Ignore Doubles on the Lineelf?

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Matsu
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Ignore Doubles on the Lineelf?

Post by Matsu »

The situation: My Woodelf lineman started life with a +1 AG skillup then rolled doubles on his second skill, and I grabbed guard (which I think I now regret since I've gotten two other guarders since then). He just got another skillup off an MVP and once again I rolled doubles.

I see the strongest possibilities as: NOS, Leap, Pro, Pass and Dodge.

NOS would make him an enormous downfield threat and great for throwing the ball out of the scrum.

Leap with AG 5 has obvious advantages - especially with guard to leap into cages to provide and remove assists for the blitzing wardancers. It would also be good for leaping into scrums to get a loose ball. I see this as the skill that will make him most effective.

Pro would be the other trait to consider since he does so many different things (move in to provide assists, pick up the ball, throw the ball, etc.).

Pass is really only on the list because I don't have a thrower. I've been using my linelves as throwers and they do just fine, but ag5 with pass is amazing and hard to ignore. I think I'd rather just try to develop a specialist passer, though.

Finally, there's Dodge. It sounds like the most boring, and wouldn't be quite as effective as leap and it ignores the doubles... but it improves his surviveability. Right now this guy falls down on half the faces on the blocking die, and I don't think he's long for the world if I don't give him something. This isn't as good for getting in and out of scrums as Leap, but the extra defense is huge.

At this point, I'm leaning towards Dodge. Really, we're talking about several shades of "OMIGOD, he's obnoxious" so there's no bad decision to be made. Mostly, I think it's an interesting decision and I'm curious what other people would do with it.

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Post by DoubleSkulls »

How much Dauntless do you have?

Have you considered Dump Off?

Jump Up is also worth thinking about (although you'd really want him to have Block and or dodge to go with that).

Finally NoS will work well if you can get him Pass Block too (although your catchers will still be better at it).

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Post by Scipio_Publius »

If he had Block I would not think twice about getting Jump Up but he is on his third advance which means you need to make him useful.

I would say get either block or leap and leap would be the coolest. :D

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Post by Mestari »

Even though the survivability aspect is definitely worthwhile to think about, the idea of the AG5 Leaping Guard is definitely something...

Too bad that after leaping into the cage to lend assists he's mincemeat with no blocking-related skills...

Can't really say what I'd take. Leap or if you want to give up the doubles, then take dodge or perhaps block, just to keep him alive longer.

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Post by reservoirelves »

You can also look at it by trying to figure out what are the TWO skills you want to add to this player.

With +1 AG and Guard, Leap has to be one of them.

I'd choose the other to be either Pro or Dodge. Maybe Pass Block depending on the opposition and your current team development. I wouldn't give him Dauntless or Frenzy since he doesn't have Block or Dodge. If you turn him into a hitter he will get hit back often and hurt quickly.

If you want it to be Pro, get that now and you can get Leap later.

If you want it to be Dodge, get Leap first. If you are worried about survival (very reasonable with WEs), you could argue that AG5 and Dodge gives you a decent chance at getting into a cage and the extra survivability makes this just as useful as Leap.

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Post by Uber »

I would take Block, Leap, Dodge in that order.

Leap is definitely THE skill for an ag5 player, but if you give it now, he'll be too much of a target and you risk losing him before having a chance to get him the skills that will help him stay on his feet. You don't need any special rolls to get him that so be patient.

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Post by Matsu »

Uber wrote:I would take Block, Leap, Dodge in that order.

Leap is definitely THE skill for an ag5 player, but if you give it now, he'll be too much of a target and you risk losing him before having a chance to get him the skills that will help him stay on his feet. You don't need any special rolls to get him that so be patient.
I agree with your sentiment, but not your result. I agree that thinking "defensively" with the elf is the right call, but I would go with dodge before block because it also helps him move into and out of scrums to pick up the ball and provide guards.

All the other suggestions you guys have had are good ones, but I'm not sure they're better than increasing his survivability.

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Post by sean newboy »

Jump up or Dauntless.

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Re: Ignore Doubles on the Lineelf?

Post by Joemanji »

Matsu wrote:NOS would make him an enormous downfield threat and great for throwing the ball out of the scrum.
You know that NoS is no better in the hands of an AG 5 player than an AG 4 player, right?

I say stuff the doubles and take Leap.

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Re: Ignore Doubles on the Lineelf?

Post by Nagash »

Nazgit wrote:
Matsu wrote:NOS would make him an enormous downfield threat and great for throwing the ball out of the scrum.
You know that NoS is no better in the hands of an AG 5 player than an AG 4 player, right?

I say stuff the doubles and take Leap.
Except on interceptions, but I would say leap also...

As a wood elf coach I have wet dreams of an entire team with AG5 + leap.. Imagine you leaping all of your team over the opponent lines, blitzing and stealing the ball - AND - forming a cage to protect it...

All in 1 turn... lol

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Post by Uber »

I chose block over dodge because you might not need dodge as much when you start leaping. Also, a guy with tackle would nulify your dodge, whereas block protects you at all time and could come in handy later on when leap-blitzing. Both are valid choices though, so go with your heart. :wink:

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Re: Ignore Doubles on the Lineelf?

Post by Matsu »

Nazgit wrote:
Matsu wrote:NOS would make him an enormous downfield threat and great for throwing the ball out of the scrum.
You know that NoS is no better in the hands of an AG 5 player than an AG 4 player, right?
Not entirely true. NOS with AG 5 works better for throwing the ball out of tacklezones than AG 4. As for the "downfield threat" part, the AG 5 with NOS lets him catch the ball in traffic (NOS) and then dodge into the Endzone (AG 5).

That being said, while I think NOS would be interesting, I'm still *slightly* in favor of Dodge for reasons mentioned above. In the end, I'm not worried about the woodelf offense - I'm trying to improve the defense.

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Post by Mirascael »

I'd recommend Block or Leap here. AG 5 and Leap is arguably the best combo available.
From my experience, I wouldn't recommend NoS or Jump Up here (or even Pro), those are inferior choices for lineelves IMHO.

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Post by VoidSeer »

I'd go for block and then leap.
This will maximize the use of guard. As the guard player will always be hit first, you need block to stay on your feet and avoid getting killed.
Then grab leap to increase this player mobility.

IMO it is too late to change this player career choices. He is meant to be a mobile assist, he has guard, make the best use of it.

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Post by pfooti »

Go with Jump Up or Dauntless.

Jump Up if you see him leaping in to cages and laying on guards. If he does a lot of leap-blitzing, Pro can help (reroll leaps maybe, also reroll the 1-die pushback).

Dauntless is really important to have on an elf or two to use against ogres. Elves can usually get a 2-die block on an ST4 oppo, what with their good mobility, but it is just plain hard to even have enough open squares to get 3 assists on a block.

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