in a better position at each kick.

Pro: A skill always worth having.

Tackle: Works well with Shadowing but is wasted skill against some teams and may be unneeded as you already got other players with it.

My personal choice would be either KOR or Fend.

PS. This is the thoughts of a person that has very little experience of playing with a dwarf team.

Posted: Sun Jan 06, 2008 5:30 pm
by Mad Jackal
GorTex wrote:I think Tackle might be the way to go...yes, you have alot of it on your team, but this guy can get to places they cannot reliably get to.

Fend is a good choice as well, but I would go with the tackle myself
I agree here.

Fend and Tackle are really the only two choices I'd consider.

Tackle probably gets the nod. Mobile tacklers are very important.

But I like Fend's protection from Piling On and frenzy, plus the fact that it makes him harder to mark on either side of the ball...

Posted: Sun Jan 06, 2008 5:40 pm
by Darkson
I'd be tempted by Strip ball - this is the guy on your team that has the best shot of getting to the ball carrier.

Posted: Sun Jan 06, 2008 5:50 pm
by mattgslater
Stand Firm by a mile. Stand Firm is underpowered compared to Side Step, but has such a huge variety of uses for a Guard player, and lets you knock a square off the width of your cages against many teams (or all teams if you can tie up any Juggernauts).

If not Stand Firm, then Fend or Kick-Off Return. But I think Stand Firm is your best bet and it's not even close.

Posted: Sun Jan 06, 2008 6:22 pm
by Joemanji
Strip Ball looks good to me. An AG4 Strip Ball blitzer is great on a bashy team (I had one with my Orcs).

Posted: Sun Jan 06, 2008 8:30 pm
by Mad Jackal
mattgslater wrote:Stand Firm by a mile. Stand Firm is underpowered compared to Side Step, but has such a huge variety of uses for a Guard player, and lets you knock a square off the width of your cages against many teams (or all teams if you can tie up any Juggernauts).

If not Stand Firm, then Fend or Kick-Off Return. But I think Stand Firm is your best bet and it's not even close.
If you saw the move boost and the agility boost then I really do not understand your point of view. Last I counted dwarves had access to 14 players who can take guard+ standfirm.

But very very few teams can have a move 6 ag 4 guy. I think any schmuck linedwarf can take standfirm as the "best" skill possible to go with his guard.

But it is a total waste of a 5 skill player (move 6 and agilty 4 mind you) to take stand firm to improve his guarding. Or to play on the sidelines.

Strip ball as Joe or Darkson says I would consider 3rd.

3rd because both tackle and fend have passive elements that strip ball doesn't. Those are things your opponent will have to plan for on both sides of the ball.

But strip ball is near worthless if your team controls the ball. Which makes it a weak skill choice compared to Tackle or Fend.

Kick-off return is also a very weak pick in my opinion because of the limited use it will see. It has no effect on play. Passblock would effect play more. And I don't suggest that skill either.

Posted: Sun Jan 06, 2008 8:49 pm
by tenwit
Fend. Keep Strip Ball for someone who can also get Juggernaut. This is the player's last skill, there's no other chance to improve his ball-carrying capabilities.

Posted: Sun Jan 06, 2008 8:51 pm
by Grogmir
This guy with his movement and agility will be the one breaking oppenents half, hitting.

With my team i found that later in a league when all players had dodge that my tackle linemen actually hit better than my Blitzers, and as you've got up to 5 skills I'll assume your in a league.

So Tackle for me,
Grog.

Posted: Sun Jan 06, 2008 9:16 pm
by stashman
Yes I play in a league and has reach 42 matches. This is the team of Jolly Goodfellas.

Slayer 5428 Thick Skull, Frenzy, Dauntless, Block, Mighty Blow, Piling On, Juggernaut, Tackle
Use him as the killer machine!

Slayer 5328 Thick Skull, Frenzy, Dauntless, Block, Mighty Blow
My next killer I hope

Blitzer 5339 Thick Skull, Block
Just a new rookie

Blitzer 6349 Thick Skull, Block, Guard, Sure Hands, NORMAL SKILL
This is my ballcarrier and jack-of-all-trades. Next skill is hard to choose

Runner 6338 Thick Skull, Sure Hands, Block, Accurate, Strong Arm, Pass
a.k.a The Thrower

Runner 6348 Thick Skull, Sure Hands, Block, Nerves of Steel, Side Step
a.k.a The Catcher/Runner

Blocker 4329 Thick Skull, Block, Tackle
Rookie

Blocker 4328 Thick Skull, Block, Tackle, Guard, Side Step, Fend
Good at defence.

Blocker 4329 Thick Skull, Block, Tackle, Guard, Side Step
Side Step is great with Guard

Blocker 4429 Thick Skull, Block, Tackle, Guard
The one strong ox in the middle

Blocker 4329 Thick Skull, Block, Tackle, Guard, Stand Firm
Good at cage

Blocker 4329 Thick Skull, Block, Tackle, Guard, Stand Firm
Good at cage

Blocker 4329 Thick Skull, Block, Tackle, Guard, Diving Tackle [Niggling]
Takes out the running away elfs!

Blocker 4329 Thick Skull, Block, Tackle
Rookie

Blocker 4329 Thick Skull, Block, Tackle, Wrestle, Side Step, Diving Tackle
I love this guy! Put him on the opponents ballcarrier. If they try to blitz him, he can do alot stuff

Deathroller 47110 Stand Firm, Mighty Blow, Juggernaut, Break Tackle, Dirty Player, Multiple Block
The best Big Guy in the game!

Posted: Sun Jan 06, 2008 9:21 pm
by tenwit
Ooo, no Strip Ball anywhere. Strip Ball then Juggernaut on the rookie blitzer!

Posted: Sun Jan 06, 2008 11:34 pm
by Mad Jackal
I've tried it many times as I'm a big fan of strip ball.


[On normal dwarf blitzers] I just don't see enough shots at a non sure hands ball carrier to warrant strip ball.

Move 5 agilty 3. You'll see more shots at dodge players, take tackle it's better.

And especially to devote two skills to it? (IE strip ball and jugger?)

I just don't see it.

Posted: Sun Jan 06, 2008 11:44 pm
by stormmaster1
Mad Jackal wrote:I've tried it many times as I'm a big fan of strip ball.


[On normal dwarf blitzers] I just don't see enough shots at a non sure hands ball carrier to warrant strip ball.

Move 5 agilty 3. You'll see more shots at dodge players, take tackle it's better.

And especially to devote two skills to it? (IE strip ball and jugger?)

I just don't see it.
MA 6, AG 4!!!

so he will get more use from it than your typical dwarf blitzer.
It's down to personal use. Strip ball is an awesome skill, but very situation dependant. If that player gets to use it alot, then take it.

Fend will help keep him alive and mobile as it will mean he is less tied down, and safe from frenzy and piling on.

It's down to how the player will be used. take the skill you will get the most mileage out of.