Doubles for st+ ghoul

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Which skill would you choose?

Block
1
7%
Jump Up
3
20%
Pass or Accurate
1
7%
NoS
0
No votes
Frenzy
9
60%
Break Tackle
0
No votes
Mighty Blow
1
7%
 
Total votes: 15

swilhelm73
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Doubles for st+ ghoul

Post by swilhelm73 »

I rolled doubles for my st+ ghoul on this team;

http://fumbbl.com/FUMBBL.php?page=team&team_id=37648

So what skill should I take? I use him as a deep safety on defense and a running back along with my ag+ wight.

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Post by Redfang »

Frenzy!!! Especially if he also has block or if it's only his second increase!!!

(Jump up might be wiser, though. Or some other skill/trait)

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Post by swilhelm73 »

Redfang wrote:Frenzy!!! Especially if he also has block or if it's only his second increase!!!

(Jump up might be wiser, though. Or some other skill/trait)
He has no block - only st+ so far - the doubles are his second skill. Well I am a frenzy fan, I don't think it is a great choice for this guy, honestly.

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Post by DoubleSkulls »

Jump Up. Increases his mobility and its excellent for hitting people.

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Post by McDeth »

Give him Block, forget the Double this guy will be a big target Block will help keep him alive

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Post by Joemanji »

Jump Up makes this guy a terror...

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Post by DoubleSkulls »

McDeth wrote:Give him Block, forget the Double this guy will be a big target Block will help keep him alive
Block can wait. Its only 5 TDs away - and this guy should be able to do that in 3 games.

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Post by Sputnik »

Jump Up. Increases his mobility and its excellent for hitting people.
Why do you think jump up is a good skill for this ghoul?

More mobility would mean sprint and/or sure feet, me thinks. With sprint he could go up to 10 squares all the time...and you 'lose' only two squares if knocked over.

However, since the ghoul is used as a sweeper in the backfield...how often will he be overrun with ST4 and dodge?? :o

Depending on the opponent's team this is also true to e caertain extend if used as a ball carrier. But then you have wights as well.

Can't see the value of jump up on a ghoul really. Not even with block/dodge later on...

As a sweeper, frenzy sounds more promising to me...
Give him Block, forget the Double this guy will be a big target Block will help keep him alive
:lol:
A ghoul may indeed go for block instead, depending on your team and stage of development. Good choice! :lol:

In this specific case you only have the wights, one zombie and the mummies with block. ST4 with block/dodge is no mistake, three TDs for the next skill advance or not. And you always have to survive to get the next skill advance (o.k., this is fumble, so surviving shouldn't be that hard if you chose your opponent wisely).

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Post by cani »

It really depends on what role you want him to play on the team.

I would use him as a blitzer and therefore block is very important.

On the other hand I am greedy enough not to use the double for block. In stead I would choose Mighty Blow to get a hard hitting blitzer.

Beware however as this makes him a great target for the opponent (as if he isn't already) :lol:

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Post by DoubleSkulls »

Sputnik wrote:Why do you think jump up is a good skill for this ghoul?

More mobility would mean sprint and/or sure feet, me thinks. With sprint he could go up to 10 squares all the time...and you 'lose' only two squares if knocked over.

However, since the ghoul is used as a sweeper in the backfield...how often will he be overrun with ST4 and dodge?? :o

Depending on the opponent's team this is also true to e caertain extend if used as a ball carrier. But then you have wights as well.

Can't see the value of jump up on a ghoul really. Not even with block/dodge later on...

As a sweeper, frenzy sounds more promising to me...
I dislike wasting doubles. They come along so rarely that you need to use them.

If you use him as the primary ball carrier, when he gets blitzed he'll be able to get back up and hit people to clear TZ from the ball. Making it that much easier for your Wights or other Ghouls to get the ball and keep moving. Also I find some coaches are reluctant to hit Jump Up players - or at least follow up - as they don't want to get hit in your turn. So the ghoul has a deterrent effect that may keep him alive longer.

As a sweeper Frenzy is a much better choice, but I'd tend to develop the wights for this role as they tend to take Tackle/Strip Ball for normal skills anyway. Freeing them up for other duties is worth considering.

If he wasn't S4 I'd encourage Accurate (so you have a passing option at least).

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Post by bluetooth »

ianwilliams wrote:I dislike wasting doubles. They come along so rarely that you need to use them.
Agree. At least I get so rarely doubless that wouldn't waste them. I'd take Jump Up. Definetely. Your ghoul has ST and dodge. Difficult to smack down.
...and even if he is smacked down, he will rise again and block with ST4. MIO, veeeery nice :D

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Post by Ziggi Abschuss »

Well, if most of us agree that a double should be used on something else than block then there aren't that many options.
First there are general/agility traits , from which Frenzy or Jump up seem the best. I wouldn't personally go for passing skills as this guy is S4 already. Then all there is left are the strength skills, and I'd like add Break Tackle as a possible way to go.
Break Tackle works both on offence and on defence, and since he already has dodge, he can get open almost always.

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Post by Sputnik »

Agree. At least I get so rarely doubless that wouldn't waste them. I'd take Jump Up. Definetely. Your ghoul has ST and dodge. Difficult to smack down.
...and even if he is smacked down, he will rise again and block with ST4. MIO, veeeery nice
If you use him as the primary ball carrier, when he gets blitzed he'll be able to get back up and hit people to clear TZ from the ball.
That's McDeth's point. Difficult to bring down. Block will help making it even more difficult, and as your ball carrier you don't want to go down at all costs. Then there is that AV7 issue....and to be honest: A ghoul with ST4 is worth fouling anyway, with addtionally jump up and lying next to the ball it would be worth trying without a DP as well. So block would really help you more in this case.
I dislike wasting doubles. They come along so rarely that you need to use them
I agree! :lol: It's hard to ignore doubles. Wouldn't want to do it as well (at least not very often). ANyway, looks like a typical murphy to me. Take jump up and his armor will break all the time (and believe me he WILL go down), take frenzy and you will roll both down results to suck up all rr until he has block in which case you only roll pushbacks! :lol:

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Post by kadu-c »

Of course, the safest option would be Jump Up.
However it's true that Frenzy would be terrific in the future... but only with Block ! :-?
So expect yourself to suffer few turnovers...

Personally, I would take Frenzy now.
A Ghoul with ST4, Frenzy, Block and Tackle would be a terrific linebacker... if you manage to keep him (her?) alive... :)

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Post by DoubleSkulls »

I'm convinced - Frenzy is the way to go. :D

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