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Dirty Player skill picks
Posted: Fri May 23, 2008 4:23 pm
by Aliboon
Hello there, I was just wondering what people gave their dirty players as a second skill. I've a hobbo who's just skilled up and unless I roll a double, where i'll get him sneaky git, I'm not 100% what to get him.
Probably just block to keep him safe, but are there any other options out there?
This is really just a general question on dirty players and as he's on a well developed CD team, being a dirty player is his job, he doesn't need to do anything else.
Cheers.
Posted: Fri May 23, 2008 4:30 pm
by Joemanji
On doubles Sneaky Git of course. Otherwise I find Block + DP to be an excellent combo. Otherwise the player can be a bit of a target. Also, it means the player has a use on the pitch even on the turns when he can't foul, or you decide not to. DP is not the most optimal skill in BB these days.
Alternatively, you could load him up with Kick if you don't already have it on someone else.
Posted: Fri May 23, 2008 4:40 pm
by Warpstone
You might consider wrestle instead of block. It will passively give you a bit if protection and can also gift you a good victim (as long as nobody fouls your DP first).
Posted: Fri May 23, 2008 4:46 pm
by Joemanji
Good one!

Posted: Fri May 23, 2008 4:50 pm
by stashman
As Joemanji says: Kick (its cool and making the hobbo having really hard ironshods)
Block is good, but almost boring!!! You will have plenty of Block anyway.
Posted: Fri May 23, 2008 5:46 pm
by Aliboon
Thanks, block is boring, but i can't think of anything else! (edit) Mmm just saw why wrestle might be better-if he's wrestled down, he can get back up and foul the other guy, mmm.....
I do already have a kicker, but if he gets crumped, it's always good to have a spare.
To be honest, i'm struggling with what to give my hobbos-I've got one ST 4, sure hands, kick off return block dude who is my main ball carrier (although now he's on 51 SPPs, i'll try not to score with him unless necessary) a MA7 block guy (sure hands next) a kicker, a wrestler and another dirty player.
In a CD team, the CDs are on the line and the bulls and mino do the blitzing, so apart from kicking and being dirty players, I'm a bit lost as to what to give them. There is only ever really 2 or 3 on the pitch at a time, so they don't get to do much.
Posted: Fri May 23, 2008 6:09 pm
by stashman
Maybe have FEND on some of the hobbos. A great way to stop the opponent and to get them free from tacklezones.
Shadowing on MA7 player.
Pass block on some just for the fun of it (and to let the opponent think he can make a passing game over the slow dwarfs)
Wrestle/Strip Ball - A good threat on the opponents ballcarrier or atleast in the longrun to force the opponent to use his sure hands guy as ballcarrier, so you know where he is
Pro - Just let that dumb hobbo think he is da best

Posted: Mon May 26, 2008 10:02 am
by Gorbad
Apparently I'm the only one seeing value in having an AG3 DP with Dodge?
It helps slightly less on defense as does block, but it keeps your player mobile to get the boot in where it's needed.
So for me it would be Dodge as a second skill, with plenty of other skill options as a third before Sneaky Git... fouling should count, so as a rule I tend to make sure I break armor, and SG would not be very effective.
Posted: Mon May 26, 2008 12:25 pm
by FischerKing
I think the problem would be how it requires a doubles roll. But dodge on dirty players is good yes

Posted: Tue May 27, 2008 9:34 am
by Gorbad
Apologies, too much into Elf mode at the moment...
Posted: Tue May 27, 2008 9:54 am
by Joemanji
Personally, I find Tangy Crack an invaluable skill. Knocks 'em out every time.
Posted: Wed May 28, 2008 4:59 pm
by Aliboon
Turns out he rolled a +AG.... So again I'm torn what to get him-is the AG worth it on a player who is likely to get sent off, or should I take it, forget about the DP and use him as an agile hobbo (which is nice to have) or just ignore and go for wrestle?
Posted: Wed May 28, 2008 5:55 pm
by t3clis
A hobbo who "wasted" his first advancement in Dirty Player won't live enough on the pitch with the +AG to get the couple of skills he needs to be a decent agile hobbo and survive to tell the story (not counting the player value increase, for a player that, when used as intended, is likely to be sent off any time)... my two cents here are to get him wrestle and live happily ever after.