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4th Skill on a Bull Centaur

Posted: Tue Jan 08, 2008 11:42 am
by Joemanji
I have a Bull Centaur with Block, Break Tackle and MB (#1).

Team roster: http://www.midgardbb.com/MBBL/teamView.php?teamid=171

What should I take?

Stand Firm?
Sure Hands?
Guard?

Posted: Tue Jan 08, 2008 11:46 am
by Pipey
Frenzy

Posted: Tue Jan 08, 2008 12:46 pm
by Jonny Deth
I agree with Pippi Frenzy as my first choice OR frenzy Or possibly Frenzy or could be Frenzy!!!!!!

Posted: Tue Jan 08, 2008 1:40 pm
by Gotten
From experience I do not like frenzy on a BC..however that was from lrb4. Now that you can take stand firm on a normal roll as the fifth skill it may be better.

Posted: Tue Jan 08, 2008 3:04 pm
by PubBowler
Was torn between Frenzy & Tackle (I think a Bull down each path is sensible) but as you have a Tackle, Wrestle Hobgoblin already and no Mino or other Frenzy carrier I must add my vote to Frenzy.

Posted: Wed Jan 09, 2008 2:17 am
by DoubleSkulls
I think you made a mistake with the 2nd bull - juggernaut would have allowed better utilisation of strip ball.

Frenzy is a good choice for your #1, followed by juggernaut next.

Posted: Wed Jan 09, 2008 12:43 pm
by Joemanji
Really not a fan of Juggernaut. Strip Ball is a passive or opportunistic skill, and as such IMO not worth investing 2 skills and 40K in. All it takes is one Sure Hands player to make that all a waste. :) I've been really happy with Guard ... it adds a lot of muscle to my team. :)

Frenzy seems to be a firm favourite here, which is a surpise I must admit. Is it just for the 2nd block? There is just as much chance of getting yourself in trouble and turning over, in fact more in my experience. Crowd pushing with a BC seems much too risky. I suppose the threat of it can be used passively though. I think I might give it a try. :)

Posted: Wed Jan 09, 2008 1:49 pm
by PubBowler
Because your BC has high movement your opponent has to be constantly aware of their positioning.

The risk of turning over is not huge (ST4 & Block).

You can use Stand Firm (next on your list I think), other players or positioning to save your BC from retaliatory crowd surfing.

Gives you a 2nd bite of the cherry at knocking down Blodgers away from your Block/Tackle & Wrestle/Tackle guys.

2nd bite at knocking normal guys down for extra SPPs

Posted: Wed Jan 09, 2008 3:33 pm
by mattgslater
With Frenzy, ST4 and Block, you seldom have to worry about "need to knockdown" blocks, as two pushes will generally get any annoying bastard out of the way.

Frenzy is both a poor man's Tackle and a poor man's Strip Ball, meaning it works from both safety and linebacker positions on defense, to stop runaway scorers or take the ball down in the O backfield before the pass (gotta luv them 9 squares of blitzy goodness).

Frenzy forces your opponent to play you differently in terms of their wide zone defense. That puts people out of the defenses that they know: it's hard to estimate the value of that, but it's hard to think it negligible. Remember, with a Frenzy BC, only a very speedy team can afford to play deep enough D to keep safe that way.

Frenzy makes it easier to Blitz your way into movement, even though you must follow. First, you can follow twice and sometimes avoid dodges that way, and you're more likely to get a KD with two blocks. The "must follow" bit isn't as bad here as it looks, as if you have to stay in place to Blitz off a block, you lose a square, so it's vastly better to push, follow and block again.

That two-blocks-only thing they did to Frenzy didn't really nerf it. I mean, it did... at the upper end it's not as outrageous, but that was both draw and deterrent for that skill. You could be relatively sure to either knock 'em down or screw yourself up back when the limit on blocks was your MA. Now it just helps your odds and lets you make a few pushy tricks (and maybe takes a little thinkin' for a ST3 player sometimes, but on a ST4 guy with Block that's not so relevant). I think I liked it better the old way. I like and would incorporate the "must GFI" rule. Even more random and freaky.