spubbbba wrote:Back on topic, I do like to have AG5 just for cool factor. All elves can benefit from it, and not taking it does risk having your existing players die. However with elves there is always a balance between boring normal skills compared to stats and doubles. I tend to lean more towards stat and double heavy as the game is primarily for fun.
I can't see anyone boasting about a blodge, SS, DT high elf lineman or guard, MB, tackle, PO Orc Blitzer, but I love my guard, SS, DT zombie.
You and Hito are convincing me to stay with AG, I think. This team has rolled only one double in 50 improvements. Have had 3x 6,4. This is my second 6,5. So that's 44 normal skill rolls in 50 games, >7/8. :sigh:
Re: dominating already won games, failing to do that is why I don't win more. I'm great at launching out the gate and beating an enemy into submission: I
love a good scrum, on a level that borders on the unhealthy (at least to the other guy's mens). But once I've gotten control, I've been known to start getting silly and give away a tie. I could be batting .700 instead of .625, but for that one major hole in my game. (Okay, maybe I'd have to quit Nurglings... if someone pries them from my cold, rotting hands.) It's bad enough that I give up more scores on offense than I do on defense. In fact, on offense, I'm about net-zero scoring, mostly for this very reason, while my defense is generally pretty indomitable.
You're definitely right about tournaments, though. I'm not very good when I go down men: it doesn't happen a lot (I'm usually the hammer, not the nail), but I could see how the odds of that are better in a tournament. And when it does happen, I have a hard time, even with elves. Much of this I'm sure is build. Eleven Blodgestep Mofos are scary: seven Blodgestep Mofos not so much, if they don't have stuff to go with it. So yeah, I have a budget for useful extras: my bread-and-butter is good enough.
So +AG it is. This means it's time to start thinking about long-term track for these guys, huh?
I got 7x lino:
* Wrodge, +AG (47). Leap, then Strip, then laugh all the way to the endzone. No doubles, only ST (MA over Pro at 176).
* Blodge, SS, -MA (40). Fend? Jump Up? Dauntless? -MA puts him on the line, but with Jump Up I could reposition him a lot better or hit back if he takes a pow. SS/JU is fun. Fend is Fend, and this is now an expensive team: would make him a good marker vs Frenzy and/or POMB. Dauntless would fill a very real void, but it's not a great skill. Guard or +ST over skill.
* Wrodge, Kick (35). SS? Frenzy? Tackle? I'm ambivalent on Frenzy on my Catcher, almost thinking I should have taken Tackle. So often I go in, pop the ball, and want to get out into position to protect the receiver after I scoop with another guy, but Frenzy leaves me upfield and often forces me to dodge. A second Frenzy would help a lot.
* Blodge, SS (31). Tackle, with DT in mind? Fend or JU as above?
* Blodge, +AG (31). Decisions, decisions. Sure Hands? Side Step? Leap? Leaning Sure Hands. Leap on him would give me Slannazons!
* Wrodge (24). SS. Hey, an easy one! Guard on doubles.
* Dodge (6). Block or Wrestle? Guard or +ST only over B/W.
Re: 4 RR, 3 is my norm; I just bought #4, and I only intend to keep it while I'm riding in SE-2 territory. Once I break 1900, my math changes, and I keep that RR until I break 2050. Partly, it's the nature of my style: I throw a lot more blocks than most coaches. Even my elves throw as many blocks as they take; for Dwarfs it's more like 2:1, Humans 3:2. But elves need d6 rolls sometimes too.