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Supersnot!

Posted: Wed Oct 28, 2009 10:08 pm
by sann0638
OK, so my star snotling just skilled up again. So far +2 AG, Sprint, Sure Feet. And now he has a double. Do I look anywhere except Block?

Rest of team very well developed, Break Tackle on almost all ogres, bit of Block, Strong Arm, Jugs etc. He scores one-turn touchdowns with ridiculous ease, but is seldom picking up the ball. Catch would help him in this role, but Block would help to keep him alive.

Posted: Wed Oct 28, 2009 10:32 pm
by Heff
Block

Posted: Wed Oct 28, 2009 10:52 pm
by Jural
Block is a good choice, I think the only competition is leap (ignore the double.)

If you had to choose a double and it couldn't be block, I'd consider Fend and Sure Hands. Dauntless if you were really feeling lucky :)

Think about it this way- Block almost doubles this player's surviveability when he is blocked. Normally he would be knocked down like 70% of the time, with block it's about 40%... (assuming the 2 die block)

He will die sooner or later though- so leap is tempting. Nothing would be more annoying tham an AG 5 leaping titchy player :)

Posted: Wed Oct 28, 2009 11:48 pm
by stashman
Consider PRO

Useful for landing!

Posted: Thu Oct 29, 2009 1:02 am
by sunnyside
block.

In principle there could be solid arguments for wrestle, guard, or other skills if you were at or almost at a league reset.

But otherwise this little guy is a ridiculously hard to replace blitz/foul magnet, and they might not be around long on those choices.

Posted: Thu Oct 29, 2009 1:13 am
by mattgslater
He's exciting enough. Help him survive.

Posted: Thu Oct 29, 2009 8:09 am
by sann0638
Thanks all - pro was another possibility, as it gives the reroll on landing and is the only thing that does, but Block was the obvious choice. That and whenever I have inducements he gets a personalised apo!

Posted: Sat Oct 31, 2009 9:57 pm
by DoubleSkulls
I think Block.

Sure Hands is another option since he'd be awesome at recovering the ball in zones (2+ in 1 TZ already).

Posted: Sun Nov 01, 2009 7:28 am
by Thadrin
Snotlings with Block are annoying.

Only having ST1 isn't so bad if you've got Blodgestep.

Re: Supersnot!

Posted: Sat Feb 06, 2010 7:16 am
by trentusdementus
Block is a waste. Choose Wrestle next time.

Re: Supersnot!

Posted: Sat Feb 06, 2010 8:00 am
by sann0638
But it's designed to keep him on his feet with the ball if he lands near the endzone but can't make it, or if someone happens to make it through the cage! He's the ball carrier, so would lose it with wrestle. Really not seeing any advantage of wrestle at all.

Re: Supersnot!

Posted: Sat Feb 06, 2010 9:47 am
by Glowworm
trentusdementus wrote:Block is a waste. Choose Wrestle next time.
i play against this team.....Please , please, choose wrestle. he wont get fouled honest :D

Block all the way

Re: Supersnot!

Posted: Sat Feb 06, 2010 5:36 pm
by Blammaham
trentusdementus wrote:Block is a waste. Choose Wrestle next time.
Sure hope this was toung in cheek Trent, one of the WORST use of a double on this player.S

Re: Supersnot!

Posted: Tue Feb 09, 2010 6:01 am
by trentusdementus
Blammaham wrote:
trentusdementus wrote:Block is a waste. Choose Wrestle next time.
Sure hope this was toung in cheek Trent, one of the WORST use of a double on this player.S
Well, it will save me 50k. :D

Re: Supersnot!

Posted: Wed Feb 10, 2010 1:44 am
by trentusdementus
The wrestling Snot is designed to keep one of my three Ogres off of the line when defending. I simply hope he survives. I don't think it's a waste if I use him for the purpose he was designed (distraction). He will never be near the end zone with a ball in his hands. I will have other Snotlings for that.
In any case, I chose Hail Mary Pass for my double skill up. I believe that it will give me some options for offense. Which I will need. Snotlings cannot run the ball effectively and Ogres cannot pick up the ball reliably.