Blodge Stand Firm Dwarf Blitzer - next skill?

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Gimli
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Blodge Stand Firm Dwarf Blitzer - next skill?

Post by Gimli »

I have a Blodge Stand Firm Dwarf Blitzer who is on the cusp of his third skill. I've found the Blodge SF combo incredibly effective. Only Defender Down (POW) results affect him (unless the Blocker has Tackle), which is very frustrating to opposing coaches. I am having trouble deciding on what would be a good 3rd skill for him.

I've found Guard/SF very effective, and am tempted to simply give him Guard, but that seems sort of boring. I've toyed with making him a ball carrier, which would suggest Sure Hands. I could make him a true blitzer, which would suggest Mighty Blow. (Doubles choices - Diving Tackle - great with SF, or perhaps Jump Up?)

A related question. I also have a MA6/AG4 Dwarf Blitzer on the cusp of his 3rd skill. He is my ball carrier/QB in training, which suggests Strong Arm, Fend or Sure Hands on a normal roll, and Dodge (or perhaps Pass) on Doubles. Hard to resist making him a Blodger, though. (I have an MA7 Block, Fend, KOR and Catch Dwarf Runner, who is my receiver, so don't need to build one of them.)

All suggestions gratefully received.

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Post by mattgslater »

Grab! Great on a SF/Blodger.

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Post by tenwit »

Grab to keep the opponent next to your longbeards. Diving Tackle on doubles.

Tackle would be good, except you should have loads of Tackle already, so what's the point? Just keep this guy near a longbeard and you accomplish the same thing.

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Post by DoubleSkulls »

I'd be boring and take Guard. DT on doubles too.

I'd not make your blitzer a thrower. If you want to do that Runners are better since they can get Pass & Accurate on normal skill rolls so make your other runner the thrower. Multiple receivers is a must for a passing offence.

IMO he's better as a blitzer/receiver - he can get most places and hit the ball carrier etc. I'd probably suggest Pro which is an unusual choice for me, but this is going to be Mr Versatility and pro helps him with everything (dodges, GFIs, Catches, blocks). Alternatively strip ball is a good option. Doubles I'd take dodge.

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Post by TuernRedvenom »

ianwilliams wrote:Doubles I'd take dodge.
He already has Dodge. :wink:
But I do agree with Guard: combos great with his other skills!
Doubles I would always take Diving Tackle, unless you already have 2 or more players with that skill.

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Post by Warpstone »

Gimli, boring works :D: take guard.

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Post by Jural »

If the team is loaded with guard, go with grab- If you have 5 guarders or less, I'd give him guard. I've never been sorry taking guard on a dwarf before.

I often give my blitzers Strip Ball as well... but that doesn't make maximum use of Stand Firm.

Doubles should be Diving Tackle.

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Post by Gimli »

Good advice Jural. I only have 5 Guards (well, 4 1/2 because one of them is my Deathroller). So I think I will go Guard on a normal roll, DT on a doubles. On a characteristic roll I'd take MA, AG or ST. So that's settled! (The Grab suggestion was quite intriguing. I've never taken the skill. I tried it once in an exhibtion game, but wasn't blown away.)

Any thoughts on how to develop the MA6 AG4 Blitzer? I'm thinking Sure Hands/Dodge, but am very tempted to take Fend on a normal roll. Strong Arm/Pass would also make sense if he is going to be my QB.

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Post by tenwit »

I wouldn't bother with Fend when there are so many more interesting skills for him. AG4 is enough to make dodges fairly reliable. I'd say make him a receiver, with Sure Hands as a normal skill being the stand-out option. On doubles, Dodge, Sure Feet, Catch and Diving Catch are all to be recommended. Don't take P skills, you have two runners who get them cheaper and no team needs more then two throwers.

Well, maybe NoS could be handy.

But probably not.

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Post by mattgslater »

On Dwarfs, AG4/NOS rocks. And on a receiver, you can't go too far wrong with Guard, as you can use it to help knock guys off of him.

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What is Nuffle's view? Through a window, two-by-three. He peers through snake eyes.
What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
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Post by DoubleSkulls »

TuernRedvenom wrote:
ianwilliams wrote:Doubles I'd take dodge.
He already has Dodge. :wink:
But I do agree with Guard: combos great with his other skills!
Doubles I would always take Diving Tackle, unless you already have 2 or more players with that skill.
I was referring to the AG4 blitzer :D

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Post by Digger Goreman »

(I can't believe I'm helping a Dwarf coach)

For something a little different, how about Juggernaut? Counters other's with block and when he sticks his beard somewhere with Juggernaut, SF keeps him there....

Something a little outta the mainstream....

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Post by tenwit »

Useful, but normally it's the trollslayers that use the Blitz Action, so on a Blitzer it would be a wasted skill a lot of the time. I guess it depends on how often people leave fodder standing next to your trollslayers...

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Post by Gimli »

Took Juggernaut on a TS once - wasn't all that useful. Overcame Wrestle once, moved a few SF Gollums, but really wished I'd taken PO instead. Ended up retiring the TS when he got a -1MA, and don't miss it.

I have an MA7 Block Fend Catch KOR Runner who is my receiver, so really don't need to build another receiver right now. Rather, I need to build up a credible QB - yes, I know I'm playing Dwarves! I have an unskilled Runner who, in 20+ league games, has yet to skill up - overshadowed by the 5 skill MA7 runner. I could make him my QB, but the MA6 AG4 Blitzer - now that's a QB! I even refer to him as Tom Brady, even though that is not his real name.

I'm intrigued with the Pro suggestion - I've never used it - it just doesn't seem reliable enough. Thoughts?

Still leaning to Sure Hands/Dodge, although Strong Arm/Pass still beckon.

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Post by Jural »

For most teams, AG 4 means leap should be considered... But I've never needed it for dwarves (Frenzy and grab mean no need for leap :)

But on that piece I would go with NoS or Dodge on a double, and on a regular roll, I'd probably take guard as well, although Stand Firm would tempt me. No need for Fend- Guard does the job reasonably well, and has more utility. Sure Hands- not so much for me, the AG 4 is enough, and you have 2 runners to protect from Strip Ballers,

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