ST4 AG 4 Amazon Blitzer development questions
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ST4 AG 4 Amazon Blitzer development questions
In our local perpetual LRB5 league I've just started a new amazon team, the Ululu Avengers. Now I've struck pay dirt with one of my blitzers who got +ST and +AG as her first two skill ups!
I'm a bit concerned about the longevity of this priority target... I'd really wish those two increases had been on seperate blitzers... But nevermind. She is two SPP from her next skill up, so the question is: what skills should I take? I'm pretty tempted to take frenzy...
Oh, and how do I keep her alive?
I'm a bit concerned about the longevity of this priority target... I'd really wish those two increases had been on seperate blitzers... But nevermind. She is two SPP from her next skill up, so the question is: what skills should I take? I'm pretty tempted to take frenzy...
Oh, and how do I keep her alive?
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A ST4/AG4 Blodger - that's one nice player
!
I assume that on offense she'll be running the ball and on defense she'll be making most of the Blitzes so I wouldn't recommend Guard (although Guard usually is the best pick for an Amazon blitzer).
I'd take Mighty Blow, I think she'll be able to make the best use out of it. And removing the opposition from the pitch can be a good way of self-defense too
...
Cheers
Tante Käthe

I assume that on offense she'll be running the ball and on defense she'll be making most of the Blitzes so I wouldn't recommend Guard (although Guard usually is the best pick for an Amazon blitzer).
I'd take Mighty Blow, I think she'll be able to make the best use out of it. And removing the opposition from the pitch can be a good way of self-defense too

Cheers
Tante Käthe
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I have Stand Firm on players that I can "sacrifice" to help the others. Often high AV and with Guard.
A player that I really wanna have for a longer term, stay out of trouble and be the player with the skills, doing magics!
Don't tie up a ST4/AG4 player against strong teams with tackle (orc, chaos, dwarf etc.)
A player that I really wanna have for a longer term, stay out of trouble and be the player with the skills, doing magics!
Don't tie up a ST4/AG4 player against strong teams with tackle (orc, chaos, dwarf etc.)
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For me, Tackle or Strip Ball
Use the Strength and mobility to disposess your opponent of the ball!
Watch him cry too! Its awesome!
http://www.brisbane.bloodbowlleague.com ... pl&pid=178
I took frenzy on my +ST/+SG blitzer and regretted it, Tackle would have been better!
Use the Strength and mobility to disposess your opponent of the ball!
Watch him cry too! Its awesome!
http://www.brisbane.bloodbowlleague.com ... pl&pid=178
I took frenzy on my +ST/+SG blitzer and regretted it, Tackle would have been better!
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I'd take Tackle w/ ST4, unless I rolled doubles. Then it would be Leap.
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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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Hit by a rock, 1 niggling inj.bouf wrote:For me, Tackle or Strip Ball
Use the Strength and mobility to disposess your opponent of the ball!
Watch him cry too! Its awesome!
http://www.brisbane.bloodbowlleague.com ... pl&pid=178
I took frenzy on my +ST/+SG blitzer and regretted it, Tackle would have been better!
How many in your league loved this? Well you can't protect the players from everything!

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Leap's a risky play for such a valuable player. When it works it's great, but this player is already great, no point in making any more armour rolls than necessary.
Guard has the advantage that she can get into the LoS for a big hit, then help the others on the line push the remaining opposition off her: don't want to give free blocks on her.
But I'd say that you don't want to put her into too many big brawls. Her job should be hit'n'run, and occasionally, she'll be the ball-carrier (she's an easy target for passes and it's hard to get 2d blocks on her). Tackle, Mighty Blow, Strip Ball, Pass Block and Sure Hands would be my shortlist. Side Step a must on doubles.
Guard has the advantage that she can get into the LoS for a big hit, then help the others on the line push the remaining opposition off her: don't want to give free blocks on her.
But I'd say that you don't want to put her into too many big brawls. Her job should be hit'n'run, and occasionally, she'll be the ball-carrier (she's an easy target for passes and it's hard to get 2d blocks on her). Tackle, Mighty Blow, Strip Ball, Pass Block and Sure Hands would be my shortlist. Side Step a must on doubles.
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Guard, tackle..... go for sidestep on doubles. Take any stat, personally I prefer the +mv but whichever really (I'd prefer sidestep over the stat on a double 5)
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Update: the Hartlepool family Glynn now has a virgin bath.
Barney is a clever dog.
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Bloody rock was thrown off the opening whistle... The ball wasn't even in the air!!!stashman wrote:Hit by a rock, 1 niggling inj.
How many in your league loved this? Well you can't protect the players from everything!
So there is me, "Do I use the Apo, or don't I? There is a whole game to play still, I'd better not... But this player is a star! What the hell, I'll risk it"
Apo = 67






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