Double for Bull centaur

Want to know how to beat your opponents, then get advice, or give advice here.

Moderators: Valen, TFF Mods

Post Reply
User avatar
Juggernaut
Experienced
Experienced
Posts: 147
Joined: Thu Aug 21, 2003 3:17 pm
Location: Senec, Slovakia

Double for Bull centaur

Post by Juggernaut »

We play under v1.6 rules.
I rolled double on 2nd advancement for my BC :D . I know that obvious choice is Block. The problem is, that I gave him Juggernaut instead of Break Tackle as his 1st advancement.
What do U think I should give him? With Block, he won't almost never use his Juggernaut skill anymore. I'm thinking about Dodge as the best skill with plan to give him Break Tackle as his 3rd skill. The reason for Dodge is that I want to have a scoring thread other than poor Hobo.
Rest of the team: 2nd BC is crippled (-1AV, -1MA) and I'm going to replace him. I have 2 hobbos with Sure hands, Kick-off return, 1 with Kick and 1 with wrestle. Mino with Block :lol: and 6 CD's with some mix of Guard/Stand Firm/Grab and Berserk.

Reason: ''
Nine out of ten goblins wouldn't miss it for a one-way Troll Air ticket to the end-zone!
User avatar
Al the Trowel
Super Star
Super Star
Posts: 1049
Joined: Tue May 13, 2003 2:11 pm
Location: ECBBL, London

Post by Al the Trowel »

Dodge is a good choice, it'll make him harder to put down and give you re-roll on dodges once you pick-up break tackle. Alternative catch, so that he can receive hand-offs comfortably. Sure hands Hobgob collects ball hands it/ quick passes to the Bull. But I think its maybe a slight waste of a double when he can get sure hands on a normal roll.

Reason: ''
[i]No, [b]this[/b] is a trowel[/i]

[size=75]Nuffle is a Blackshirt[/size]
McDeth
Legend
Legend
Posts: 3016
Joined: Thu Jan 01, 1970 12:00 am
Location: Worcester, England
Contact:

Post by McDeth »

Stand Firm for me

Reason: ''
McDeth,
"Can't Sleep Clowns will eat me"

"Who's that Reverend Green??"
User avatar
Juggernaut
Experienced
Experienced
Posts: 147
Joined: Thu Aug 21, 2003 3:17 pm
Location: Senec, Slovakia

Post by Juggernaut »

he can't get Block, nor Sure Hands on normal skill!
he can get SF on a normal skill! why should I waste double?
we play v1.6 rules!!!

Reason: ''
Nine out of ten goblins wouldn't miss it for a one-way Troll Air ticket to the end-zone!
Tim
Da Tulip Champ II
Posts: 3458
Joined: Wed Oct 16, 2002 4:18 pm
Location: Heidelberg, Germany
Contact:

Post by Tim »

I'd go for block or sure hands

Reason: ''
Image
"In NUFFLE we trust!" - Retired Inquisitor of Nuffle.
Father of the Halfling Scribe
Admin of the Kurpfalz Cup
User avatar
Munkey
Ex-Mega Star, now just a Super Star
Ex-Mega Star, now just a Super Star
Posts: 1534
Joined: Fri Oct 25, 2002 12:31 am
Location: Isle Of Wight, UK
Contact:

Post by Munkey »

As you are playing under 1.6 and have already given him Juggernought I would pick Frenzy, these two combine well and the additional Blocks should compensate for lack of Tackle if you need it too.

Of course he's easily tied up so Break Tackle is a priority for the third skill.

Reason: ''
[size=75]The short answer is "no", but it is a qualified "no" because there are odd ways of interpreting the question which could justify the answer "yes".[/size]
User avatar
juck101
Ex-Mega Star, now just a Super Star
Ex-Mega Star, now just a Super Star
Posts: 1578
Joined: Thu Sep 18, 2003 4:52 pm
Location: Portsmouth, Hampshire

Post by juck101 »

yeah maybe frenzy as Munkey says, or sure hands. Jugger is a kinda block skill and with sure hands more option to run and score. - but to be honest with break tackle/ jugger he is a hitter so tackle aint a bad idea.

Think dodge a waste as he wont get to use it as much as a st5 break tackle player for example. dodge good protection but would have thoguht giving extra ability better than just defending him. - yeah surehands a cool option.

Reason: ''
...the pope said to his aid...
User avatar
Gus
Ex-Mega Star, now just a Super Star
Ex-Mega Star, now just a Super Star
Posts: 1272
Joined: Mon Feb 02, 2004 4:18 pm
Location: France

Post by Gus »

frenzy seems cool to me, a mobile blitzer (break tackle is coming soon) that can decide to push its opponents on a pow/skull, the perfect tool to make the opponents and their crowd tie together ^^

Reason: ''
I do it for the pun of it !
User avatar
Juggernaut
Experienced
Experienced
Posts: 147
Joined: Thu Aug 21, 2003 3:17 pm
Location: Senec, Slovakia

Post by Juggernaut »

Thanks guys. Very nice ideas :) . Though, I'm not convinced about Sure Hands (Catch would be used more) and Frenzy is a skill I don't wanna give him, just because it's also a negatrait. Following without an option is not something I want for him. But thanx anyway.

Reason: ''
Nine out of ten goblins wouldn't miss it for a one-way Troll Air ticket to the end-zone!
Xtreme
Mr. Zlurpee
Posts: 4898
Joined: Sun Mar 23, 2003 9:00 pm
Location: The Zlurpee Capital of the World, Indianapolis IN
Contact:

Post by Xtreme »

Surehands would be more apealing if he had break tackle already. I think I would have to go with Dodge. But Frenzy does sound fun.

Reason: ''
Image
ImageImage
User avatar
Xeterog
Super Star
Super Star
Posts: 800
Joined: Tue Jul 29, 2003 6:58 am
Location: Texas, USA

Post by Xeterog »

Give him block anyway.

You'll still use it and Juggernaught.

You can use Juggernaught to push back players when they have block and your roll a pow/skull.

Next skill, consider stip ball...now you just about guarantee that you'll knock the ball lose! (pow/skul gets converted to a push, so strip ball works)

go with block...j

Reason: ''
-Xeterog
Post Reply