Skink Doubles (Poll) Skill Chosen 05/10/09
- Master Wang
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Skink Doubles (Poll) Skill Chosen 05/10/09
1 Saurus Block 6spps
2 Saurus 4spps
3 Saurus Block 7spps
4 Saurus
5 Saurus 4spps
6 Saurus Break Tackle 9spps
7 Skink [J] MNG 5spps
8 Skink Side Step 14spps
9 Skink Side Step 6spps
10 Skink 9spps DOUBLE 3
11 Skink
16 Kroxigor
3 Rerolls
70K
Hiring Question
Do I get the MNG MVP journeyman? I was saving for a 4th reroll and planning to use journeymen until I got to it. Skinks are relatively easy to skill, so do I need to bother?
The Poll
Pretty self explanatory. There are so many good options for a skink that rolls doubles. The order in the poll is roughly the order I am considering them in. I'm pretty sure I know all the reasons for the skills, if I've missed anything add a post as well as a vote.
Block: increased survivability; man marking and ball sacking potential.
SH: saves a reroll; helps ball retrieving after getting it loose.
DP (combined with Sneaky Git): fouler who can get anywhere; makes coaches think twice about Piling On.
Wrestle: ball sacking; man marking.
Kick: won't be taking it on a saurus any time soon (4th, 5th skill if ever)
Strip Ball: getting the ball loose.
Dauntless: getting the ball loose.
Block and Sure Hands are the most obvious. Dirty Player is interesting for its fear factor and to encourage me to foul more. Kick was a last minute consideration and would be great for rushing the ball carrier.
2 Saurus 4spps
3 Saurus Block 7spps
4 Saurus
5 Saurus 4spps
6 Saurus Break Tackle 9spps
7 Skink [J] MNG 5spps
8 Skink Side Step 14spps
9 Skink Side Step 6spps
10 Skink 9spps DOUBLE 3
11 Skink
16 Kroxigor
3 Rerolls
70K
Hiring Question
Do I get the MNG MVP journeyman? I was saving for a 4th reroll and planning to use journeymen until I got to it. Skinks are relatively easy to skill, so do I need to bother?
The Poll
Pretty self explanatory. There are so many good options for a skink that rolls doubles. The order in the poll is roughly the order I am considering them in. I'm pretty sure I know all the reasons for the skills, if I've missed anything add a post as well as a vote.
Block: increased survivability; man marking and ball sacking potential.
SH: saves a reroll; helps ball retrieving after getting it loose.
DP (combined with Sneaky Git): fouler who can get anywhere; makes coaches think twice about Piling On.
Wrestle: ball sacking; man marking.
Kick: won't be taking it on a saurus any time soon (4th, 5th skill if ever)
Strip Ball: getting the ball loose.
Dauntless: getting the ball loose.
Block and Sure Hands are the most obvious. Dirty Player is interesting for its fear factor and to encourage me to foul more. Kick was a last minute consideration and would be great for rushing the ball carrier.
Reason: ''
- DoubleSkulls
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I wouldn't buy a player when you are going to get an equivalent journeyman anyway. You are running a small risk he'll get SPPs - but it can be handy to have disposable players (someone has to cancel the assist from the Frenzy/Block/Tackle/MB player...).
This is doubly true if you are saving up for something else and triply so on sqiushy players like skinks.
This is doubly true if you are saving up for something else and triply so on sqiushy players like skinks.
Reason: ''
Ian 'Double Skulls' Williams
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If the journeyman had got to 6SPP, and rolled a double, then I'd have brought him, otherwise (as in this case) don't bother.
I wouldn't look beyond Block for the first double. I had a couple on my last lizzie team, and they terrorised the league.
I wouldn't look beyond Block for the first double. I had a couple on my last lizzie team, and they terrorised the league.
Reason: ''
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- Master Wang
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My first three doubles with a Stunty team are, Sure Hands, Block, then DP.
I just prefer to get the ball safely in the guys hands, block for a decent blitzer, then DP to create a good fouler.
So I voted SUs, block - very very close behind though.
I just prefer to get the ball safely in the guys hands, block for a decent blitzer, then DP to create a good fouler.
So I voted SUs, block - very very close behind though.
Reason: ''
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- Master Wang
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Either one is good. Although, I might be also tempted to go with Wrestle as it makes him a useful safety, and with his high movement, it will not impede him as much.Master Wang wrote: Looks like it's the two classics battling it out: Block vs Sure Hands.
Reason: ''
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- Funksultan
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Had to think about this one a while. Sure Hands and Kick are both great choices to be sure, but block/wrestle adds so much more utility, and survivability. Gotta go with that.
Block: Stays on his feet when block ppl push him. If you have side step (first reg pick on skinks usually), then he becomes REALLY annoying. Side benefit is that with assists, he can serve as a super-fast blitzer against ball handlers without block. That's good stuff!
Wrestle: Hits the ground a lot, and is still a pain with side step. On the upside, he can serve to pop the ball loose against handlers with block, and can cagedive like nobody's business. On the downside, stunty + av7 is not the kinda player you want on the ground. If he DOES ever manage to make too much of a nuisance of himself, someone might just foul him into next week.
Winner: Block, although by the slimmest of margins. If the kick is great, I like getting a block skink and a supporting skink into the backfield and pressuring the ball on turn 1. Scary!
Block: Stays on his feet when block ppl push him. If you have side step (first reg pick on skinks usually), then he becomes REALLY annoying. Side benefit is that with assists, he can serve as a super-fast blitzer against ball handlers without block. That's good stuff!
Wrestle: Hits the ground a lot, and is still a pain with side step. On the upside, he can serve to pop the ball loose against handlers with block, and can cagedive like nobody's business. On the downside, stunty + av7 is not the kinda player you want on the ground. If he DOES ever manage to make too much of a nuisance of himself, someone might just foul him into next week.
Winner: Block, although by the slimmest of margins. If the kick is great, I like getting a block skink and a supporting skink into the backfield and pressuring the ball on turn 1. Scary!
Reason: ''
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- Master Wang
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