Development of Slann Catchers
Posted: Mon Sep 14, 2009 9:13 am
My Slann team, the Pan-Galactic Super All-Stars, have taken a long time to get going.
They started with two blitzers, three catchers and 3 rerolls. One blitzer was killed and the 2nd suffered a nasty injury and got sacked.
At the moment they stand as an 11 player team as follows:
Kroxigor - Loner, Bone-head, Mighty Blow, Prehensile Tail, Thick Skull 9spp Normal Skill
Catcher - Diving Catch, Leap, Very Long Legs, Dodge 18spp Double Skill
Catcher - Diving Catch, Leap, Very Long Legs, +1 Ag 20spp Normal Skill
Catcher - Diving Catch, Leap, Very Long Legs, Dodge, Block 20spp
Lineman -Leap, Very Long Legs, Kick 11spp
Lineman -Leap, Very Long Legs 0spp
Lineman -Leap, Very Long Legs 2spp
Lineman -Leap, Very Long Legs MNG 0spp
Lineman -Leap, Very Long Legs, Block 9spp
Lineman -Leap, Very Long Legs 2spp
LinemanĀ [J]
I've read the Slann development thread further down this page which was really useful but I have a question reagarding my double skill roll on my catcher.
Block is the obvious choice on a normal skill roll for a dodging catcher but as its a double I'd like to take advantage of this. I know that guard is generally never a bad choice but on a strength 2 armour 7 player I am reluctant. I try to keep my catchers out of trouble because of this and guard generally puts someone in the thick of the action. Maybe if he was already of a blodger...
Now for alternative doubles I am considering dump off or nerves of steel. NoS would be great for passing the ball out of cages after having knocked it loose. Dump off is great for keeping hold of the ball - I love it on my Dark Elf team - but its at its best when used with NoS but it could still be useful. The other option is hail mary pass because of the prevalence of diving catch on my team. Its also great for getting rid of the ball from cages as well. Its immune from ALL modifiers isn't it? including disturbing presence?
I should probably go with guard on the Krox but I am tempted by break tackle to make the most of his speed and use him as an escort for my catchers....
I also have 120K in the bank and 4 RRs. I need a new 11th player. I suppose a 4th catcher would be a sensible choice but without any subs a strength 2 av 7 player might make my team a little fragile over all? I suppose I could get a blitzer but they are very expensive for what they are (personally I think they should come with Wrestle and cost 120K but that's just me I guess!).
Any advice would be greatly appreciated.
They started with two blitzers, three catchers and 3 rerolls. One blitzer was killed and the 2nd suffered a nasty injury and got sacked.
At the moment they stand as an 11 player team as follows:
Kroxigor - Loner, Bone-head, Mighty Blow, Prehensile Tail, Thick Skull 9spp Normal Skill
Catcher - Diving Catch, Leap, Very Long Legs, Dodge 18spp Double Skill
Catcher - Diving Catch, Leap, Very Long Legs, +1 Ag 20spp Normal Skill
Catcher - Diving Catch, Leap, Very Long Legs, Dodge, Block 20spp
Lineman -Leap, Very Long Legs, Kick 11spp
Lineman -Leap, Very Long Legs 0spp
Lineman -Leap, Very Long Legs 2spp
Lineman -Leap, Very Long Legs MNG 0spp
Lineman -Leap, Very Long Legs, Block 9spp
Lineman -Leap, Very Long Legs 2spp
LinemanĀ [J]
I've read the Slann development thread further down this page which was really useful but I have a question reagarding my double skill roll on my catcher.
Block is the obvious choice on a normal skill roll for a dodging catcher but as its a double I'd like to take advantage of this. I know that guard is generally never a bad choice but on a strength 2 armour 7 player I am reluctant. I try to keep my catchers out of trouble because of this and guard generally puts someone in the thick of the action. Maybe if he was already of a blodger...
Now for alternative doubles I am considering dump off or nerves of steel. NoS would be great for passing the ball out of cages after having knocked it loose. Dump off is great for keeping hold of the ball - I love it on my Dark Elf team - but its at its best when used with NoS but it could still be useful. The other option is hail mary pass because of the prevalence of diving catch on my team. Its also great for getting rid of the ball from cages as well. Its immune from ALL modifiers isn't it? including disturbing presence?
I should probably go with guard on the Krox but I am tempted by break tackle to make the most of his speed and use him as an escort for my catchers....
I also have 120K in the bank and 4 RRs. I need a new 11th player. I suppose a 4th catcher would be a sensible choice but without any subs a strength 2 av 7 player might make my team a little fragile over all? I suppose I could get a blitzer but they are very expensive for what they are (personally I think they should come with Wrestle and cost 120K but that's just me I guess!).
Any advice would be greatly appreciated.