Dwarf team - tough skill choice
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I got me a Slayer with an upgrade, and rolled double 5s.
Another dilemma. Should I take Dodge or Jump Up? They are only Ag 2...
On a regular roll I would prefer the +1 MA. It saves on gfi rolls. Is Sure Feet a good option?
Cheers!
B
Another dilemma. Should I take Dodge or Jump Up? They are only Ag 2...
On a regular roll I would prefer the +1 MA. It saves on gfi rolls. Is Sure Feet a good option?
Cheers!
B
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- DoubleSkulls
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6,4 is a toughie - and I think the right answer is either MA or Av. It probably won't matter much which you choose. I think I'd take the MA just because it helps address a chronic problem on the team (speed) while you aren't generally too concerned over player turnover.
5,5 I think I'd take sidestep every day of the week. Two reasons - sideline protection and because its just nasty to hit a sidestepping frenzy player.
5,5 I think I'd take sidestep every day of the week. Two reasons - sideline protection and because its just nasty to hit a sidestepping frenzy player.
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In the first instance (6+4 on a Slayer) I would take +1MA. Speed is one area where Dwarfs really lack.
However, as this is a perpetual league I was closer to +1AX than normal.
In the second instance (5+5 on a Slayer): Side Step. I think Side Step and Stand Firm are broadly equal (and not worth the 10k doubles pick difference) for most player but with Frenzy in the equation there is no contest in my mind.
For the third instance (5+5 on a Blocker): Diving Tackle. Stacks with Tackle and the next pick being Stand Firm these guys keep an agile team from running rings around you. Creates a bag load of turnovers and eats an opponents rerolls. Or they avoid them like the plague and you reap the rewards.
However, as this is a perpetual league I was closer to +1AX than normal.
In the second instance (5+5 on a Slayer): Side Step. I think Side Step and Stand Firm are broadly equal (and not worth the 10k doubles pick difference) for most player but with Frenzy in the equation there is no contest in my mind.
For the third instance (5+5 on a Blocker): Diving Tackle. Stacks with Tackle and the next pick being Stand Firm these guys keep an agile team from running rings around you. Creates a bag load of turnovers and eats an opponents rerolls. Or they avoid them like the plague and you reap the rewards.
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+MA is a waste on slayers, take +AV because it avoids there weakness.
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- mattgslater
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On doubles (except boxcars) with any Dwarf player except a Runner, I'd always take Side Step unless I'd already given the guy Stand Firm. As a Pro Elf coach, let me tell ya... Side Step is a huge difference-maker.
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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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The only dissenting opinion- Take the +AG- just for fun!
Normally, it's a piss poor option, but I have played a dwarf team with two AG 3 slayers, and opening up the passing game was very fun! I think overall the team wasn't as good as it could have been, but having the extra passing targets came in handy.
Normally, it's a piss poor option, but I have played a dwarf team with two AG 3 slayers, and opening up the passing game was very fun! I think overall the team wasn't as good as it could have been, but having the extra passing targets came in handy.
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Have you considered Catch on that slayer? It can be really handy when he has a chance to catch a bouncing ball.
Hahahahah, just playing around and joking BUT:
Diving Tackle. Make the opponent think twice before leaving your square. A dwarf team shall always have someone with diving tackle, becuse the lighter and faster teams will always dodge away, and this can even make a turnover if the opponent isn't sharp to remeber your skills.
Hahahahah, just playing around and joking BUT:
Diving Tackle. Make the opponent think twice before leaving your square. A dwarf team shall always have someone with diving tackle, becuse the lighter and faster teams will always dodge away, and this can even make a turnover if the opponent isn't sharp to remeber your skills.
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I usually put Diving tackle on 2 longbeards, in front of sidestep (although I like side step too... always a tough choice.)stashman wrote: Diving Tackle. Make the opponent think twice before leaving your square. A dwarf team shall always have someone with diving tackle, becuse the lighter and faster teams will always dodge away, and this can even make a turnover if the opponent isn't sharp to remeber your skills.
However, on a slayer that's an interesting choice, I have to admit.
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- mattgslater
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Huh? It's a roll of 10, not 11. On 11, with a Slayer, I agree that +AG is worthwhile: it gives you a fifth ball-handler. On a Blocker, not so much (unless he's already got +MA, which is a good bump for a Blocker, esp. on defense).Jural wrote:The only dissenting opinion- Take the +AG- just for fun!
Normally, it's a piss poor option, but I have played a dwarf team with two AG 3 slayers, and opening up the passing game was very fun! I think overall the team wasn't as good as it could have been, but having the extra passing targets came in handy.
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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Oh, I forgot to mention I cheat. To be honest, I skimmed the sentence and saw AG2, then thought he has an AG increase. Now, how one manages to roll doubles on an 11... well, I'll leave that for the philosophers.mattgslater wrote:
Huh? It's a roll of 10, not 11. On 11, with a Slayer, I agree that +AG is worthwhile: it gives you a fifth ball-handler. On a Blocker, not so much (unless he's already got +MA, which is a good bump for a Blocker, esp. on defense).
(By the way, I was never sure if +AG was a good choice on the Troll Slayers or not. But it was fun.)
(Also, a team in our league three seasons ago got both dwarf runners with +AG. I always wondered if it was worth the TV bloat, as that's 80k which isn't used very often if you aren't passing, dodging, etc.- which this dwarf team rarely did. I think I would choose the +AG every time on a runner, but I secretly question if a normal skill choice might not be better

(Finally- I once turned down a +AG on a Bull Centaur. I'm still not sure why. I think that's one +AG you ALWAYS take.)
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Yep - a couple of blockers with DT is a real pain for the fast teams, and quite annoying against some other teams too.PubBowler wrote:For the third instance (5+5 on a Blocker): Diving Tackle. Stacks with Tackle and the next pick being Stand Firm these guys keep an agile team from running rings around you. Creates a bag load of turnovers and eats an opponents rerolls. Or they avoid them like the plague and you reap the rewards.
If you've already got guard I'd take Side step though.
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