Blitzer Playing it Safe - Next Skill

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bouf
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Blitzer Playing it Safe - Next Skill

Post by bouf »

Hello everyone,

I have an Orc Blitzer that I use as a kind of "Safety".
While the rest of the team goes for the throat and attempts to Get-the-Ball/Score. This guy sits back and waits for an opponent to try to get past the boys. Then Blam-o!

What skills should I give him?

He has +MA and Tackle so far...

For the next skill, I'm a bit torn between.
Frenzy, Shadowing, or Stand Firm (Maybe Mighty Blow or Strip ball)
Right now Shadowing leads the race because I think i'll get alot out of that +MA, and most people won't be ready for it.

If I roll Doubles I'll probably take Dodge or Diving Tackle, with Stand Firm as my fourth skill.

Your thoughts?

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Post by mattgslater »

Just remember that Shadowing will usually fail vs. a GR or Woodie Catcher. I'd love to be confident enough to grab Shadowing as a third increase (except on a Pro Elf: MA7/Block/SS-Tackle-DT-Shadowing is awesome).

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Post by Andromidius »

I'd say Strip Ball. Gutter Runners and Catchers rarely have Sure Hands (since they tend to have AG4 and catch handoffs).

On a double I'd go for Diving Tackle. Which will terrify any Elf Catcher who he gets his mits on from even daring to try and run away.

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Post by Jural »

If the player actually is hitting players with the ball on a regular basis, Frenzy and Strip Ball can't be beat. However, my experience is that he will be getting tackle zones on players, possibly being more of a passive player.

To that end, my orc "safeties" typically pick up Pass Block, with Diving Tackle being the best doubles roll (with Dodge>Side Step on this piece as well.) Stand Firm or Shadowing are great "next" skills.

I have also gone safety free, and been happy to have Frenzy, Mighty Blow, or Frenzy, Tackle players patrolling my backfield (doubles goes to Dodge then.)

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Post by bouf »

A guy on Ausbowl Suggested Grab...

Pro~
It will cancel Side Step (and in its own way, Fend)
It will most likely work to full effect on the Blitz with the next rule review
It will let me control the opposing Player, getting my guy into the best position... them into the worst.
Good Synergy with Juggernaught, Shadowing and/or Strip Ball (Diving Tackle Too)

Con~
Cannot take frenzy! (which means no Frenzy Strip Combo)
Not "Lethal" by function.

It could be one of those out of the Box type of supprises???
Or is it better to stick with the tried and true?

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Post by Leilond »

Do you want more casualities?
Piling on

Do you want more control?
Grab

Do you want to be a good safety?
Stand firm and Diving Tackle


Shadowing seems not a good choice, because opponents catchers and runners usually have MA 8, sometimes more... rarely less

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Post by SillySod »

I reckon the frenzy would be better than strip ball - if you strip ball an elf then they're pretty likely to be able to just pick it up and score anyway, plus frenzy makes him dangerous on offence as well as defence.

The skill I'd choose would be mighty blow, if that reciever goes down then they stay down which makes sure they cant just pick up the ball again and score as well as giving you more breathing space to pick up the ball yourself. Throw in the fact it doubles as a good offensive skill which will make lizzies and zons weep.

Diving tackle on doubles.

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Post by TuernRedvenom »

SillySod wrote:I reckon the frenzy would be better than strip ball - if you strip ball an elf then they're pretty likely to be able to just pick it up and score anyway, plus frenzy makes him dangerous on offence as well as defence.

The skill I'd choose would be mighty blow, if that reciever goes down then they stay down which makes sure they cant just pick up the ball again and score as well as giving you more breathing space to pick up the ball yourself. Throw in the fact it doubles as a good offensive skill which will make lizzies and zons weep.

Diving tackle on doubles.
I fully agree with this as well. Strip Ball is a really good skills for elves and skaven, which can use their agility to easily bring the strip baller into a position where he can threaten the ball carrier (and have someone retrieve the ball) but it's not much good on an Orc blitzer with mediocre MA and AG.
Orcs don't need such fancy stuff like strip ball. They just need to knock their opponent on their ass (or out of the game) and then take the ball from them.

Mighty blow seems the right choice to me. He will probably be hitting soft targets so make those hits count.

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Post by bouf »

Alright...

Now I'm leaning on Mighty Blow (3rd), Grab (4th), Stand Firm (5th)

Diving Tackle on doubles. I'd also take MA, AG and ST.

By the way, this guy is never on offence... There is nothing I hate more than some Elf or (un)lucky roll leading to a lone player piss bolting down the pitch unopposed. Even when I'm on attack, unless I have eliminated all opponents options, (K/Oed or worse most of his players) This guy hangs around the back...
Waiting...
Watching...

Then...


BAM!

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Post by bouf »

If it's any help,
I have planned the team around everyone taking Stand Firm

2 x BoB - Block, Stand Firm, Guard
1 x Troll - Guard, Stand Firm, Grab
2 x BoB - Block, Stand Firm, Frenzy
2 x Blitzer - Tackle, Stand Firm, Mighty Blow
2 x Lineman - Wrestle, Fend, Dirty Player (or Tackle or Dauntless)
1 x Blitzer - Mighty Blow, Pile On, Tackle
1 x Blitzer - Tackle, +MA, Mighty Blow

I'll end up with a team that no one can move.
Control and Stymie are my new fav sayings. (or i hope to make it so)

(I hate giving BoBs mighty Blow... It seems too 'obvious')

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Post by stormmaster1 »

i'd go mighty blow too. then frenzy. Tackle and mighty blow is the best combination against elves and gutter runners. diving takle on doubles followed by sidestep or stand firm to keep him on his man is also a good combo.

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Post by PubBowler »

Normal: Mighty Blow

Double: Diving Tackle

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Post by Leilond »

Remember that "stand firm" or "side step" are nearly vital for a good safety... It is the only way to not be blitzed and pushed away from the catcher/runner. If you're pushed away, you'll lose all the shadowing, tackle and diving tackle benefit

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Post by SillySod »

Leilond wrote:Remember that "stand firm" or "side step" are nearly vital for a good safety... It is the only way to not be blitzed and pushed away from the catcher/runner. If you're pushed away, you'll lose all the shadowing, tackle and diving tackle benefit
That depends....

A safety who is intended to mark rather than blitz their opponent needs sidestep or stand firm. A safety who is intended to bring down a catcher and make sure they stay down might actually benefit more from something like piling on.

If you roll that double and get diving tackle then go for the man marking skills (shadowing, stand firm). If you dont get that double then you'll probably get more distance out of making sure the player goes down and stays down (mighty blow, frenzy, piling on).

If this guy eventually ends up with a silly number of skills.... have you considered sure hands? As a backfield player it could be pretty neat although I'm not entirely sure.

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Post by Leilond »

SillySod wrote:
Leilond wrote:Remember that "stand firm" or "side step" are nearly vital for a good safety... It is the only way to not be blitzed and pushed away from the catcher/runner. If you're pushed away, you'll lose all the shadowing, tackle and diving tackle benefit
That depends....

A safety who is intended to mark rather than blitz their opponent needs sidestep or stand firm. A safety who is intended to bring down a catcher and make sure they stay down might actually benefit more from something like piling on.

If you roll that double and get diving tackle then go for the man marking skills (shadowing, stand firm). If you dont get that double then you'll probably get more distance out of making sure the player goes down and stays down (mighty blow, frenzy, piling on).
Mighty blow and piling on are good to injury, but do not help to put a catcher down. When a blodger come to you, you can TRY a blitz and, if you manage to have 2 dices, you'll have 56% to put him down... if the damn catcher do not go down, you'll need stand firm or side step, if you don't want to be pushed away easly from a catcher's friend.

Mighty blow and piling isn't for a safety, it is for a standard linebaker. A safety will go for stand firm, pass block, diving tackle, shadowing, catch and similar skills

To be clear, mighty blow and piling on are two GREAT skills, perfect for EVERY player that want to be fearsome

If this guy eventually ends up with a silly number of skills.... have you considered sure hands? As a backfield player it could be pretty neat although I'm not entirely sure.[/quote]

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