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Do I need an AG 6 Vampire?

Posted: Sat May 17, 2008 10:20 pm
by Joemanji
My Vampire on this team has rolled up another +1 AG. :o Note that this is in the house ruled MBBL2 league so she has Blood Lust and a free re-roll on all HypnoGaze rolls. :D

So my question is, do I take Block or the +1 AG? Block is important, these girls cost 160K and if they die there is gonna be a struggle to replace them. On the other hand however, the team is all about turnover scores as their lack of ST means they struggle a bit on offence. The AG6 would on one hand allow me devastating potential for getting to lose ball, and also allow me to walk in TDs at will.

But without Block she is very vunerable. Incidentally my other Vamp died in the same game, but I had enough to replace her with a rookie.

Posted: Sun May 18, 2008 12:45 am
by grampyseer
I'm not sure I'd take the AG 6.
I mean, you create a total "keyhole" player that way, but You're going to be needing some pretty hairy situations to make that AG 6 worthwhile.

I'm sure you'd find block, or sure hands a WAAAYYYY more useful skill for her.

..just my two cents. AG 6 could be DEVASTATING to the other guy....but only every couple games at best........but a S4, AG 5 Blodger...... :wink:

Posted: Sun May 18, 2008 1:20 am
by SillySod
AG6 is great but you pay too much for it and its no better than any other extra skill (after block and dodge).... of which you have plenty to chose from anyway. Dont bother :)

Posted: Sun May 18, 2008 5:01 am
by whitetiger
6 AG is an awesome thing in some situations. But overall, it isn't that much better than 5 AG. You still fail on a 1, so most rolls are 2+, which you get with 5 AG anyway. Your Vamp would be better served by taking Block or sure hands.

Posted: Tue May 27, 2008 10:58 am
by Skipper
I'd skip the Agility 6 also and go for a more useful skill. The change from 5 to 6 will not make that much difference. And as listed above, the extra TV added is quite significant.

Skipper

Posted: Tue May 27, 2008 12:56 pm
by JumpingElf
I would take Block and next Sure Hands. A perfect ballhandler!

Posted: Tue May 27, 2008 2:03 pm
by fen
JumpingElf wrote:I would take Block and next Sure Hands. A perfect ballhandler!
Hmm, I'm pretty sure that "A Perfect Ballhandler" wouldn't have blood lust. :wink:

On topic, I'd not bother with AG6, it's too much inflation of team value for little practical use. Especially when you have other players who can Hypno Gaze.

Posted: Tue May 27, 2008 9:03 pm
by landrover
I respectfully disagree with all the other posters on this thread.

Go the AG6!

Just imagine it in future years: "Well my AG6 vamp broke into the cage, blitzed the ball-carrier, picked up the ball in three tackle zones, dodged out on a two plus roll and STILL failed his GFI to score!"

Well that's my pennyworth anyway.

:P :P

Posted: Tue May 27, 2008 9:31 pm
by Jural
Leap will usually buy you a ton more with AG 5 than AG 6 and no leap would.

The only advantage of AG6 is ball handling in 2+ tackle zones. Meh! I'd rather be a terror.

All that being said, Block is probably the right move here. Especially with only 2 of them.

Posted: Wed May 28, 2008 2:10 pm
by jammydodger
a simple, stupid point, but one i think is worth making: ag 6 is [i]cool[/i]

Posted: Wed May 28, 2008 6:13 pm
by Skipper
Landrover makes a good point.....if you don't mind giving up a little competitiveness, agility 6 would be a lot of fun to play with. It would allow you to work in crowds very well and occasionally pull of spectacular plays. Dodging into a 2 tackle zone space and picking up the ball on a 2+ would really unerve your opponent and make the vampire a prime target for the boot. However, I'm pretty sure the optimal decision is to go with something else.



Skipper

Posted: Thu May 29, 2008 5:46 pm
by dwarfrunner
I think the AG6 would be very useful as mentioned before. The ultimate cage-breaker/ball retriever. It's not the fact that you would use it alot, but the way your opponent would react to him on the field. People would be petrifed anytime he got near the cage. Forcing them to change their strategy and/or being extremely cuatious with the ball. Giving you more time to pick them apart.

I say go for it.

Posted: Thu May 29, 2008 6:26 pm
by wesleytj
I know the player types and styles are different, but I've had 2 AG6 players in my BB "career", and both were great, one better than the other because of when I got them.

I had a wood elf catcher whose first two rolls were +AG. So I was able to build the player with that knowledge. She ended up 8268 catch dodge passblock leap pro (movement downgrade from injury, and that was back when magic helmet was a permanent armor upgrade). Best player I ever had. She only ever had 3 interceptions, because people quickly caught on that if she was on the field, it's best to just not throw passes at all. But that played into the hands of the rest of my team. :)

Anyway, the 2nd was a dark elf blitzer, he was 7368 block dodge dauntless leap. His +AG rolls were the 2nd and 4th upgrade, so I couldn't plan around those as well. I was able to finally get leap in there though.

The question you have to ask is how many more rolls can you reasonably expect this guy to have? Getting block, as you said, would help keep him alive considerably more than more AG, but the AG+ would certainly be fun and allow you to really cause havoc with your opponents plans. If you think you can get to block later, then go for it. :)

And as Landrover says, those plays are really memorable. That wood elf catcher was my best player ever, on a team I played with in early vanilla 3rd ed, so probably a solid 14-15 yrs ago, and I still talk about her, and some of my friends still remember her.

Posted: Thu May 29, 2008 9:40 pm
by Jural
I think the real key here is that Joe seems to only get 0-2 of them. The team is a really strange design already, and I would personally shy away from the AG 6 when she's one of 2.

Now if this were a vamp team in LRB 5, I'd probably just take it for the fun of it! AG 6 is fun to play with, I had a Witch Elf who enjoyed it briefly (Ag 6, leap, Block... RIP after 3 games, lol)

Posted: Fri May 30, 2008 7:18 am
by Joemanji
The team can have 0-4 of these Vamps, but as they cost 160K and the rest of my team is AV7 saving up is a struggle. I had just made enough for a third when one of my originals died.