Yeah. Be careful about that, though; if you say "ok, follow, and you'll Frenzy and push so I can crowd-push you next turn" Nuffle is liable to award your guts with a casualty on the Frenzy block.Master Wang wrote:Fend is optional (unless otherwise stated skills don't have to be used), right? I like that pro elf blitzer build (2nd ed. team waiting back the UK to be collected at Xmas), but can think of cases were I might want the attacking player to follow up, especially the frenzy ones as side step is great for pulling players out of position, setting up crowd surfs, etc.
The use of Fend?
- mattgslater
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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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I disagree, only in that I value fend higher. Fend is a great number one or two skill for the three line elves on the LoS, and for any "Spare Linemen" who may need to tie up opposition players.mattgslater wrote:Fend is a great #3 skill for any elf lineman. Side Step is better...
Side Step is great too, don't get me wrong.
After playing around with Block, Wrestle, Dodge, Side Step, and Fend, I have determined that in a bashy league, your 5 dark elf linemen should have the following skills (Guard on doubles.)
#1- Dodge, Side Step, Block
#2- Dodge, Fend, Block
#3- Side Step, Fend, Dodge
#4- Fend, Dodge, Block
#5- Side Step, Fend, Dodge
(If the league is dwarf or Tackle heavy, drop dodge altogether and try to keep your linemen at two skills each- you'll need the TV)
Why? early on Dodge is needed to help set up 2 die hits and avoid being trapped. Side Step is critical in protecting your backfield or your skilled positionals out in space. Fend stops the cage from advancing, generally leaves opponents without someone to block next turn, and can actually spring a player (free dodge!) Block is clear- so you can take advantage hits with them!
On the LoS, it is often a good idea to have the middle player be a Fend player (then Fend Side Step) and the ends be Side Steppers (Side Step with Dodge first is my preference). You can really begin to spread out offenses or stall them in this way.
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- TuernRedvenom
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Fend and Side Step cannot be compared since they fulfill completely different roles. Side Step is mainly used for pinning opposition players while fend is used for freeing up your own. Side Step is for improving your own position, fend for denying your opponent to improve his position.
I don't like the Dodge/Fend combo either, I'd always prefer Wrestle or Block/Fend over it since the former doesn't protect you against a MB/Piling On player on a both down (so you're not getting full value out of your skill IMO).
I don't like the Dodge/Fend combo either, I'd always prefer Wrestle or Block/Fend over it since the former doesn't protect you against a MB/Piling On player on a both down (so you're not getting full value out of your skill IMO).
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Dodge Fend is one of my favorite combos, it takes two players to pin the player down, one of which with tackle! OK, I'm not serious, but it's in my top 10 combos for Dark Elf linemen...TuernRedvenom wrote:Fend and Side Step cannot be compared since they fulfill completely different roles. Side Step is mainly used for pinning opposition players while fend is used for freeing up your own. Side Step is for improving your own position, fend for denying your opponent to improve his position.
I don't like the Dodge/Fend combo either, I'd always prefer Wrestle or Block/Fend over it since the former doesn't protect you against a MB/Piling On player on a both down (so you're not getting full value out of your skill IMO).
By the way, I often use Fend to ensure good defensive positioning (no follow ups) and Side Step to ensure that I do not receive more blocks than I need to... so I find them really comparable.
Wrestle I found to be a poor choice on a Dark Elf lineman... it just doesn't have the bang for your buck that other skills have.
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- mattgslater
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Side Step has very similar uses to Fend on the D-line. It prevents chain-blocks (better than Fend, which just sometimes negates assists), stops OTS, and forces awkward positions. Frequently I find when bashing on the line that I don't WANT to follow up because I need the space in case future blocks yield pushes. With SS, that offense can't get any lateral movement: all pushes are off the line, unless there's some better place to go... and there's no getting in because you can't make a gap.
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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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I see Fend as having the following uses:
- It negates Frenzy.
- It negates Piling On.
- It reduces fouling assists on a downed player.
- In many circumstances it leaves a player free to move in his turn.
- It is great for marking any opponent unfortunate enough to find himself on the edge of the board (he cannot move away by blocking).
- It combines well with other skills.
- It works during the opponent's turn.
Since I like playing teams without Agility skills, and with dubious Armour, I am a fan of Fend. Some sample uses:
- On a Hobgoblin, Wrestle/Fend/Tackle (on doubles Dodge/Sidestep).
- On a Rotter, Block/Fend/Foul Appearance (on doubles Guard).
- On a Pestigor Blitzer, Wrestle/Fend/Tackle (on doubles Jump Up/Sidestep).
In a really long running league, I would aim to give all my players Fend eventually, as it is the best defence against a slayer side (M-Blow/Claw/P-On etc.).
I suggest Fend would be best when a team has lots of it.
Hope this helps.
Smeborg
- It negates Frenzy.
- It negates Piling On.
- It reduces fouling assists on a downed player.
- In many circumstances it leaves a player free to move in his turn.
- It is great for marking any opponent unfortunate enough to find himself on the edge of the board (he cannot move away by blocking).
- It combines well with other skills.
- It works during the opponent's turn.
Since I like playing teams without Agility skills, and with dubious Armour, I am a fan of Fend. Some sample uses:
- On a Hobgoblin, Wrestle/Fend/Tackle (on doubles Dodge/Sidestep).
- On a Rotter, Block/Fend/Foul Appearance (on doubles Guard).
- On a Pestigor Blitzer, Wrestle/Fend/Tackle (on doubles Jump Up/Sidestep).
In a really long running league, I would aim to give all my players Fend eventually, as it is the best defence against a slayer side (M-Blow/Claw/P-On etc.).
I suggest Fend would be best when a team has lots of it.
Hope this helps.
Smeborg
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Smeborg the Fleshless
- mattgslater
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Remember, though, that while Side Step and Stand Firm each have an anti-skill, Fend is subject (more-or-less) to both anti-skills.
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.