dark elf team
- Victula
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dark elf team
HI
my blitzer dodge leap +1 ag roll a 6+5
the rest of the teams is :
3 blitzer : dodge dauntless m.blow NI
+1 ag
dodge tackle dauntless
2 witch: block tackle NI
rookie
1 thrower: accurate
6 line :block
block dp NI
block dodge tackle NI
2 block dodge
kick block +skill (dodge or tackle ?)
ff 18
rr 5
$ 10
apo
tr 224
+1ag or strip ball for the blitzer ?
4 NI players !!!!!
any idea ?
thanks
my blitzer dodge leap +1 ag roll a 6+5
the rest of the teams is :
3 blitzer : dodge dauntless m.blow NI
+1 ag
dodge tackle dauntless
2 witch: block tackle NI
rookie
1 thrower: accurate
6 line :block
block dp NI
block dodge tackle NI
2 block dodge
kick block +skill (dodge or tackle ?)
ff 18
rr 5
$ 10
apo
tr 224
+1ag or strip ball for the blitzer ?
4 NI players !!!!!
any idea ?
thanks
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Never underestimate the power of overwhelming stupidity in overwhelming numbers.
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- Legend
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Yes, it's amazing how little difference a 6 AG makes over a 5 AG. Passing is the same, and it only tells when you try a pickup or a dodge in 2 or more TZ's. Not a really common occurance.
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- Mr. Zlurpee
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- Veteran
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With AG 6 -
He´ll leap in and do a pick-up on a 2+ in 2 tackle zones...
He´ll run straight through enemy lines on a +2... w. normal 2 tz coverage...
He´ll intercept the ball on a +3!!!! (get him pass block after ag+1)
He´ll throw a long bomb on a +3!!!!
TAKE THE AG+1!!! (strip ball is oki doki, but most ball carriers, throwers have sure hands anyway => waste of skill)
He´ll leap in and do a pick-up on a 2+ in 2 tackle zones...
He´ll run straight through enemy lines on a +2... w. normal 2 tz coverage...
He´ll intercept the ball on a +3!!!! (get him pass block after ag+1)
He´ll throw a long bomb on a +3!!!!
TAKE THE AG+1!!! (strip ball is oki doki, but most ball carriers, throwers have sure hands anyway => waste of skill)
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Nagash
Nagash
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- ScottyBoneman
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As usual I am in a minority but there is no way I would go for Strip ball with this player before or after this AG upgrade. All I see there is a Blitzer that will blitz, catch/pickup the ball and then be absolutely murdered for his trouble because he is no longer allowed to move the ball until the following turn. Then probably fouled for good measure.
I would be inclined to make this guy AG6 with this roll and then just hope that while that and Leap/Dodge is allowing him to score he doesnt age before you can take the Passblock. AG6 and Passblock is just scary, you can get yourself into receivers TZs and have a better or even chance of picking off the interception then they have of catching the accurate pass.
I would be inclined to make this guy AG6 with this roll and then just hope that while that and Leap/Dodge is allowing him to score he doesnt age before you can take the Passblock. AG6 and Passblock is just scary, you can get yourself into receivers TZs and have a better or even chance of picking off the interception then they have of catching the accurate pass.
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- NightDragon
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Had an AG 6 Wardancer once, was incredibly good. With Leap he basically teleported wherever he wanted, ignored Tacklezones on 2+ and on top of that he picked up balls as if he had Big Hand. Go AG 6.
I'd take Sidestep next to prevent him from being pushed around and being isolated for the inevitable fouls.
I'd take Sidestep next to prevent him from being pushed around and being isolated for the inevitable fouls.
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This is incorrect. There is actually no difference between a 5 and 6 agility when throwing the ball. On a long bomb, a 1, 2, and 3 still modify down to a 1, meaning a 6 agility player still fumbles 1/2 the time on a long bomb.Nagash wrote:He´ll throw a long bomb on a +3!!!!
The only things a 6 AG is good for are dodging into or picking up in 2 or more tackle zones, or intercepting. Dodging into that many TZ's can almost always be avoided by smart blitzing.
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- Honorary Asmodan
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Do you then mean that a passing negative modifier takes precedence over the agility of a player?...
I would have thought that it is the agility that counts first, then when the roll is below what is needed for a perfect pass, the modifier quicks in for the fumble - e.g. an ag 6 player will succeed a long pass on a 3+, but fumble on a 1 or 2... and since his agility allows him to succeed ag rolls with a -2 modifier at 3+ (e.g. an interception, or a dodge into two tackle zones), then I wouldn't see why this would not apply to long bombs as well. Thus, that player would either succeed his pass (on a 3+) or fumble (on a 1 or 2).
No?
I would have thought that it is the agility that counts first, then when the roll is below what is needed for a perfect pass, the modifier quicks in for the fumble - e.g. an ag 6 player will succeed a long pass on a 3+, but fumble on a 1 or 2... and since his agility allows him to succeed ag rolls with a -2 modifier at 3+ (e.g. an interception, or a dodge into two tackle zones), then I wouldn't see why this would not apply to long bombs as well. Thus, that player would either succeed his pass (on a 3+) or fumble (on a 1 or 2).
No?
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