Rookie Goul rolled a Double 5 for first skill. skill/Trait?

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Haldor
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Rookie Goul rolled a Double 5 for first skill. skill/Trait?

Post by Haldor »

I have a Ghoul on a necro team who has rolled a Double 5 for his first skill. The team is only 6 games old playing against teams of similar experience. I am thinking of taking Acurate Pass, but am also tempted by Guard and NOS. Am I mising any other obvious oportunities? Should I take the +1 move instead?

Here's the team:
1 x Wight w/Tackle
1 x Rookie Wight
1 x Ghoul w/Block
1 x Rookie Werewolf
1 x Zombie w/Guard
1 x Zombie w/Dirty Player
7 x Rookie Zombie
1 x Zombie w/Block
1 x Ghoul with a double 5 roll for skill

4RR

Oh, and before you inquire how did this team end up with 10 zombies, three of those players are raise the dead zombies.

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Post by DoubleSkulls »

Accurate. With the ww already having catch you've suddendly got a reasonable passing game...

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Post by bubb »

I would go with that too. Those werewolves can now REALLY stretch that defense.

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Post by Mirascael »

I think that Guard or MA+1 might be very good here. I'd take Guard probably.

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Post by Skummy »

I'd be nervous about giving a 7 AG player guard - and the Necro's do need a passer. Accurate seems the way to go.

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Post by bubb »

Mirascael wrote:I think that Guard or MA+1 might be very good here. I'd take Guard probably.

I am only asking this from a strategic standpoint and this is always of interest to me why coaches take certain skills..

Why guard?

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Post by Haldor »

I can see the case for guard. The necros realy need some, and the zombies are unlikely to get it. That being said, The team needs a legitimate passing threat.

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Post by Thadrin »

I like the idea of a MA8 player...but accurate would be good.
Personally I'd take the move, and go after sure hands as next skill. Kick off returner guy.

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Post by DoubleSkulls »

Guard helps enormously if you are up against a stronger team, or one with lots of guard.

Its the 2nd best bash skill - because it allows you to make more blocks, and block where you otherwise couldn't.

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Post by Skummy »

Guard makes everyone around you stronger. On a big guy or a 4 ST player, it's incredible. On lots of 3 ST players it's also very, very good.

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Post by squig87 »

ianwilliams wrote:Accurate. With the ww already having catch you've suddendly got a reasonable passing game...
Just a thought. Wouldn't pass be just as good, I dont know the math but wouldn't the probability of short and quick passes go up? ( and thats all the passing we're going to be doing with m7 ). If pass is taken then surehands can be taken and you have yourself a typical type thrower, with block taken after that as a 3rd skill.

I definatly agree with the idea of a passing skill on a necro ghoul though.

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Post by Skummy »

Accurate is actually better if you have enough rerolls, and this team has 4 of them. If he had 2, then I would have suggested pass.

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Post by JJB »

I definitely agree with pass for the reasons enumerated by IanWilliams and Skummy. Moreover, one normally gives guard to players that are used in a scrum/mêlée of players, i.e. either bashers (mummies typically, blitzers) or expandable guys (zombies typically).
I would definitely not use my ghoul to support a line of offense or defense, i.e. I would not give it guard.

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Post by sean newboy »

Pass or Accurate.

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Post by MickeX »

Accurate seems reasonable, but wouldn't NoS work well too?

Send him up to a scoring position, and if he's not covered properly, you can just move the ballcarrier up, hand off, dodge out and score. Or even begin by blitzing away one of those covering him first, and then do the same thing.

He might be too big a target for those tackle sweepers though. And, you don't want to hog too many SPP:s with ghouls. Maybe he's better off as a thrower.

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