4th skill on the Changer of Plays
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4th skill on the Changer of Plays
i'm curious about a 4th skill for one of my ball handling beastmen...
he's currently got
Dodge, Extra arms, 2 heads.
we call him the "Changer of Plays" as he's painted like a Tzaangor,
anyhoo, block would be nice, but it's not really a changing of the plays, right now he excells at running in, grabbing the ball and GTFOing for a TD.
so i'm thinking Strip Ball would be ok, cause then he could blitz, grab the ball and then get out of there... course big hand would be ok, for one of those moments where the ball has 3 TZ's on the ball, jump in, grab the ball on a 2+, and dodge out on a 2+ *Yoink!*
so i'm a little torn... that and he is only 6 SPP's away from his 5th upgrade.
he's currently got
Dodge, Extra arms, 2 heads.
we call him the "Changer of Plays" as he's painted like a Tzaangor,
anyhoo, block would be nice, but it's not really a changing of the plays, right now he excells at running in, grabbing the ball and GTFOing for a TD.
so i'm thinking Strip Ball would be ok, cause then he could blitz, grab the ball and then get out of there... course big hand would be ok, for one of those moments where the ball has 3 TZ's on the ball, jump in, grab the ball on a 2+, and dodge out on a 2+ *Yoink!*
so i'm a little torn... that and he is only 6 SPP's away from his 5th upgrade.
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Re: 4th skill on the Changer of Plays
Both good choices. Sure Hands would probably be even better than Big Hand for increasing the odds most of the time, and it has the Strip Ball protection aspect too. Juggernaut will clear a TZ from the ball, and make the plays even more exciting (dodge, blitz, dodge, pickup, dodge, touchdown.. what more could you ask for?). Pro (sometimes) gives you a second dodge reroll (on a second dodge, of course), and is also handy for picking up, occasional blitzes, etc. I'd probably go with Sure Hands as it's useful both on offense and defense (in the scenario you've described), but for the fluff factor, Pro might be your best choiceAmadan wrote:so i'm thinking Strip Ball would be ok, ... course big hand would be ok, ...

So you got 20+ SPPs in one game? Cool. Or did you manage to play a bootload of games without anyone noticing that you were required to take another skill?Amadan wrote:so i'm a little torn... that and he is only 6 SPP's away from his 5th upgrade.
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Dodge, Extra Arms, Two Heads?
Big Hand!!!
Big Hand rules when your pick-up is 2+!
Then, if he rolls doubles at 76 SPP, get him Nerves of Steel! Otherwise, Block or Foul Appearance would be better.
Big Hand!!!
Big Hand rules when your pick-up is 2+!
Then, if he rolls doubles at 76 SPP, get him Nerves of Steel! Otherwise, Block or Foul Appearance would be better.
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Looks like a runner to me...
Block for reliability has to be considered (especailly with Av8 on such a useful player).
Sure Hands or Big Hand - pretty much of a muchness, flavour says big hand, stats says sure hands.
Juggernaut/Grab - I can't see the point. He hasn't been developed as a blitzer/blocker type otherwise.
Strip Ball - well he can get to places other beasties cannot reach - but it doesn't really compliment extra arms (you rarely want to retrieve with the blitzer).
So I can't see further than either block (primarily to protect him when hit) or sure hands/big hand to improve him as a ball retriever from difficult spots.
Block for reliability has to be considered (especailly with Av8 on such a useful player).
Sure Hands or Big Hand - pretty much of a muchness, flavour says big hand, stats says sure hands.
Juggernaut/Grab - I can't see the point. He hasn't been developed as a blitzer/blocker type otherwise.
Strip Ball - well he can get to places other beasties cannot reach - but it doesn't really compliment extra arms (you rarely want to retrieve with the blitzer).
So I can't see further than either block (primarily to protect him when hit) or sure hands/big hand to improve him as a ball retriever from difficult spots.
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Re: 4th skill on the Changer of Plays
The suggestions for Grab and Juggernaut came mostly because of this:
If the choice was mine, Block would be the only thing, as he already has the skills to make use of Block.
So picking up the ball with the blitzer isn't a problem in this case, because there's no mention of handing off or passing. Making this particular play, Grab works to cancel out Side Steppers who have a TZ on the ball, and Juggernaut for Wrestlers/Stand Firmers with TZs on the ball. They're both good choices given this requirement.Amadan wrote:anyhoo, block would be nice, but it's not really a changing of the plays, right now he excells at running in, grabbing the ball and GTFOing for a TD.
If the choice was mine, Block would be the only thing, as he already has the skills to make use of Block.
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Re: 4th skill on the Changer of Plays
See, to me, that's two guys. One to blitz, one to go in and get the ball. That way, you can have each develop as a specialist, without needing those vast gobs of SPP.tenwit wrote:The suggestions for Grab and Juggernaut came mostly because of this:
So picking up the ball with the blitzer isn't a problem in this case, because there's no mention of handing off or passing. Making this particular play, Grab works to cancel out Side Steppers who have a TZ on the ball, and Juggernaut for Wrestlers/Stand Firmers with TZs on the ball. They're both good choices given this requirement.Amadan wrote:anyhoo, block would be nice, but it's not really a changing of the plays, right now he excells at running in, grabbing the ball and GTFOing for a TD.
If the choice was mine, Block would be the only thing, as he already has the skills to make use of Block.
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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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Block, or Big Hand, or Sure Hands. I like Big Hand. If you face lots of strip ball, then Sure Hands may be the way to go.
Once you have Big Hand or Sure Hands, if you roll doubles, consider Nerves of Steel. You can then pick-up the ball and throw it to another beastie who can score without having to dodge out of where you picked-up the ball. What I have found is that once you pick-up the ball, with MA6 you are close to being out of movement. Getting the ball to another beastie that hasn't moved yet means better chances of scoring. But that beastie needs to be able to catch the ball ...
And I agree with the others that to remove TZs, you want another beasty with skills like Block, Juggernaut, Frenzy. Grab could be good, but only if you face (or think of facing) Side Steppers. On blitzes, the only effect Grab has is to cancel Side Step.
Once you have Big Hand or Sure Hands, if you roll doubles, consider Nerves of Steel. You can then pick-up the ball and throw it to another beastie who can score without having to dodge out of where you picked-up the ball. What I have found is that once you pick-up the ball, with MA6 you are close to being out of movement. Getting the ball to another beastie that hasn't moved yet means better chances of scoring. But that beastie needs to be able to catch the ball ...
And I agree with the others that to remove TZs, you want another beasty with skills like Block, Juggernaut, Frenzy. Grab could be good, but only if you face (or think of facing) Side Steppers. On blitzes, the only effect Grab has is to cancel Side Step.
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Cramy
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If blocker has Grab, victim doesn't get to use Side Step. The other power works if the blocker is throwing a normal block action, and the victim doesn't have Side Step. But Blitz or no, Grab vs. Side Step is all the same.DamianTheLost wrote:Then what happens when you just block with a grapper and the defender has side step? Does it overrule side step then, or does the wording mean it can ONLY be used on blcok actions not blitzes?Cramy wrote: On blitzes, the only effect Grab has is to cancel Side Step.
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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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Right. So it always cancels out side step either way, but can't be used on a blitz to grab people to adjecent squares.mattgslater wrote:If blocker has Grab, victim doesn't get to use Side Step. The other power works if the blocker is throwing a normal block action, and the victim doesn't have Side Step. But Blitz or no, Grab vs. Side Step is all the same.DamianTheLost wrote:Then what happens when you just block with a grapper and the defender has side step? Does it overrule side step then, or does the wording mean it can ONLY be used on blcok actions not blitzes?Cramy wrote: On blitzes, the only effect Grab has is to cancel Side Step.
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