Pro Elf Blitzer Skill Choice
- ClayInfinity
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Pro Elf Blitzer Skill Choice
Hi all,
I have a Pro Elf blitzer with Leap and Strip Ball (already with Block & side step of course) who has rolled a Double 5 for his next skill.
Not sure what I should take.
My other blitzer is a rookie.
My team is approx $1.8M in TV and I have some nice catchers, and some good throwers with high SPP counts and the team offensively is very strong.
The linemen, apart from the odd AG or AV increase generally go down the Wrestle / Dodge path.
This blitzer with his leap and strip ball is a big threat to opponents on defence, but he is perhaps the only one. I have been finding that the Blitzers have developed very slowly because they dont do many casualties and the TD's are being hogged by my catchers.
So...
What to take?
I am thinking guard... but tackle (despite the double) would be nice.
Then there is the notion of taking the MA or the AV... AV particularly given his fondness of leaping...
Or is there something else?
Dauntless to attack opposing big guys (and its a bash heavy league)?
The team has 5 rerolls... so no need for Leader.
I am mostly leaning to Guard, but I wonder if anyone has thoughts?
Cheers
Clay
I have a Pro Elf blitzer with Leap and Strip Ball (already with Block & side step of course) who has rolled a Double 5 for his next skill.
Not sure what I should take.
My other blitzer is a rookie.
My team is approx $1.8M in TV and I have some nice catchers, and some good throwers with high SPP counts and the team offensively is very strong.
The linemen, apart from the odd AG or AV increase generally go down the Wrestle / Dodge path.
This blitzer with his leap and strip ball is a big threat to opponents on defence, but he is perhaps the only one. I have been finding that the Blitzers have developed very slowly because they dont do many casualties and the TD's are being hogged by my catchers.
So...
What to take?
I am thinking guard... but tackle (despite the double) would be nice.
Then there is the notion of taking the MA or the AV... AV particularly given his fondness of leaping...
Or is there something else?
Dauntless to attack opposing big guys (and its a bash heavy league)?
The team has 5 rerolls... so no need for Leader.
I am mostly leaning to Guard, but I wonder if anyone has thoughts?
Cheers
Clay
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- bouf
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- ClayInfinity
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Juggernaut... yes I hadnt realised that one...bouf wrote:Juggernaught and Strip ball are a good combo...
Dump Off is nice if you want to build the odd running play...
Mighty Blow is always good...
But I'd get the +AV. Its good for leaps and a 'Nugget' of a blitzer never hurts.
That would be very effective and virtually ensures the ball will be stripped (save a Skull or a Sure Handed defender).
Will think about that too....
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- DoubleSkulls
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Interesting choice. +MA is pretty good on this guy since the extra mobility will really help getting to the ball carrier early.
If he wasn't already a war dancer analogue I'd probably have taken the Av since it makes a huge difference to long term development of the team. Now I don't think its worth it.
Guard isn't that useful since you'll not be putting him in the scrum too much, and without dodge the real pain in the arseiness isn't quite as acute either.
Juggernaut is only going to help 1/9 anyway, since it only makes a difference on double both down or skull/both down.
Mighty Blow is a good choice because he does a lot of hitting (and on key players) and the extra cas will help SPPs and win games.
So for me a toss up between MA & MB.
If he wasn't already a war dancer analogue I'd probably have taken the Av since it makes a huge difference to long term development of the team. Now I don't think its worth it.
Guard isn't that useful since you'll not be putting him in the scrum too much, and without dodge the real pain in the arseiness isn't quite as acute either.
Juggernaut is only going to help 1/9 anyway, since it only makes a difference on double both down or skull/both down.
Mighty Blow is a good choice because he does a lot of hitting (and on key players) and the extra cas will help SPPs and win games.
So for me a toss up between MA & MB.
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Ian 'Double Skulls' Williams
- ClayInfinity
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Thanks Ian... I am though leaning towards Juggernaut though...ianwilliams wrote:Interesting choice. +MA is pretty good on this guy since the extra mobility will really help getting to the ball carrier early.
If he wasn't already a war dancer analogue I'd probably have taken the Av since it makes a huge difference to long term development of the team. Now I don't think its worth it.
Guard isn't that useful since you'll not be putting him in the scrum too much, and without dodge the real pain in the arseiness isn't quite as acute either.
Juggernaut is only going to help 1/9 anyway, since it only makes a difference on double both down or skull/both down.
Mighty Blow is a good choice because he does a lot of hitting (and on key players) and the extra cas will help SPPs and win games.
So for me a toss up between MA & MB.
There are a number of Stand Firm guys as well in the league... a few Mummies etc... that has the added bonus. The MBlow is a good pick, but that isnt his primary objective - getting the ball loose is.
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if this was av 7 to 8 i might be tempted but as it is that MA is just to juicy.
with leap, blodge and strip ball he will be a nightmare to play defense against.
with leap, blodge and strip ball he will be a nightmare to play defense against.
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- mattgslater
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I think Ian's got it right. MA and Mighty Blow are your best double-5 options.
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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.
- Digger Goreman
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Mighty Blow might not help you get to and strip the ball... but it helps to keep the number of defenders down in the future... and just maybe, if their best players are their selections for ball carriers, you'll really attrition them....
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- mattgslater
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That'd be a lot of fun, but I still think MB and +MA are both actually more valuable in a longer league (echo above sentiment about more bang for buck w/Dodge if you're almost done), and MB is better when you've already got a gaggle of MA8/NoS players. If he were one of the Tackle/DT types, I'd say +MA so he can take Shadowing next and be impossibly annoying. There's nothing better than a great application of a second-rate skill.bouf wrote:Jugg with Frenzy next!
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.
- ClayInfinity
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Well... what a great response... many thanks for all of you who have taken the time to post.
After much deliberation, I submitted my team sheet to our commish and I took the +MA.
Juggernaut - interesting concept... and whilst we have a couple of bashy teams with some SF in them, I decided against this skill because we do have two Wood Elf teams (one really good team, one struggling) and the MA is handy.
Guard - dismissed even though it was my first thought, but this guys a hitter not a supporter. So not needed.
Mighty Blow: Nearly took MB... my CAS rate is poor, but again, I think MB would put a big target on him for the number of foul merchants in our league (amazing how many Hobgoblins and Orc Linemen have DP and/or Sneaky Git). Given my other Blitzer met a similar fate and his replacement is yet to skill, I decided to avoid the MA.
+AV - Not really needed... the blitzers have AV8 and that's OK as is... if they were AV7, maybe... but no.
So, I took the MA... he will be a better cover defender and increase his leap/strip ball range into the backfield. I also use my Blitzers to cover the MA8 catchers in offence, and he will be able to keep up with them.
My next game is on the weekend against a solid Nurgle team and I will be giving away a fair bit in inducements... hope it works!
After much deliberation, I submitted my team sheet to our commish and I took the +MA.
Juggernaut - interesting concept... and whilst we have a couple of bashy teams with some SF in them, I decided against this skill because we do have two Wood Elf teams (one really good team, one struggling) and the MA is handy.
Guard - dismissed even though it was my first thought, but this guys a hitter not a supporter. So not needed.
Mighty Blow: Nearly took MB... my CAS rate is poor, but again, I think MB would put a big target on him for the number of foul merchants in our league (amazing how many Hobgoblins and Orc Linemen have DP and/or Sneaky Git). Given my other Blitzer met a similar fate and his replacement is yet to skill, I decided to avoid the MA.
+AV - Not really needed... the blitzers have AV8 and that's OK as is... if they were AV7, maybe... but no.
So, I took the MA... he will be a better cover defender and increase his leap/strip ball range into the backfield. I also use my Blitzers to cover the MA8 catchers in offence, and he will be able to keep up with them.
My next game is on the weekend against a solid Nurgle team and I will be giving away a fair bit in inducements... hope it works!
Reason: ''
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