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Double 5s on AG4 Dwarf Blitzer

Posted: Wed Jun 17, 2009 12:12 pm
by Gaixo
My dwarf blitzer (+AG, Dodge, Niggling injury) has rolled doubles 5s and I'm hugely torn. I can see the value in increasing movement or armor (mainly due to that niggle making him a target), but a double is hard to pass up. Ideas? I mainly use him for scoring and loose ball recovery.

Here's my team, for whatever relevance it might offer:
Runner: +MA, Block, Tackle
Runner: K.Return, D.Catch, Accurate
Blitzer in question
Blitzer: Dodge, MB
Slayer: Stand Firm, Jump Up
Slayer: MB, Tackle, Pro
4 Linemen w/Guard, one with MB, two with nothing.

Posted: Wed Jun 17, 2009 12:37 pm
by JaM
Movement. Makes him better than the extra armour.

Posted: Wed Jun 17, 2009 12:37 pm
by bjorn9486
Sprint or Sure Feet
Dodge
another +MA

Just stuff to keep him on his feet and moving.

Posted: Wed Jun 17, 2009 12:40 pm
by Fondu77
bjorn9486 wrote:Sprint or Sure Feet
Dodge
another +MA

Just stuff to keep him on his feet and moving.
+1 :D ( yeah yeah just didn't notice the dodge thing :lol: )

Posted: Wed Jun 17, 2009 12:42 pm
by JaM
He's already got dodge I think...
My dwarf blitzer (+AG, Dodge, Niggling injury)
:)

Posted: Wed Jun 17, 2009 12:54 pm
by bjorn9486
JaM wrote:He's already got dodge I think...
Whoops I was looking at the Runner

Well, since you use him for scoring, you want him to be mobile, so...

Sprint and Sure Feet - still
+1 MV - still
Catch - AG 4 guy can throw to him
Fend and Jump Up - maybe, not sure how that would work.

Posted: Wed Jun 17, 2009 1:40 pm
by TuernRedvenom
+MA seems like a no-brainer to me! Dodge and AG+ will get so much better with an extra MA.

Posted: Wed Jun 17, 2009 2:05 pm
by mattgslater
AG4/Dodge/AV9 player rolls a 10? +MA, and rejoice! If you didn't have Dodge, I'd be torn between recommending +MA and Dodge; if you didn't have +AG, I'd be recommending Side Step. But you have both, so +MA it is, and that's just about the best thing that could happen to this guy.

I think it's crazy that anyone is recommending anyone to take Sprint or Sure Feet on a roll of 10. Sure Feet would be a credible option on a double 1-4, but over +MA? only if you have +2 MA already and can't take another (and in this guy's case, I'd protect him with AV10 if that happened). Even then, if it were a double 1-4, I'd still consider Leap, Nerves of Steel, or Side Step.

Posted: Sun Jul 26, 2009 7:55 pm
by Gaixo
So this guy took the +MA, has skilled up again (normal skill) and I don't really know what to do with it. I'm leaning toward Stand Firm (because he ends up playing the sideline somewhat frequently) or Pro (because he generally does a lot of dice rolling). Am I missing something else that ought to be obvious? I considered Guard, so that he could dodge around and apply where I need it, but I'd prefer not to be putting him in contact with multiple enemies due to his Niggle and high value. Thoughts?

Posted: Sun Jul 26, 2009 8:34 pm
by mattgslater
Stand Firm! Blodge/SF says "go the other way!" This mitigates the Niggle by discouraging blocks. It also makes him your weak-side cornerback by forcing offenses to play away from him, giving him maximum use of his mobility. Opponents, afraid to blitz him, will try to account for him with space, which is about the best thing you can hope for. He'd also be a dynamite cage-front on offense: if you can clear the lane in front of him you can score.

Posted: Mon Jul 27, 2009 2:37 pm
by Tim
How about Sure Hands to protect aganst strip ball and save the odd RR when picking the ball (in tackle zones).

Posted: Mon Jul 27, 2009 3:14 pm
by mattgslater
With all that Guard and a fair amount of Stand Firm, you should be able to prevent 1d blocks on the ball-carrier for at least a couple of turns, meaning you can carry the ball with a Runner and use this guy as a safety valve if you're concerned about Strip Ball. SH would be good for picking up in TZs, but you're a bash team: in practice, your best mechanism for getting the ball out of TZs is generally knocking the TZs off the ball and swarming it with TZs of your own. In this case, Blodging, Stand Firm TZs which are virtually impossible to neutralize (even a 2d blitz with Tackle is lame in that context, though maybe not so much as a block action).

Posted: Tue Aug 25, 2009 3:19 am
by Gaixo
Now he's +MA, +AG, Dodge, Stand Firm and has rolled low doubles for his fifth skill.

I'm considering retiring the team soon (as they're on a 14 win, one draw run), so what will be helpful for a last playoff run? Sprint, maybe? Jump up so he's always a scoring threat?

Posted: Tue Aug 25, 2009 4:54 am
by Jural
Hmm, I love strip ball on pieces like this, but since you rolled doubles, I think Leap or Nerves of Steel would be where I'd go... and Probably Leap.

Posted: Tue Aug 25, 2009 7:21 am
by TuernRedvenom
Yes, leap would be awesome!