All elven linemans and +AG skill ups.

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zephard
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All elven linemans and +AG skill ups.

Post by zephard »

Ok, here the deal, I play in the MBBL, so extremely long league, and not looking at any of the cups this season. I just started a DE team that has the following lineup of rolls for the lineman.

Lineman: Westle
Lineman: Westle
Lineman: Guard
Lineman: Guard
Lineman: +AG
Lineman: +AG
Lineman: none
Lineman: none

3 Blitzers for my 4th was killed.

Now one of my +AG lineman just skilled up and got +AG again, should I take it? Or is that extreme for a lineman, just go with a skill? I was thinking of using the 2 of them as cage breakers with skills of Wrestle, dodge and stripball.

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Post by SillySod »

AG6 cant be used with throwing or leaping. Occasionally it is useful for picking up, catching, or dodging but I'd prefer to get block or dodge so that the player stays alive to see any of the agility be useful.

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Post by PubBowler »

AG6 is overkill. And a lot of TV.

Take a skill.

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Post by stashman »

Get Leap and use him as long as he lives!

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Post by FischerKing »

Ag6 isnt better than ag5 for throwing, as the rule of fumbbling overrules everything else. A short pass is 2+ for both, long pass is 3+ for both (as there is a -1 modifier and extra agility doesnt add possitive modifiers) with a fumbbl on a 1 and a 2, and a long bomb is a 4+ with a fumbbl on 1-2-3 wether your ag 5 or ag 6.

Ag6 is usefull for dodging, intercepting and picking up the ball, but in Lrb 5 rules (were +ag is expensive for your team) It might be over the top. Still pretty cool how you can dodge through alot of tacklezones and pick up a ball though, but on a slow player like a lineman I personaly wouldnt take it.

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Post by whitetiger »

6AG is a waste of team value. It's impressive, but it isn't really that much more useful than 5AG. I'd put leap on him. It's a great skill to use to get in and out of places in a hurry.

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Post by Andromidius »

Compared to strength, high agility is normally not needed. Much better to get a skill that gives you a reroll to any agility based skill that you may need to take alot. Like Dodge or Sure Hands.

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Post by mattgslater »

AG5 is great, but AG6 is only worthwhile on a High or Wood Elf Catcher, or a 4th or later improvement (preferably on a guy with Sure Hands). Otherwise, take AG5 and a skill.

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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.
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Post by PubBowler »

mattgslater wrote:but AG6 is only worthwhile on a High or Wood Elf Catcher
Why these guys, who are likely to also have Catch & (most likely) Dodge?

Not a dig, just curious...

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Post by FischerKing »

I agree with matts. I would say you can use it on those players because of the high movement. Dodge makes it eaven better, because you really can start ignoring tacklezones that way. A player like that winns alot of games as he is the one dodging around picking up balls that for one reason or another is on the ground (most likely in some tacklezones, often many) and passing them for a score. The ability to intercept the ball very well is a sideffect, and you might consider pass block for him.

Your player is pretty slow though, so hes role would more often be to get the ball on the ground in the first place. I would give one of your lineelves leap, wrestle/strip ball, tackle/strip ball, and the other one dodge, leap. One player gets the ball of the ball carrier, and the other one picks it up and throws it far away.

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Post by Jural »

Personally, I'd still prefer leap even on those catchers. Having Catch, Dodge, and Leap and AG 5 is the same cost as Catch and 6AG, and only one more advance... but the skill heavy player is better in almost every way.

Regarding Ag 5 and Leap vs. Ag 6, it's a rare situation where Dodging into a single tackle zone and a leap on a 2+ isn't possible, but making 3 Dodges in 2 tackle zones is. Of course Dodge also has a re-roll component which leap doesn't allow for...

But for a lineman, the choice is easy. Leap or Dodge is best, unless you want to turn him into your thrower, in which case maybe Dodge or Sure Hands would be best. AG 6 simply isn't worth the team rating bloat or the one time in 3 games it will be better than AG 5!

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Post by FischerKing »

Ofcourse it all depends how big a star you want on your team. Blodge, ag 6 AND leap is pretty good ^^ I can see why you wouldnt take the + ag though, its just an ok option for high mv players. And as you say, on your linemen the call is clear :)

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Post by mattgslater »

If you're AG6/Dodge/MA8+, you don't need Leap. Not that it doesn't help, but you can usually just dodge. 2 TZs on a 2!

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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.
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Post by Jural »

mattgslater wrote:If you're AG6/Dodge/MA8+, you don't need Leap. Not that it doesn't help, but you can usually just dodge. 2 TZs on a 2!
Agreed, it's the ability to go over occupied squares or sometimes just take two steps at once that give the edge to AG 5 leap in my mind. I had this call to make with a Wood Elf catcher years ago and chose leap, and I remember on 2 or three occasions thinking it was a great move, but I don't remember ever wishing I had the 6 AG... and that was in LRB 3 or 4 where there wasn't a 30k team value delta.

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Post by whitetiger »

yep, putting the second +AG on him is just an unnecessary TV bloat. I'd give him leap and just move on. Put leap on that other +AG guy and now you've got two of your players in his backfield without having to get into a slugging match to do it.

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It's a Dark Elf world, we just let you live in it to provide fresh victims. - and I still want an Executioner to kill sauruses with.
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