Leveling a slann catcher star (+team on 2nd page)?
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Leveling a slann catcher star (+team on 2nd page)?
My tabletop league slann team catcher finally reached star status (51spps) and rolled a double 2. I'm torn on what to pick, was planning on giving him block as he's really spectacular on loose balls + a great thrower on offence.
Kwaku Ananse Catcher 8 2 5 6 Diving Catch, Leap, Very Long Legs, +MA/Dodge/+AG, skill(2,2) m, -AV
Originally he picked up MA on his first skillup, then dodge, then +AG and now double 2's. Finally he got a -AV on his last match against a murdering orc blitzer. The doctor performed major medical malpractice and offered death as an alternative.
His gameplay role has been as a thrower - picks up the ball on 2+, then runs to my endzone to wait for the catchers to get in position. He throws the ball 7 squares on a 2+ and runs 8 squares so he can stay 15 squares back taking use of his MA & AG.
On defense he leaps on loose balls after leaping linemen wrestle the ball free. Picks the ball up on a 2+ from a tacklezone & then throws it to a safer spot (well, usually anyways).
Normally, I would give all the catchers guard on doubles, but he's at 51 & doesnt have block/dodge yet. Added to that the -AV makes him an extremely ludicrous target for a block. I'm also wondering if guard would be so useful with his AG5, the normal AG4 catchers can leap 2+ just as well.
The irony is, he was 2 SPP's from 51 when he got 3d blocked, fell down on a both down from a reroll to get his stat-minus...
Kwaku Ananse Catcher 8 2 5 6 Diving Catch, Leap, Very Long Legs, +MA/Dodge/+AG, skill(2,2) m, -AV
Originally he picked up MA on his first skillup, then dodge, then +AG and now double 2's. Finally he got a -AV on his last match against a murdering orc blitzer. The doctor performed major medical malpractice and offered death as an alternative.
His gameplay role has been as a thrower - picks up the ball on 2+, then runs to my endzone to wait for the catchers to get in position. He throws the ball 7 squares on a 2+ and runs 8 squares so he can stay 15 squares back taking use of his MA & AG.
On defense he leaps on loose balls after leaping linemen wrestle the ball free. Picks the ball up on a 2+ from a tacklezone & then throws it to a safer spot (well, usually anyways).
Normally, I would give all the catchers guard on doubles, but he's at 51 & doesnt have block/dodge yet. Added to that the -AV makes him an extremely ludicrous target for a block. I'm also wondering if guard would be so useful with his AG5, the normal AG4 catchers can leap 2+ just as well.
The irony is, he was 2 SPP's from 51 when he got 3d blocked, fell down on a both down from a reroll to get his stat-minus...
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You are correct, if you place the ruler on the middle square. It really depends how it's measured, there are several tables online with differing results.
The javabowl client uses 7 short if it's straight (ruler placed on the edge of the square we suppose), then there's another table that says 7+2 to the side is short as well (ruler placed in the corner of the square).
It depends on where you place the range ruler, and there are several tables online about it but they are all in conflict with each other. We've been using the one used by javabowl, ie 7 straight is short, 6+2 is short any longer is long etc.
Would be interested to know which is the real ruling, but it's not a discussion for this thread anyway.
The javabowl client uses 7 short if it's straight (ruler placed on the edge of the square we suppose), then there's another table that says 7+2 to the side is short as well (ruler placed in the corner of the square).
It depends on where you place the range ruler, and there are several tables online about it but they are all in conflict with each other. We've been using the one used by javabowl, ie 7 straight is short, 6+2 is short any longer is long etc.
Would be interested to know which is the real ruling, but it's not a discussion for this thread anyway.
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Re: Leveling a slann catcher star?
When I read this I am thinking pass or accurate. I have no experience with slann but that sounds ok to me.Carnis wrote: His gameplay role has been as a thrower - picks up the ball on 2+, then runs to my endzone to wait for the catchers to get in position. He throws the ball 7 squares on a 2+ and runs 8 squares so he can stay 15 squares back taking use of his MA & AG.
On defense he leaps on loose balls after leaping linemen wrestle the ball free. Picks the ball up on a 2+ from a tacklezone & then throws it to a safer spot (well, usually anyways).
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I'm fairly sure I'm not going for pass or accurate, as I have plenty of RR's for the regular passing play. Furthermore the roll which I will need a reroll most likely is the pickup within 2-3 tacklezones.
Sure hands one can get with a normal skillup, so I'm looking at block or guard at this point. I won't go for both surehands AND pass, as that would mean I would need to survive up to 100 SPPs with AV6 & block.
Block seems like the way to go, as I want this guy to stick around..
Sure hands one can get with a normal skillup, so I'm looking at block or guard at this point. I won't go for both surehands AND pass, as that would mean I would need to survive up to 100 SPPs with AV6 & block.
Block seems like the way to go, as I want this guy to stick around..
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I would lean towards getting him sure hands, and he becomes the perfect ball retreiver. I would keep him protected and use him as a support player until the ball is popped free. Then do what he is designed for.
If you are worried about survivability, then go with block, and I would recommend Side Step after that. But, in my opinion, you are wasting skills on someone that could be an amazing specialty player. Because he is already a low STR/AV player, he is always going to be precariously close to dying. And it is not like you are going to start blitzing with him. Yes, he will be a target, but that is way you keep him on the outskirts of the fight, so he is never a key target.
Another interesting skill combo could be wrestle/jump-up as your next two skill choices. Which I would say is more appealing than Block/SS, simpy because your high MV would allow you to hop up next turn and run away, leaving the opponents player out of position.
If you are worried about survivability, then go with block, and I would recommend Side Step after that. But, in my opinion, you are wasting skills on someone that could be an amazing specialty player. Because he is already a low STR/AV player, he is always going to be precariously close to dying. And it is not like you are going to start blitzing with him. Yes, he will be a target, but that is way you keep him on the outskirts of the fight, so he is never a key target.
Another interesting skill combo could be wrestle/jump-up as your next two skill choices. Which I would say is more appealing than Block/SS, simpy because your high MV would allow you to hop up next turn and run away, leaving the opponents player out of position.
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I think that you should be concerned about protecting your investment. And with only having AV6, I would look to that.
Block or Wrestle will help with the block dice.
But with doubles, you can also consider Thick Skull! A bit of an unusual choice, but it will help to keep him on the pitch!
Block or Wrestle will help with the block dice.
But with doubles, you can also consider Thick Skull! A bit of an unusual choice, but it will help to keep him on the pitch!
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Is it? Be curious to see the math on what the odds would be on taking him off the field if he would take Block or Thick Skull. Throw in Mighty Blow as another variable (his being hit by it), and really make it interesting!Tripleskull wrote:Thick skull? Thats just funny
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See, while I've seen Thick Skull come in handy, I'd never spend an improvement on it. My buddy's Undead team has a Skel with Side Step manning a corner, and he's like a magnet for Injury rolls of 8; it's happened 3 times in the two games since he got SS. A stunned Side Stepper is frequently able to do his job anyway, clogging up a lane and forcing a dodge or alternate route (though this guy needs Block to be truly effective). It's definitely better than nothing, hands down. That said, the guy is pretty much out of the play even after successfully using it, and statistically it should only matter on 25 out of 432 knockdowns, less than 6% of the time.
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If you're playing LRB5+ (or will be) I'd take Safe throw...
Slann are nothing if not adaptable. If you end up hanging onto the ball rather than fumble, You should have options to protect him. Plus as you will be getting the ball out of coverage often - and using up most of your MA to get in and get out - many pass actions will be over opponents...
Over the LoS to protect the ball, or over the throwers and safeties to make a TD pass.
Preventing an interept on a 2+ will make you mighty confident to pass over the opposition.
Next I'd take Sure Hands or Block.
If you're playing straight LRB5, I'd take NoS with eyes on Pass Block??? Or ignore the doubles and take Sure Hands with eyes on Block
Slann are nothing if not adaptable. If you end up hanging onto the ball rather than fumble, You should have options to protect him. Plus as you will be getting the ball out of coverage often - and using up most of your MA to get in and get out - many pass actions will be over opponents...
Over the LoS to protect the ball, or over the throwers and safeties to make a TD pass.
Preventing an interept on a 2+ will make you mighty confident to pass over the opposition.
Next I'd take Sure Hands or Block.
If you're playing straight LRB5, I'd take NoS with eyes on Pass Block??? Or ignore the doubles and take Sure Hands with eyes on Block
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