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Human team - League advice, skills and build

Posted: Wed Nov 04, 2009 2:15 am
by Welshy
Taking on-bard the comments made in Joemaji's excellent Human guide I am tossing up between the 'standard' and 'Ogre' Options. (see separate topic).

Assuming I go 'standard' (4Blitz, 2Catch, 2Throw, 4Line and 3RR) what would skill progression be for each player type? I'll be looking to play them for about 30games in the local league (Christchurch, NZ - shameless plug).

Purchases would be: Apoth, Catch, Catch, Ogre.

My assumed '3 skills' for each player would be as follows (Double in brackets):

Ogre: Guard, Standfirm, Grab.
Blitz1: Guard, Standfirm, Mighty Blow. - Mr LOSer
Blitz2: Guard, Standfirm, Mighty Blow. - Mr LOSer
Blitz3: Mighty Blow, Tackle, Pile on. (Dodge) - Mr Killer
Blitz4: Mighty Blow, Frenzy Juggernaught. (Sidestep) - Mr Surfer
Catch1: Diving Catch, Block, Fend. - Scorer Type
Catch2: Diving Catch, Block, Fend. - Scorer Type
Catch3: Wrestle, Pass Block, Shadow. - Pass Defence Type
Catch4: Wrestle, Pass Block, Shadow. - Pass Defence Type
Throw1: Kick-off return, Accurate, Safe Throw. (Strong arm) - Mr Chuck-it
Throw2: Kick-off return, Hail Mary, Leader (Catch) - Mr Deep or Run it
Line1: Block (Guard) - LOSer
Line2: Block (Guard) - LOSer
Line3: Tackle, Wrestle. (Dodge) - Winger.
Line4: Tackle, Wrestle. (Dodge) - Winger.

C&C Sought. :o

Posted: Wed Nov 04, 2009 4:29 am
by mattgslater
I've been spending some time on this very subject. As soon as I make a sale I'm going to buy an MK team for Humans. Here's what I've got for notes.

The Armpittsburgh Stolen
Human Concept team

Ogre: Max Protecht
1) OL/Midfielder: Stand Firm, Guard, Grab (Block, Dodge, ignore or AV, ignore AG)

Blitzers: Aidan DeBachs, Joe Kerr, Ruffin D. Passa, Rip Manuva
?) Cage/Wing 2, doubles on first roll: Side Step, Mighty Blow or Grab, other or Tackle or Fend (Dodge*, either)
1) O-line/Safety/Flanker 2: Frenzy, Mighty Blow, Juggernaut or Stand Firm or Tackle (Jump Up or Dodge*, MA)
2) (O-line and/or Cage)/(D-line or Flanker 1): Guard, Stand Firm, Tackle (Side Step or Dodge* or NA, MA)
3) Cage/Wing 1 (or 2 if no doubles forthcoming): Stand Firm, Tackle or Guard, other or Mighty Blow (Dodge*, ignore)
4) Like #2 (as Flanker 2) unless a first roll goes to doubles; then see above.
* Dodge Blitzers may consider Stand Firm or Dauntless at any time. +AG Blitzers follow with Guard, Stand Firm or Tackle, and move to the Flanker 1 position. Rookies who roll 10 get +MA and move to either Flanker 1 or Safety. Rookies who get +ST continue in their listed progression, unless they were in the Flanker 1 position.

Throwers: Aaron DeBalhaut, F. Lee Pflicher
1) Running-Back/Safety/backup Winger: Block, Fend, Accurate (Dodge, MA)
2) "QB" Retrieving Fullback/backup Safety: Kickoff Return or Accurate, the other one, Block (Sure Feet or Strong Arm, MA)
* If the first Thrower to skill gets a 10 or 11, he becomes #2, and the second one becomes #1. If the second Thrower to skill gets doubles and the first one has Block, then the second one gets Dodge and the two switch places: it's ok for your passer to be one skill behind.

Catchers: Otto Bounds, Wyatt Receiver, Nick Elbach, Ehud Gawaldaway
1) Receiver/backup Safety: Block, Diving Catch, Side Step (ignore or Nerves of Steel, MA).
2) Comp target/Conduit: Diving Catch, Sure Feet, Block (ignore, MA).
3) Backup Receiver/Safety: Block, Side Step, Diving Tackle (ignore, AV).
4) Backup Receiver/Safety: Wrestle, Pass Block or Dauntless or Diving Tackle, other or Tackle (ignore, ignore).
* 10 on first roll becomes #1 or #2. 11 followed by Leap, then Block or Sure Hands (Nerves of Steel, MA). 12 on first roll becomes #3.

Linemen: Holden Panulty, Ty Tend, Chip Bloch, Phil DeGaulle, Lou Spall
?) Side Step or Guard if first skill is doubles, follow with Block.
1) Kick, Block (Guard, MA)
2) OL/Winger or DL: Block, Fend (Side Step or Guard, ignore 10)
3+) OL/DL: Wrestle, Fend (Guard or Dodge, ignore 10)
+AG or +ST follow with Block, Sure Hands (Dodge).