AG5 Skink?

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Storch
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AG5 Skink?

Post by Storch »

Ok, so the fact that I can't break armor to save my life seems to be offset nicely by my godlike ability to roll for skills.

I have one Skink who already has already gotten +AG and Block and for his third skill I roll and 11. I can see the AG5 as a good thing for passing and catching the ball and dodging in to pick the ball up out of a crowd of people, but it just feels like AG5 is excessive.

Of the other 5 skinks on the team, I have:

- Two with Catch and Sidestep
- One with Diving Catch and Block
- One with +ST, Leap and Catch
- One with +AG, Block, +ST, and Sure Hands
(like I said godlike skill rolling)

I know there are a lot of very godo coaches out there and I was looking for some perspective on this one. So, would you make him an AG5 Blodger or go a different route?

Thanks,
Mark

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Post by The Florist »

I wouldn't consider myself one of those really good coaches, but I'd definitely take the +AG, mainly for the 2+ handoffs even when marked by a player.

Your skill choices are a bit dodgy though. Why leap and catch on the +Str skink? He'll kill himself if you try to leap with him.
The +Ag, +St, blodge, sure hands skink is fantastic, but he'd be even better with strip ball. A sure hands player is a huge boost, but this guy can get anywhere on 2+ and do a 1 die block on most ball carriers, so he's better suited to be kept as a blitz threat.

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Post by Storch »

I completely agree with the dodgy skill choice comment. He was actually one of my first players to get a skill and I thought Leap would be useful. After trying it a few times, I found out otherwise and now regret the choice. I originally thought it would help him get down the field for the reception rather that put his life in jeopardy every time I use it.

the choice of Sure Hands over Strip Ball was one of personal play style. that and the fact that I have gone on streaks of five or six attempts without being able to roll anything but a 1 to pick up the ball.

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Post by Buggrit »

We have a guy playing a human team who's given one of his catchers leap, he seemed to do pretty well in his last game, leaping over a dwarf and sprinting off down the field to catch a pass and then score a touchdown in the next turn!!

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Post by Father911 »

I'd put leap on the AG4 guy. leap and AG 3 is dodgy but it's doable with AG 4. it certainly works for wardancers... granted they have 3 ST :)

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Post by DoubleSkulls »

:o Take the AG. He can pick up the ball on a 2+ in a TZ (or the rain) and since he can dodge anywhere on 2+'s your opponent can't afford to fail a pick up. Leap would be a good next skill too (to shorten the path and avoid tacklers etc)

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Post by mlindsay2706 »

take the AG! with that ag thats alots of 2+ rolls.

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Post by JumpingElf »

Take the AG!

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Post by Thadrin »

Hell yes you take the Ag.

I actually understand the leap on the +ST guy...if planning on using him as a blitzer...but not so much the Catch.

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Post by Storch »

Well, I took the AG and it has worked well so far.

Thadrin, the Catch on the +ST Leaper was a result of the local mix of competition. Surprisingly, my lizards are developing into a fairly competant passing team. Considering the amount of manpower that needs to be committed to dealing with the Sauruses and the Krox, I can often get a skink free downfield pretty easily. The idea of putting catch on the ST3 skink was that he ws the best equipped to survive after the catch. If I later take Diving Catch on him, since I alread have it on a couple of other skinks, I could use a double for Hail Mary Pass to really move the ball after knocking it loose.

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