4th Skill on a Bull Centaur
- Joemanji
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4th Skill on a Bull Centaur
I have a Bull Centaur with Block, Break Tackle and MB (#1).
Team roster: http://www.midgardbb.com/MBBL/teamView.php?teamid=171
What should I take?
Stand Firm?
Sure Hands?
Guard?
Team roster: http://www.midgardbb.com/MBBL/teamView.php?teamid=171
What should I take?
Stand Firm?
Sure Hands?
Guard?
Reason: ''
*This post may have been made without the use of a hat.
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- Joemanji
- Power Gamer
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Really not a fan of Juggernaut. Strip Ball is a passive or opportunistic skill, and as such IMO not worth investing 2 skills and 40K in. All it takes is one Sure Hands player to make that all a waste.
I've been really happy with Guard ... it adds a lot of muscle to my team. 
Frenzy seems to be a firm favourite here, which is a surpise I must admit. Is it just for the 2nd block? There is just as much chance of getting yourself in trouble and turning over, in fact more in my experience. Crowd pushing with a BC seems much too risky. I suppose the threat of it can be used passively though. I think I might give it a try.


Frenzy seems to be a firm favourite here, which is a surpise I must admit. Is it just for the 2nd block? There is just as much chance of getting yourself in trouble and turning over, in fact more in my experience. Crowd pushing with a BC seems much too risky. I suppose the threat of it can be used passively though. I think I might give it a try.

Reason: ''
*This post may have been made without the use of a hat.
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Because your BC has high movement your opponent has to be constantly aware of their positioning.
The risk of turning over is not huge (ST4 & Block).
You can use Stand Firm (next on your list I think), other players or positioning to save your BC from retaliatory crowd surfing.
Gives you a 2nd bite of the cherry at knocking down Blodgers away from your Block/Tackle & Wrestle/Tackle guys.
2nd bite at knocking normal guys down for extra SPPs
The risk of turning over is not huge (ST4 & Block).
You can use Stand Firm (next on your list I think), other players or positioning to save your BC from retaliatory crowd surfing.
Gives you a 2nd bite of the cherry at knocking down Blodgers away from your Block/Tackle & Wrestle/Tackle guys.
2nd bite at knocking normal guys down for extra SPPs
Reason: ''
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- mattgslater
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With Frenzy, ST4 and Block, you seldom have to worry about "need to knockdown" blocks, as two pushes will generally get any annoying bastard out of the way.
Frenzy is both a poor man's Tackle and a poor man's Strip Ball, meaning it works from both safety and linebacker positions on defense, to stop runaway scorers or take the ball down in the O backfield before the pass (gotta luv them 9 squares of blitzy goodness).
Frenzy forces your opponent to play you differently in terms of their wide zone defense. That puts people out of the defenses that they know: it's hard to estimate the value of that, but it's hard to think it negligible. Remember, with a Frenzy BC, only a very speedy team can afford to play deep enough D to keep safe that way.
Frenzy makes it easier to Blitz your way into movement, even though you must follow. First, you can follow twice and sometimes avoid dodges that way, and you're more likely to get a KD with two blocks. The "must follow" bit isn't as bad here as it looks, as if you have to stay in place to Blitz off a block, you lose a square, so it's vastly better to push, follow and block again.
That two-blocks-only thing they did to Frenzy didn't really nerf it. I mean, it did... at the upper end it's not as outrageous, but that was both draw and deterrent for that skill. You could be relatively sure to either knock 'em down or screw yourself up back when the limit on blocks was your MA. Now it just helps your odds and lets you make a few pushy tricks (and maybe takes a little thinkin' for a ST3 player sometimes, but on a ST4 guy with Block that's not so relevant). I think I liked it better the old way. I like and would incorporate the "must GFI" rule. Even more random and freaky.
Frenzy is both a poor man's Tackle and a poor man's Strip Ball, meaning it works from both safety and linebacker positions on defense, to stop runaway scorers or take the ball down in the O backfield before the pass (gotta luv them 9 squares of blitzy goodness).
Frenzy forces your opponent to play you differently in terms of their wide zone defense. That puts people out of the defenses that they know: it's hard to estimate the value of that, but it's hard to think it negligible. Remember, with a Frenzy BC, only a very speedy team can afford to play deep enough D to keep safe that way.
Frenzy makes it easier to Blitz your way into movement, even though you must follow. First, you can follow twice and sometimes avoid dodges that way, and you're more likely to get a KD with two blocks. The "must follow" bit isn't as bad here as it looks, as if you have to stay in place to Blitz off a block, you lose a square, so it's vastly better to push, follow and block again.
That two-blocks-only thing they did to Frenzy didn't really nerf it. I mean, it did... at the upper end it's not as outrageous, but that was both draw and deterrent for that skill. You could be relatively sure to either knock 'em down or screw yourself up back when the limit on blocks was your MA. Now it just helps your odds and lets you make a few pushy tricks (and maybe takes a little thinkin' for a ST3 player sometimes, but on a ST4 guy with Block that's not so relevant). I think I liked it better the old way. I like and would incorporate the "must GFI" rule. Even more random and freaky.
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.