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Best use for a AG 5 Slann catcher?
Posted: Tue Dec 09, 2008 9:06 am
by Ikterus
I just got a +AG in a Slann catcher. First star in the team.
What should I use him as? Thrower? Ultraleaper/dodger?
Posted: Tue Dec 09, 2008 9:12 am
by bouf
Sure hands...
Leap in and scoop!
Posted: Tue Dec 09, 2008 4:24 pm
by Decker_cky
Ultraleaper/dodger sounds about right. There's basically no way to tie him down with his 2+ to leap/dodge anywhere. Get him Blodge ASAP and there's a thousand uses for him.
I'd make a point to use him to set up others rather than score himself all the time, since he has the potential to do that all the time.
Posted: Tue Dec 09, 2008 4:32 pm
by Harrower
FYI, this was the one that beat up my poor humans

Posted: Tue Dec 09, 2008 4:40 pm
by Decker_cky
They shouldn't. Humans in terms of bash are a fairly similar team only with a little more bash built in, for cheaper. Obviously dice play a factor, but I'd side with humans in a punch out over slann.
Posted: Tue Dec 09, 2008 4:41 pm
by SillySod
Lucifer was using an AG5 slann catcher at the weekend... I think he was using it to scoop up the ball once it came loose and maybe chuck it somewhere afterwards. Dodge or surehands.
Posted: Wed Dec 10, 2008 3:29 am
by bouf
Did I mention that I have Two???
Posted: Wed Dec 10, 2008 3:45 am
by Decker_cky
I'm curious as I look at this....how much better is +AG than just developing along the block/dodge/sidestep route? Slann catchers aren't exactly durable, and that extra TV from the stat might not be worth it.
Posted: Wed Dec 10, 2008 5:05 am
by Wylder
Speaking from experience from a team with two AG5 gutter runners.....
You use them to make your opponents cry.
Posted: Wed Dec 10, 2008 8:15 am
by Ullis
Wylder wrote:Speaking from experience from a team with two AG5 gutter runners.....
You use them to make your opponents cry.
Just two? This isn't mine, but
http://fumbbl.com/teams/Mice+in+Black.html
Posted: Wed Dec 10, 2008 9:16 am
by Ikterus
I had my doubts about if I should take the AG 5 or not.
It's offcourse very good in passing and retrieving the ball.
But as a runner he's not much better than a skink... Stunty and dodge beats ag 5 without dodge, true? (not very good at mathbowl)
Well I'll just try him out and give him dodge for some durability as soon as possible.
I think blodge will come before/instead of sure hands. Then side step for some extra annoyance (if he'll live for that long)
Posted: Wed Dec 10, 2008 11:17 am
by SillySod
Decker_cky wrote:I'm curious as I look at this....how much better is +AG than just developing along the block/dodge/sidestep route? Slann catchers aren't exactly durable, and that extra TV from the stat might not be worth it.
Once you have surehands and dodge you will definately be loving that AG5... ball retrival after a cagebreak is one of the most important parts of a slann gameplan and this guy will do it almost reliably.
Posted: Wed Dec 10, 2008 11:35 am
by Ullis
Ikterus wrote:But as a runner he's not much better than a skink... Stunty and dodge beats ag 5 without dodge, true? (not very good at mathbowl)
If you're doing just one dodge, then Stunty+Dodge is always better than even AG6 without Dodge. This is assuming that the opponent doesn't have Prehensile Tail, Tackle or Diving Tackle.
The problem with Stunty and AG3 is that the Dodge skill will be used up quickly, so if you're going for multiple dodges, then AG5 begins to shine.
And Stunty doesn't help in ball handling.
Posted: Wed Dec 10, 2008 11:47 am
by Digger Goreman
Best use for one..., crowd surfer....
Cheesy green elves....
Posted: Wed Dec 10, 2008 1:24 pm
by Jural
I turn down AG 5 on my catchers! 2+ leap and 2+ dodges to empty squares are good enough for me... But maybe the 2+ pick-up in a tackle zone and the improved passing are worthwhile? Hard to say at 40k.