+1 ST Slann Blitzer
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+1 ST Slann Blitzer
I was lucky enough to roll +ST on one of my two blitzers after my last game. My first thought was that he's now the perfect candidate to turn into the killer on the team (Block, MBlow, Piling On, Tackle). But then again.. the other three Blitzers (well, the other one for now, until I can afford two more) will be going Block/Wrestle + Guard + Side Step), and the +ST guy needs help from guarders less than everyone else. Maybe he should go the Guard/Side Step route, and one of the other blitzers should be the Mighty Blower?
Then again again.. requiring three more skills to become a useful guarder means that he'll be at 51SPPs before he's developed.. and he'll get those 45 extra SPPs slower without MBlow. If he's the MBlow guy, then he just needs 31SPPs to be really useful.
Hmm. Any recommendations or suggestions? What about development routes that I just haven't considered?
Then again again.. requiring three more skills to become a useful guarder means that he'll be at 51SPPs before he's developed.. and he'll get those 45 extra SPPs slower without MBlow. If he's the MBlow guy, then he just needs 31SPPs to be really useful.
Hmm. Any recommendations or suggestions? What about development routes that I just haven't considered?
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- bouf
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Wrestle, Frenzy, Tackle,
Make him into a Ball grabber. Frenzy + ST4 is magic! Wr-ackle to Kill Bl-odge... then Jug, MB or Strip to cap it all off nicely. (Plus Jump Up takes some of the sting off Wrestle)
You are right that MB/PO is largely wasted on this piece. You can build heaps of blitzers like that easily enough... Use the ST4 to get the Ball away from ST3.
Thats my Humble one.
Make him into a Ball grabber. Frenzy + ST4 is magic! Wr-ackle to Kill Bl-odge... then Jug, MB or Strip to cap it all off nicely. (Plus Jump Up takes some of the sting off Wrestle)
You are right that MB/PO is largely wasted on this piece. You can build heaps of blitzers like that easily enough... Use the ST4 to get the Ball away from ST3.
Thats my Humble one.
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That's certainly one I hadn't thought of.. on such a skill-oriented team, the brute-force method is non-obvious (to me), but there's no denying that ST4+Frenzy is potent. And I hadn't really planned on racking up a body count, so I can live without MB.. clever positioning through frenzied pushes cuts down on the number of leaps my catchers have to do.
And it makes OTS possible, eventually.
I'm pondering the switch from Tackle to Strip Ball though. I don't particularly mind leaving the (ex)ball carrier standing next to by ST4/Wrestle/Diving Tackle player, once he's already got the ball loose. I'd love to give the other side more chances to concede the turnover. Hmm.. Tackle+DT is a great combo though.. sigh. I love indecision.
Or not.
And it makes OTS possible, eventually.
I'm pondering the switch from Tackle to Strip Ball though. I don't particularly mind leaving the (ex)ball carrier standing next to by ST4/Wrestle/Diving Tackle player, once he's already got the ball loose. I'd love to give the other side more chances to concede the turnover. Hmm.. Tackle+DT is a great combo though.. sigh. I love indecision.
Or not.
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He didn't mean on Slann Blitzers, he meant specifically this one. Piling On does the same job for a ST4/Jump Up players as it does for a ST3/Jump Up player, so why put it on the ST4 guy? Any of the other 3 blitzers would be equally good candidates.Craigtw wrote:Disagree thhat Piling On is wasted on this guy, as he starts with Jump Up. Those two skills combined make for an awesome combo!
I agree with bouf, and not just because I'm jealous of his team's record. ST4 improves Frenzy much more than it improves Piling On.
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- bouf
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It's my opinion that Strip Ball can be Cancelled by Sure hands, therefore Tackle is better. If he can't get the ball loose after a frenzy blitz with Wr-ackle, you have a DT+Tackle player right there. Side step + ST4 would make this guy a right pain! (but thats a ways down the road)tenwit wrote:I'm pondering the switch from Tackle to Strip Ball though. I don't particularly mind leaving the (ex)ball carrier standing next to by ST4/Wrestle/Diving Tackle player, once he's already got the ball loose. I'd love to give the other side more chances to concede the turnover. Hmm.. Tackle+DT is a great combo though.. sigh. I love indecision.
Or not.
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I've been thinking about this more overnight.. that combo is good, but why put it on a player with GAS skill access? They're all G skills, shouldn't I build that player from a lineman?
Frenzy is the right choice, but I think that everyone's dream frenzier can be built with this guy. (Dark Elf coaches, look away now):
7438 Leap, Very Long Legs, Diving Tackle, Block, Frenzy, Mighty Blow, Side Step
And still space for another stat upgrade (for +AV or +ST), if I'm lucky enough to get it.
Frenzy is the right choice, but I think that everyone's dream frenzier can be built with this guy. (Dark Elf coaches, look away now):
7438 Leap, Very Long Legs, Diving Tackle, Block, Frenzy, Mighty Blow, Side Step
And still space for another stat upgrade (for +AV or +ST), if I'm lucky enough to get it.
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- bouf
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I managed a ST4 myself last night
Son of Tsathoggua
But I already have Block, Tackle, Mighty Blow.
With the ST4 I may have one skill left before the long walk to 176 SPPs... What to take, What to take?
Frenzy, Dodge, Side Step or Pile On???
Son of Tsathoggua
But I already have Block, Tackle, Mighty Blow.
With the ST4 I may have one skill left before the long walk to 176 SPPs... What to take, What to take?
Frenzy, Dodge, Side Step or Pile On???
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Congrats!
I'm convinced by the Frenzy argument, though Dodge and Side Step both help him live, and make use of his awesome skill selections. Seeing as you're probably not going to have to worry about crowd pushing with him (because you'll be banking on knockdowns), Side Step isn't so useful. With only three guarders on your team, this guy is going to continue to be your blitzer (as noone else is going to get 2d blocks as often), so take the Frenzy. It'll also help you earn those last 100SPPs. At that point, take Dodge, mostly so you can get out of the TZ of anyone you don't manage to blitz of their feet.
I'm convinced by the Frenzy argument, though Dodge and Side Step both help him live, and make use of his awesome skill selections. Seeing as you're probably not going to have to worry about crowd pushing with him (because you'll be banking on knockdowns), Side Step isn't so useful. With only three guarders on your team, this guy is going to continue to be your blitzer (as noone else is going to get 2d blocks as often), so take the Frenzy. It'll also help you earn those last 100SPPs. At that point, take Dodge, mostly so you can get out of the TZ of anyone you don't manage to blitz of their feet.
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- bouf
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I'm leaning on Frenzy at the moment too... 2 x 2d hits with Tackle should be pretty effective. Plus that may put a little Crowd push fear out there too...
Although, given his current skill sellection, I could just take Pile On and cause maximum carnage... Really shoot for that 176 SPPs. Getting a 2D blitz (with only one assist) on a CW or BO is long overdue on this team... It'd be nice to kill one once in a while!
But Dodge would increace mobility... That way I could get better quality Blitzes against key targets...
I've got 20+ SPPs to go before I need to worry about it though... And I could always roll another ST!
Although, given his current skill sellection, I could just take Pile On and cause maximum carnage... Really shoot for that 176 SPPs. Getting a 2D blitz (with only one assist) on a CW or BO is long overdue on this team... It'd be nice to kill one once in a while!
But Dodge would increace mobility... That way I could get better quality Blitzes against key targets...
I've got 20+ SPPs to go before I need to worry about it though... And I could always roll another ST!
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