Da Grot Squad

Want to know how to beat your opponents, then get advice, or give advice here.

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Cramy
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Post by Cramy »

stashman wrote:
ianwilliams wrote:Well since you can GFI, sure feet & sprint are interesting double choices, but maybe not the most useful.

However block has to be picked first, and inspite of PB's opinion I'd probably take tackle on a 2nd double. Even if you don't want tackle then I think pro is probably better than sure feet since I assume you can use it for direction rolls too.

+MA is much better than +Av IMO - its only 'saws and stabs Av really hurts and they aren't too common. +MA is more chances to hit stuff.
+AG is a waste since he never makes AG rolls
+ST :drool:
Can I use that on Direction Rolls??? I need an answer!!! That would be good!!!
God, never thought about that ... But I still think that Block is the first doubles skills for this guy. He cannot fall, period. Block is the best option to keep him on his feet. Pro is the second choice for sure if it can affect direction (and looking at the rules, I don't see a reason why it could not be used to reroll direction once per player turn). I wouldn't take Sure Feet, and definitely not Sprint. You do NOT want to GFI with this guy. Even with a reroll. The only time that I would consider it is if you are going to hit the ball carrier, then use a TRR. I don't think my Fanatic has ever been close to hitting the ball carrier.

For the normal roll, I would have gone with Mighty Blow first. But I think that Grab may be the better option now that I think of it. Guard would be 3rd.

But then again, your skill selection depends on if you are trying to have fun and win, or just have fun. ;)

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Cramy
PubBowler
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Post by PubBowler »

ianwilliams wrote: and inspite of PB's opinion I'd probably take tackle on a 2nd double.
As long as it's not because of it I'm fine!
ianwilliams wrote: I think pro is probably better than sure feet since I assume you can use it for direction rolls too.
Wow, never thought of that. You'd then get easily get to use it every turn.
As long as you can use it like that then that'd be my 2nd double choice.

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stashman
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Post by stashman »

PubBowler wrote:
ianwilliams wrote: and inspite of PB's opinion I'd probably take tackle on a 2nd double.
As long as it's not because of it I'm fine!
ianwilliams wrote: I think pro is probably better than sure feet since I assume you can use it for direction rolls too.
Wow, never thought of that. You'd then get easily get to use it every turn.
As long as you can use it like that then that'd be my 2nd double choice.
if I can reroll direction with PRO then I can use rerolls to do that too, or?

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Cramy
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Post by Cramy »

stashman wrote:
PubBowler wrote:
ianwilliams wrote: and inspite of PB's opinion I'd probably take tackle on a 2nd double.
As long as it's not because of it I'm fine!
ianwilliams wrote: I think pro is probably better than sure feet since I assume you can use it for direction rolls too.
Wow, never thought of that. You'd then get easily get to use it every turn.
As long as you can use it like that then that'd be my 2nd double choice.
if I can reroll direction with PRO then I can use rerolls to do that too, or?
If you can use Pro, I'd say you can use TRRs. But I wouldn't recommend it. You want that TRR handy in case you miss the block.

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tenwit
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Post by tenwit »

@Stashman: Piling On definitely does not work with Ball and Chain. See the first line in the Piling On rules:
The player may use this skill after he has made a block as part of one of his Block or Blitz Actions.
See the first line of the Ball and Chain rules:
Players armed with a Ball & Chain can only take Move Actions.
The block happens according the normal rules, sure. But the action is still a Move Action, not a Block Action or Blitz Action as required by Piling On.

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DoubleSkulls
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Post by DoubleSkulls »

Well I'm reasonably sure Pro ought to work. Can someone disprove my hypothesis?
Pro Skill wrote:Once per turn, a Pro is allowed to re-roll any one dice roll he has made other than Armour, Injury or Casualty
Ball & Chain wrote:To move or Go For It, place the throw-in template over the player facing up or down the pitch or towards either sideline. Then roll a D6 and move the player one square in the indicated direction
With regards to the GFI'ing. It depends a lot. Often I'll move the fanatic early in the turn - in which case the paramount concern is often avoiding the turnover. The only time you'd GFI then is if you have a particularly tasty target (e.g. guaranteed hit with TRR remaining or the ball carrier).

However some times, especially if the fanatic is a long way from the action, I'll move him late in the turn and GFI to try and get somewhere useful.

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