Amazon team development

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berserker
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Amazon team development

Post by berserker »

Hi

I have an amazon team that develop well:
After 5 games 3W 1D 1L TD: 10-6 Cas: 6-8:
Blitzer with +1MA
Blitzer with Guard
Blitzer who just rolled a double
Blitzer
Catcher
Thrower with sure hands
Thrower who just rolled a normal skill not chosen yet
8 linewomen, 1 has +1ST and block, 1 has block

So 15 players
4 RR
11 FF
1 Apo
100.000 GP to spend...

Not complaining :D

3 questions

1) Blitzer who just rolled a double
I'm thinking frenzy, maybe stand firm. Dauntless is nice bit my opponents for the next 4 games are orcs with only 2BO and a troll and weak amazons so it wouldn't be that helpfull...

2)Thrower who just rolled a normal skill not chosen yet
Probably accurate to develop him as "the" thrower of the team

3) 100.000 to spend
Buy catcher n°2 (player 16) and save 30k
Buy RR5 and save 20k
Cheerleaders/assistant coaches :roll:

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Post by martynq »

Speaking as an elf coach who always struggles against high strength guys, I would go for Dauntless on the Blitzer. You want someone to get it (and probably at least one Blitzer with it) and you never know how long till the next double comes around.

I agree about Accurate on the thrower.

Finally I would go for the catcher with the money.

Martyn

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Dark Elf Blitzer 8/3/4/8 Block, Dodge, MA+1, Shadowing, Side Step, Tackle
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Post by Darkson »

I'd go for Dauntless (you need at least 1 dauntless on the team). For the thrower, Accurate or Sure Hands. I'd probably go Sure Hands first, but that's only cos I always seem to fail the pick-up.

And yes, take the catcher.

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berserker
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Post by berserker »

Darkson wrote:For the thrower, Accurate or Sure Hands. I'd probably go Sure Hands first, but that's only cos I always seem to fail the pick-up.
I took sure hands for the 1st that's why i lend to accurate this time.

The catcher has my preference too, so I'll take it, after him I'll just buy more RR...

Btw can you buy more than 8RR (for overtime, master chef...)?
I think yes but I am not sure...

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Post by martynq »

berserker wrote:Btw can you buy more than 8RR (for overtime, master chef...)?
I think yes but I am not sure...
I think so too, but I really don't think there is a huge amount of point.

Martyn

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Dark Elf Blitzer 8/3/4/8 Block, Dodge, MA+1, Shadowing, Side Step, Tackle
berserker
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Post by berserker »

martynq wrote:
berserker wrote:Btw can you buy more than 8RR (for overtime, master chef...)?
I think yes but I am not sure...
I think so too, but I really don't think there is a huge amount of point.

Martyn
Within a while I'll have trouble spending my money and this keep TR low...
Marginal though...

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Post by Deathwing »

Stand Firm on the Blitzer.
2 free rolls at a dodge.

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Post by Cooper »

Martyn[/quote]
Within a while I'll have trouble spending my money and this keep TR low...
Marginal though...[/quote]

Within a while your players will start dying or get injured, you only have AV7
:-)

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Post by kadu-c »

Blitzer: Dauntless. Stand Firm is more interesting if you have already Guard, although you can take it later.
With Dauntless you can cope with ST 4 players but it's true you have already a ST 4 linewomen with Block, so it's up to you.

Thrower: Sure Hands to save your re-rolls. Accurate is good, but if you can't pick up the ball, it's quite useless... :roll:
And IMO, at the beginning with Amazons, it's better to play a hand-off or short pass game, they are not Elves !
If you play with your two Throwers on the pitch at the same time, maybe you can also try Kick...

Buy another Catcher. They are the only players in your team who have access to Agility skills. You can transform them in good safeties (with Diving Tackle, Side Step, etc). Ok they have the Catch skill, but IMO in a league, they are better in defense on the long term.
You have already 4 RR, which is quite comfortable, so you can easily buy the 5th later. And furthermore, they are very cheap !

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Post by kaboom »

Deathwing wrote:Stand Firm on the Blitzer.
2 free rolls at a dodge.
stand firm for sure!

or PILLING ON!!!!! (but pilling on is most powerfull on a stormvermine----}ask to ZY-NOX!! his SV are more powerfull than a rat ogre with 6ST and block!!)

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Post by DoubleSkulls »

Stand Firm on the blitzer and follow it up with Guard. Block, Dodge, Stand Firm, Guard, :drool:

Dauntless is good too, but how many strength teams are you up against?

Thrower I'd be tempted by another sure hands (better coverage of the back field) or accurate (improved passing game).

Money - 15 players already(?) I'd go for the TRR or save it for wizards.

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Post by Deathwing »

Sure Hands. Protects against strip ball and gives you a reliable ball carrier...

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Post by kaboom »

it's my 500th post, CHAMPAGNE!

for the second bawl carrier i'll choose sure hands or block(for a running game, because blodge and pass could be good if you already have a thrower with sure hands first,and precision later. is it a good idea?)

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Post by Khrage »

Stand Firm is so damn anoying when coupled with Block and dodge!

Again dont' go dauntless unless you plan on doing a lot of hitting against bigger foes, and I don't really think the bruising game is what the Amazon's are about.

With Stand Firm you get that lovely no fail dodge, you can play on the sidelines, you can add guard to really piss people off, and it is just cool to look into your opponent's face after a three die block with pushback, pow/!, and double/down results showing and laugh at his consternation.

Go with sure hands on thrower. There is a good reason most base throwers start with it.

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Post by juck101 »

Blitzer could choose side step, combo with block dodge as one of the best in the game. Not seen in in ag3 team but if you can get another blodge side step you can work on defense into just about any area with the ball and be a pain. In fact two of these girls with a stripball can rip teams to bits. stand firm pretty good also but don't forget how much sidestep aids an agile team.

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