AG4 Human lineman

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Grumbledook
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AG4 Human lineman

Post by Grumbledook »

easiest if you look at the roster so here is the link

http://fumbbl.com/FUMBBL.php?page=team& ... m_id=19184

basically got a normal skill roll on my ag4 lineman so what to take, thinking more of the longterm development otherwise i would take kick

so block would be a good choice but i got enough money for a 3rd blitzer so I don't really need to make him a blitzerish to make use of his ag

I was thinking passblock might be good, cause he has the ag to dodge off people and go try either intercept or put another tz on the reciever (or thrower)

so does anyone else have any better ideas or suggestions what to take and mould him into?

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Post by Darkson »

Passblock sounds good. The only other thing I'd consider is Sure Hands and use him as a runner (pray for Dodge and MV)

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Post by sean newboy »

What Darkson just said.

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Post by JJB »

Let's look at the options:

- you already have a thrower (and can buy another one).
- you already have catchers (and can buy more).
- you already have players competent for running - blitzers... and can buy more!

Your ag 4 lineman can become like them if he gets +1ma (blitzer, catcher (+2ma)), or doubles (pass and all passing skills / dodge, catch and all ag skills). It will take you time, and lots and lots of luck to turn him into one of those positional players. Of course, he will kick arse with ag 4, but by that time, you will have been able to improve your other positional players a lot...

- you build this guy up, relying on the general skills that usually nobody thinks of giving to turn him into a pain in the arse... I must admit that block can be good to help keep this guy alive, and just to put it next to key players of your opponent, but pass block is indeed one of those skills that can really bother your opponent... I would not give him sure hands though: you already have throwers to pick up the ball, and the more guys you put in charge of holding the ball during any given drive, the more dice you will have to roll and the more likely you will be to fail and suffer a turnover...

Those were my views... :smoking:

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Post by Grumbledook »

see that was my line of thinking

already have the position players but passblock will make him a pain
what about progression after that, block and tackle spring to mind if i am going to be pining catchers with him

though what on a double, nerves of steel to hopefully pick up more interceptions, catch for interception rerolls and makeshift receiver, diving tackle for even more pain for catchers?

this is assuming i go passblock

i will wait and see what other suggestions i get tomorrow ;]

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Post by kadu-c »

I've also a AG 4 lineman in my human team.

I gave him Pass Block, and it's really good !

Then, on a double, I gave him Catch, as I keep this player out of opposing players' TZ. But if you think he'll be near opposing players, give him NOS, and furthermore, you'll be able to put pressure on the thrower or catcher with the same odds to intercept the ball.

On a normal roll, give him the standard skills for lineman: first Block, and then Tackle or Kick.

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Post by Skummy »

I'd play it safe for now and go with Block. If you get a regular skill on the 3rd, take pass block.

If doubles, go for Guard. A 4AG guard on a human team is a tremendous luxury, as he can get just about anywhere. He'll let you play agility against bashing teams, and serve as the dependable assist against agility teams. I've got two of them on my human team, and I love 'em.

Save the pass block for defensive specialist catcher types.

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Post by JJB »

Building that player as a block/guard pain or pass block / nerves of steel (or catch) is up to you.
I will add though that in spite of Skummy's view, a 'defensive' catcher is hard to build up for humans. With 3 in agility, he needs a 6 whatever happens to succeed. I'd better rely on that +1ag lineman to do that job. Indeed, with 5+ out of tackle zones, he has twice as many chances to succeed. Yes, he does not have catch, but still, if he is lucky to roll a double, catch could be his next skill... While 6+ on a reroll is extremely unlikely to succeed, and cannot be improved unless you get another ag increase on the thrower(s) to whom you've assigned the job of being those thorns on your opponent's side...

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Post by Valen »

I would go Pass Block, then Catch on a double.

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Post by Old Man Draco »

Since you've taken Pass Block, next would be Nos or Catch (doubles).
Pro (to get a RR when dodging or catching) or Block if you roll a normal skill. :smoking:

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Post by Grumbledook »

I took it to work out what my fumbbl str rating would be, I have the luxury of being an admin so i can go back and change it before my next match if i want, so please keep the opinions coming in ;]

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Post by DoubleSkulls »

I don't really have any definite answer to the AG4 linemen question. I guess a lot depends on his role in the team.

I would probably take Block next - or dodge on a doubles - and turn him into an auxiliary blitzer. He's great to have hanging around the LOS to either act as the middle man in the pass & handoff play, as a mobile assist or as a ball getter.

As such I don't think he really needs specialising until later on.

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