dark elf team

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Victula
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dark elf team

Post by Victula »

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

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Alesdair
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Post by Alesdair »

Hmmm... I would probably go for the Strip ball...
6 AG isn't thta much better then 5AG, especially as you already have leap...

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Post by Skummy »

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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Post by Xtreme »

Hate to turn down a stat increase but I would take strip ball.

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Nagash
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Post by Nagash »

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)

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Post by The Doctor »

Nagash is right at 100%!!!!!

With Ag6, Dodge and Leap is virtually unstopable!!!

More (apart the movement) than Jordell Fresbreeze!!!

Take the AG6 and the opponents will go in very difficult in defence.

Also in their attack you have a perfect agile Blitzer for press the ball carrier.

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Post by Cooper »

I would go for Stripball. IF you need the AG6 you are already playing a bad game IMO. Only when you would go for Passblock on him and some others i would take the AG6.

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Post by gken1 »

take ag6....then on next skill up by blitzer take strip ball.


strip ball and ag6 = super combo.

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ScottyBoneman
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Post by ScottyBoneman »

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.

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Post by NightDragon »

Take the stat increase personally. You never know when it will come in handy.

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Gus
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Post by Gus »

Nagash wrote:With AG 6 -
He´ll throw a long bomb on a +3!!!!
wrong, he'll throw a long bomb on a 4+

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Xeterog
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Post by Xeterog »

hmm, agil 6 is 1+ -2 for long bomb is 3+..but if you roll a 3 -2 = 1 fumble! (You fumble an accurate pass)

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Post by Mirascael »

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.

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Post by Skummy »

Nagash wrote:He´ll throw a long bomb on a +3!!!!
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.

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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Post by JJB »

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?

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