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Beyond Linefodder. Block, Fend, What?

Posted: Mon Aug 06, 2012 2:36 pm
by mattgslater
Here's my situation. I don't have any linefodder anymore, and I like all the pieces I've got. I have two Block/Fend players on my Human team. Both are about to improve, way ahead of their curve. What do I do with them? What do I do with my line?

Here's where I am, with the players I'm not concerned about:
Ogre with B, G, S. He's the big clog, the man in the middle.
4x Blitzer with Guard; two are about to get MB, one has POMB, and one has SS and is about to get either Tackle or Fend. The first three are sort of a pack of sharks that bring their own reef, as it were, while the fourth one is the jack of all trades, and gets a lot of TDs. (He's the new guy, and he's a close #2 in SPP behind the longer-serving POMB guy.)
Lino with +AG. He's one of the two ballers on the team (three if you count the SS Blitzer, whose job is really to be in the right place at the right time).
Lino with Block, Guard. He's just like a fifth Blitzer, only -MA for 10k less.
Lino with Block, Frenzy, Tackle. He's my actual hitter, and is the driver for my chain game.
Lino with Wrestle. He spends a lot of time in the bin, and is stuck on 7 SPP for now.

These players are giving me questions, but not fits.
Lino with Block, Tackle. I don't have enough Tackle to deal with developed Skaven. :( So this guy will stay on unless I cut multiple players to drop a LOT of TV.
Lino with 5 SPP. My initial plan is to give him DP, but if I start cutting guys I have to give him Block, no?

The problem players, in question.
Lino with Block, Fend, 29 SPP. I tend to use this one to jam key routes after the initial line-blocks are done, on both sides of the ball. He's great for stopping up mobile players; put him right in their way, and swing a Guard around to the other side... good times.

Thrower with Block, Fend, 27 SPP. He's my preferred carrier. I like to use the +AG guy as an outlet. That's a lot of why I'm considering Accurate.

So here's my problem. My line of scrimmage is either the Wrestle guy or the Ogre, plus the two Fend players. But they're about to graduate to a skill that probably doesn't help absorb blocks. Yes, I could get lucky, and get Guard on one or both of them; along with Fend on the Block/Guard guy, this would let me keep my plan going. But if that doesn't happen, and even maybe if it does, I need to rethink my OL, just so I'm not putting up so much value to get beaten down.

Some options I have:

1) Cut them if they don't double. Or give the Thrower Accurate, give the Lino Tackle, and replace the Block/Tackle guy. Build new linos: give Wrestle or Block to the new guy, and throw them to line duty. Current TV 1720k; when these guys both skill, I'll probably be around 1800. Not worried about expenses: got half a mil in the bank. Worried about matchups, but not badly bloated (once I get my MB lined up). If I cut both these guys and the Tackle guy, and hire two replacements, I'm saving 180k and losing 3 Block, 2 Fend, 1 Tackle, 1 SH, and 2 other skills on the pitch, plus a reserve and any hope at a Dirty Player. Cutting all those skills to save 130k doesn't appeal.

2) Keep them, screw my TV, get Dauntless, Pro, or Tackle for the Lino and Accurate for the Thrower, hire a fourteenth guy to build as a lino, and get my Dirty Player on schedule. I'll probably push 1900, which IMO is 250k over the second Human peak range (1000-1150, then 1400-1650). But it's fun....

3) Keep them, and try to save on TV by not taking a DP. I'm leery of this route, because I'm getting to the point where I need to take out a few critical players to have a smooth game, and lacking a DP is making my record choppy (hence 6-1-1 becomes 14-5-6).

4) Don't worry about it, skill up normally, throw too much TV to the line, and enjoy your players until they resolve themselves. There are still good skills to pick.

Please vote for the strategy you think I should use, assuming no Guard (Guard means #2 no matter what) and the skill you think I should get for the lino on a normal roll. I'm planning on Accurate for the Thrower, but I could easily take one of these skills instead. Post if you think I should.

Re: Beyond Linefodder. Block, Fend, What?

Posted: Tue Aug 07, 2012 8:31 pm
by mattgslater
So far, with 6 voting, 5 think I should just throw 3-skill players to the line, come what may, and one thinks I should hire and build a new lineman.

Of the five who have voted on skills, all voted Tackle. Makes sense to me: 3 Tackle players is just about right. I think I'll take Fend on the other B/T player, and I'll have myself a pair.

Re: Beyond Linefodder. Block, Fend, What?

Posted: Wed Aug 08, 2012 8:23 am
by pauli42
Keep them on the LoS and add Guard on doubles, so maybe Wrestle is a nice option..if u like to drag your opponten down and be happy...

Re: Beyond Linefodder. Block, Fend, What?

Posted: Wed Aug 08, 2012 12:32 pm
by Bathoz
I voted other to question 1, so here's the middle ground. The Block, Fend, Skill lino is a good player. But a slightly bloaty.

You don't want to loose all that roadblock, you don't want to have the bloat.

Fire one, start skilling a virgin. Then ship out the other when the first replacement hits Block/Fend (or just Block if you're feeling comfy).

Re: Beyond Linefodder. Block, Fend, What?

Posted: Wed Aug 08, 2012 3:11 pm
by mattgslater
Sigh. My Block/Tackle/Frenzy guy just got AV-busted (totally could have won that last game if I had a Frenzy guy for my 1TTD effort... sniff... the dice were even with me, but I couldn't get enough push with the blitz alone). So B/T gets Frenzy next, so I can cut my -AV player and build a new lino. (Frenzy is too valuable not to carry). That means I'm keeping this guy on the line and getting him Tackle, and I'm getting a new guy for the Block/Fend track.

Funny enough, the guys I thought would skill right away have kept getting KO'ed and MNG'ed (the nature of Block/Fend) and haven't earned any SPP. Here's where I am:

Guys who aren't close to going up
Ogre: B,G,SF (40)
Blitzer: G,M (17)
Linos: W (7); B,Fr,T,-AV (37)

Guys who could get lucky and level soon
Blitzers: G,M (22; SF); G,M,PO (42; T)
Linos: B,T (24; Fr); B,G (22; Fd); rookie (not on roster yet; B or W?)

Guys who are close to improving now
Blitzers: SS,G (25; Fd)
Throwers: B,F (27; T or Acc?)
Linos: +AG,B (28; Fd, SH, or Pro?); B,F (29; T); rookie (5; DP)

As you can see, I have three new questions:

1) +AG lino: On doubles, he gets Guard (team policy; Guard first if you can, unless you have S access and roll doubles, or are a dedicated MB target with no S access). He'll take any stat. Now, what do I do with the other 26 permutations? Fend? He takes more hits than I feel comfy with, and while I've never had a problem tying down Frenzy and POMB, having one more PO-proof, Frenzy-proof guy is as good as having a Fend carrier is. Sure Hands? My Thrower plays the LOS, and I lost a game recently to Strip when I couldn't get the QB unstuck. Kickoff Return? I like chaining off the LOS, and not having to burn an action getting to the ball would make this that much easier. I also have a credible 1TTD game, and anything that helps me deliver the ball.... Then again, there's Pro: it works on blocks, dodges, GFIs, pickups, passes, catches... he does all of these.

2) Frowa-boy: Same re: stats and doubles. Do I build him to be a carrier/passer or to be a lino with Sure Hands? Accurate would open a new dimension to my offense.

3) Wrestle or Block for my new lino? Do I want 2 Wrestlers or 1? He's a straight LOS player: nothing fancy, tie someone down, see if you can do some damage and maybe pull off a play late in the drive, you know? Fend is his automatic #2 if it matters. Wrestle is nice because it sets you free to throw an assist, helpful vs. bash teams (I'm so Guard-heavy that ST3 and ST4 teams already pretty much get that "sea of red dots" feeling, but ST5 is a little different). Block is good because an opponent who keeps his feet can be bashed next turn, and because it causes the occasional turnover without risking my man. (I can't tell you how many Wrestlers of mine have died because I declined to use the skill to force a turnover).

Hey... Maybe Mark Wheeler II (GPOMB Blitzer) should be my Frenzy target. I often wish my Frenzy guy had Guard anyway, because 2 blocks lets me position him in crazy places. Usually on the line, my Frenzy player is blocking for pushes, which isn't necessarily in keeping with PO. Perhaps the next of the two GM Blitzers to level, instead? 'Course, Frenzy/PO is great, because it lets you go prone to avoid counterblocks if your final position is undesirable. But what, then, would I get Block/Tackle guy? Fend? Pro? Kick? Strip? Wrestle? A second Frenzy?

Re: Beyond Linefodder. Block, Fend, What?

Posted: Thu Aug 16, 2012 8:43 am
by Bascrebolder
Hello Matts,

I’m by no means a human expert (hardly played them at all) but I do consider myself to have some knowledge of BB in general. So here is my take on your skill choices…

Lino +AG, B  Sure hands would be my pick. He shouldn’t be blocked all too often and with AG4 he can be a very usefull ball retriever that gets in picks up and dodges out. I agree with guard on doubles normally but dodge would be my doubles pick on this one. It helps protect him and makes him much more mobile.

I agree with the B, F getting tackle (or retired) and the rookie definitely needs to get DP.
I don’t exactly know which linemen you put on the LOS but you seem to be lacking a player with kick. Since Humans are a pretty fast team I think one kicker would be well worth the investment.

For your rookie line I would prefer wrestle over block but would consider a second dp. Guard on doubles ofc.

For your SS blitzer I would get dodge on doubles and fend or MB as normals.
I agree with tackle for the Pomb blitzer and SF for the G, M one though.

I would not have taken fend so early on for the thrower. I think both accurate and leader are good picks for him.

I hope my thoughts are usefull to you…
Nice discussion so far!

Bas,

Re: Beyond Linefodder. Block, Fend, What?

Posted: Sat Aug 18, 2012 3:06 am
by mattgslater
Block/Fend Lino, Block/Fend Thrower, and Guard/SS Blitzer all skilled.

http://www.fumbbl.com/FUMBBL.php?page=t ... _id=697374

Original thinking was Tackle, Accurate, Fend. Now that my Frenzy player is AV-busted, I'm thinking about Frenzy for the Lino, Tackle for the Thrower, Fend for the Blitzer. WDYT?

Re: Beyond Linefodder. Block, Fend, What?

Posted: Sat Aug 18, 2012 8:21 pm
by mattgslater
Okay, took Tackle, Accurate, Fend. :)
Next GMB Blitzer to skill (PO or no) takes Frenzy.

Re: Beyond Linefodder. Block, Fend, What?

Posted: Sun Aug 19, 2012 12:08 pm
by Smurf
My thoughts are Linos with 3 to 4 skills become good pieces.

I would not give them MA but an AV7 to 8 would be useful or even an 8 to a 9. MA 5 pieces I would give MA to. ST... if you wish, AG I would not bother with.

Wrestle/Block, Dodge, fend, sidestep/dauntless and yes guard if it is up for grabs.