leblanc13 wrote:I used to be in the mindset that Leader would have been better as a first choice, but I have recently seen guard used to great effect on teams that I have to concede that it is the better choice overall. Leave leader as the second choice for a doubles roll.
OK, folks, to make the point more lucid:
Leader is
not superior to Guard, of course.
From my experience though Leader is definitely superior to Guard if the following criteria are met:
- A rather new team low on RRs and rerollable skills (e.g. HE, DE, WE, Khemri, Undead)
- RRs for that team are expensive (at least 100k)
- Doubles on a lineman without any skills (e.g. lineelf, zombie, lineman, skeleton etc.)
The access to an additional RR for teams which start without (or almost without) skills like Block, Dodge, Sure Hands and Catch helps certain teams much more in early team development than Guard. Mummies and elves will see their skulls; pick-ups, dodges, passes and catches have to be rerolled. Playing elves doesn't mean you don't roll more than two 1-results each half, and playing mummies doesn't get you automatic pows all the time. Early Leaders have helped me alot in human, khemri and woodelf teams so far and I never ever regretted the choice to give a skillless lineelf, zombie or skeleton Leader. It always payed off much more than a blockless guarddude would ever have (and I have played these too). A nice adversary effect btw is the fact that you can buy certain positional key players earlier with such an extra RR since the purchase of an additional RR is no longer that crucial.
To sum it up:
Leader on a lineman can boost
early team development for
certain teams significantly.