Doubles on a Norse Beserker
- Buggrit
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Doubles on a Norse Beserker
Slightly defective Norse Beserker just recieved her 2nd increase...
She's currently
5 3 3 7
Block, Frenzy, Jump Up, Mighty Blow
I'm thinking about piling on or maybe tackle.... Any thoughts on this would be appreciated.
She's currently
5 3 3 7
Block, Frenzy, Jump Up, Mighty Blow
I'm thinking about piling on or maybe tackle.... Any thoughts on this would be appreciated.
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- Da Cynic
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- Buggrit
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Rest of the team are mainly rookies.
1 Rookie Beserker and the skilled one as in the above post.
3 rookie linewomen,
1 linewoman with kick and another with pass block.
Rookie Thrower
2 blodging runners, one sure hands, the other catch.
2 Ulfs both have Block (one also has Tackle)
SnowTroll is Strength 6 with Mighty Blow
1 Rookie Beserker and the skilled one as in the above post.
3 rookie linewomen,
1 linewoman with kick and another with pass block.
Rookie Thrower
2 blodging runners, one sure hands, the other catch.
2 Ulfs both have Block (one also has Tackle)
SnowTroll is Strength 6 with Mighty Blow
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- falconeyed
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- mattgslater
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I second Falconeyed, and not just for Frenzy. Sidestep-Jump Up is pretty cool too.
Reason: ''
What is Nuffle's view? Through a window, two-by-three. He peers through snake eyes.
What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.
What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.
- DoubleSkulls
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- mattgslater
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Put him in the wide zone at cornerback, one square in from the sideline with a guy right next to him on the inside, and he's impossible to get up on. Even if he does go down, he goes down laterally, to the square right along the sidelines so the opponent still has to get through a TZ. And they can forget about follow-up if they want to have a lane open.
Reason: ''
What is Nuffle's view? Through a window, two-by-three. He peers through snake eyes.
What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.
What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.
- datalorex
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I've done that plenty of times! But I might still go with dodge unless your league has lots of tackle.falconeyed wrote:What about Side Step? With Frenzy, chances are fair that he'll end up standing on the sideline at some point. With a careless opponent and a missed roll, you could end up frenzying more people out.
Or just be safe and go with Dodge.
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Depends which version, LRB4 yes, it's great, risk free dodging!Dodge, which stacks well with Stand Firm.
And Stand Firm almost does what Side Step does - but combined with Dodge it's fantastic.
Not so in LRB5-Standfirmers still fall over if they fail a dodge (which given his team description is what he's playing).
Anyway, if it were LRB5 and a normal roll, I'd either go Piling On or Guard, Norse are understrengthed for a bash team, and with only 5 players with ST access skills, need all the guard they can get. But Piling On will increase the CASs and you have Jump Up, which makes for a nice combo. I wouldn't bother with tackle as your linos will soon run out of other skills that are worth getting (after you've a kicker, tackle should probably be your first choice).
Shame to waste the double, so I'd think about dodge as you can get Standfirm on a normal skill (which is at least similar to Side-step). But then a dodger with only MA5 is less valuable as they've already lost maneuveability, choices.............
Buggrit, go Piling On, she may die quicker and you may be "wasting" the double, but with only MA5 she is devalued, so it won't be too great a loss and at least she should take out some others before she goes.
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- mattgslater
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That's huge, but on D, Sidestep is better than Stand Firm, esp. against agility teams. If your Stand Firm guy is standing 1 square in from the sideline and gets knocked down, your opponent cleared an avenue. If he has Side Step, you step him laterally onto the sidelines so your opponent still has to Dodge, and if he needed to get an assist on you, he has to dodge twice, including one going through a TZ. If he doesn't knock you down, he has to dodge 3 times... assuming he doesn't follow, because if he does, he'll plug his own lane.
A-C = opponents: B is blitzing
W-Z = you: X is your Side Step player
Whatever happens, B pushes X to the sideline, next to A. If he follows, his avenue is suddenly closed. If he doesn't follow, he needs 2 dodges (one at -1) even if he knocks X down, and if he doesn't, it's 3 dodges, one at -2! If he has a ST4 guy (unless Y has Guard), he can get in for only one dodge (by forgoing player A), but most teams that start with ST4 players won't trust that either. He could also go for a one-die blitz and a single dodge; also not great odds. Most teams will look at that a little while, give up on it, and try to go up the middle, where the fact that all of your guys have average speed and Block becomes most relevant.
Tell ya man, Side Step is where it's at, at least in terms of immediate bang for your buck (esp. if one of those Blodge Catchers is about to go up; then you get two super-corners and watch your points allowed rate go WAY down). I'll totally acknowledge, however, that Dodge is at least as good a skill, and that if you expect to play the team long enough for her not only to go up, but make use of her next improvement, I'd go Dodge-Stand Firm over Side Step-PO. Both Stand Firm and Side Step combine extremely well with Jump Up, so I'd take either of those routes before blowing them off in favor of PO.
Code: Select all
A B - C|- -
- X Y -|Z W
- - - -|- -
W-Z = you: X is your Side Step player
Whatever happens, B pushes X to the sideline, next to A. If he follows, his avenue is suddenly closed. If he doesn't follow, he needs 2 dodges (one at -1) even if he knocks X down, and if he doesn't, it's 3 dodges, one at -2! If he has a ST4 guy (unless Y has Guard), he can get in for only one dodge (by forgoing player A), but most teams that start with ST4 players won't trust that either. He could also go for a one-die blitz and a single dodge; also not great odds. Most teams will look at that a little while, give up on it, and try to go up the middle, where the fact that all of your guys have average speed and Block becomes most relevant.
Tell ya man, Side Step is where it's at, at least in terms of immediate bang for your buck (esp. if one of those Blodge Catchers is about to go up; then you get two super-corners and watch your points allowed rate go WAY down). I'll totally acknowledge, however, that Dodge is at least as good a skill, and that if you expect to play the team long enough for her not only to go up, but make use of her next improvement, I'd go Dodge-Stand Firm over Side Step-PO. Both Stand Firm and Side Step combine extremely well with Jump Up, so I'd take either of those routes before blowing them off in favor of PO.
Reason: ''
What is Nuffle's view? Through a window, two-by-three. He peers through snake eyes.
What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.
What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.
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