Blitzer Playing it Safe - Next Skill

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DoubleSkulls
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Post by DoubleSkulls »

Frenzy if you don't have it already would be good (and maximises the value of MB/Tackle). Stand firm is always good as is guard.

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Post by mattgslater »

MA7? Frenzy or Guard, as you want to put him in at either outside linebacker or safety. Not knowing the rest of your roster, my general inclination would be Frenzy.

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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 bouf »

mattgslater wrote:MA7? Frenzy or Guard, as you want to put him in at either outside linebacker or safety. Not knowing the rest of your roster, my general inclination would be Frenzy.
Here is how I’ve developed my team thus far.


Blitzer: Block, Tackle, Stand Firm, Mighty Blow (Guard, Grab - Dodge)
Blitzer: Block, Tackle, Stand Firm (Mighty Blow, Guard - Dodge)
Blitzer: Block, Tackle, +MA, Mighty Blow (??? - Diving Tackle)
Blitzer: Block, Mighty Blow, Piling On (Tackle, Juggernaught - Jump Up)
BOB: Block, Stand Firm (Frenzy, Guard - Diving Tackle)
BOB: Block (Stand Firm, Frenzy - Diving Tackle)
BOB: Block (Stand Firm, Guard - Dodge)
BOB: (Block, Stand Firm - Dodge)
Thrower: Kick-Off Return, Block (HMP, Accurate - Dodge)
Thrower: New (Dump Off, NoS - Catch)
Lineman: Wrestle, Tackle (Fend, Dauntless - Guard)
Lineman: New-ish (Dirty Player, Wrestle - Sneaky Git)
Goblin: Side Step (Diving Tackle, Sure Feet - Block)
Troll: Guard (Stand Firm, Grab - Block)

Re-Rolls: 4
Fan Factor: 12
Cheerleaders: 2
Apothecary: 1

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Post by TuernRedvenom »

Definately frenzy next. It opens up so much opportunities your opponent just can't ignore.

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Post by Cramy »

Absolutely, Frenzy next. He'll be the catcher killer. I'd be tempted to get Stand Firm next so that you can crowd push without worries of ending-up in the crowd. Side Step would be even better if you are lucky enough to roll doubles, to be able to re-position yourself for a crowd push. If you do intent do stand next to the sidelines, consider Juggernaut instead of Side Step.

Guard is never bad, but guard is much more powerful on your Block and Stand Firm players. Guard should definitely be their next skill.

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Post by DoubleSkulls »

Goblins on Orc teams I'd always develop to be catchers - catch, sure feet, sprint, diving catch. Generally you don't want to be fielding them on defence.

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Post by mattgslater »

I'm of Ian's mindset as starters are concerned, but a defensive Goblin can be a good backup to a dirty player. Gobs on D are strictly safeties. Put the Gob in at free safety on the weak side, behind your best BOB inside linebacker (on this team that's Block/SF when there's no Juggernaut on the board, but if you get a Side Stepper it's him, Grab be damned -- and SS beats Dodge except on Stand Firm boy). Then the Goblin is free to roam into assisting range or put a zone on the ball if it pops loose within his movement (SS/Dodge gives him great coverage potential). Once he gets Diving Tackle, put him instead on the strong side against speed teams, and you'll be impossible to break through (in that case you might want to field him in lieu of your D-Thrower, along with the dirty player). With doubles on the Goblin, take Guard, but don't expect him to live long thereafter.

I'd definitely develop the rookie Thrower differently, as a safety. I'd start by getting him Leader or Kick (you have 4RR, so Kick), with Accurate or Block in at #2 and #3. Dump-off will seldom see use, and when it does it's at best a 50/50 proposition (at most doubling your odds of keeping your grip on the ball, when one considers that 25% of results on 2d are skull or push). In 2TZ, the odds fall to 10/27, and in 3 or more, it's a meager 11/54, or just over 20%). Conversely, Block will see use all the time and give you a 44% chance of keeping the ball. Strip Ball doesn't factor in here, as this guy has Sure Hands. Wrestle's worth something in the equation, I guess, but that 25% to stay up is firm. So Dump Off is only marginally better than Block at the only thing that it does under the best of circumstances. Even if you combine it with Nerves of Steel, it's still only 16/27, or about 60%, assuming AG3 target in no TZ. You need three safeties, minimum, plus one more who can play linebacker or corner in the event of a casualty (Cas on the line are filled by BOB ILBs, who are replaced by Blitzer corners, who are replaced by versatile safeties; versatile safeties replace outside LBs directly). If you want a dedicated catcher, get another Goblin, and give him Catch, then Sure Feet, with NOS on doubles.

The last two Blitzers (without SF) give Guard next. SF guys at the corners, Guard guys at OLB, and many teams will be very leery of going outside on you. Especially when there's all that Mighty Blow and Piling On going around. That outside Linebacker spot is usually one forward of the corner to boot: if you set up one square back, the MA7 guy can hit the end zone in two turns. So put the SF/Tackle/MB Blitzer outside/behind him at corner (two-back, one in from WZ, or just outside him, one-back if oppo has Frenzy but no Juggernaut), and the opponent might build their strong side the other way. Use the SF BOB (and especially an SS guy if you get one) to encourage this too.

Code: Select all

---  ---  ---  ---| ---  ---  D.E  N.T  D.E  ---  --- |---  ---  ---  ---
---  ---  OLB  ---| ---  ILB  ---  ---  ILB  --- |---  OLB  ---  ---
---  C.B  ---  ---| SAF  ---  ---  ---  ---  SAF |---  ---  C.B  ---

--  ---  ---  ---| ---  ---  BOB  TRL  BOB  ---  --- |---  ---  ---  ---
---  ---  BLZ  ---| ---  BOB  ---  ---  BOB  --- |---  BLZ  ---  ---
---  BLZ  ---  ---| L/T  ---  ---  ---  ---  T/G |---  ---  BLZ  ---

The Orcish shallow 3-4.

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.
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Post by bouf »

Although I normally agree that Side Step is better than Stand Firm, I have my team built on a theory that "If everyone has SF, there is no where good to go"

The Odd side step may be nice, but I see SF + Dodge as a much better investment... IF there is a lot of SF on the team! I just don't need to reposition my self that often, since the blocks around my players don't make holes to go through...

If I built my BoBs with Guard early in the piece, then Yes... Side step.

~//~

I may have been convinced to build my two slowest to develop BoBs with
Block/Guard/Stand Firm
rather than
Block/Stand Firm/Guard
I gotta admit that my Caging efforts are getting much more difficult at the moment.

~//~

The Goblin is there as a One turn threat. (more psychological than an actual threat... If mo opponent looks to stall me, I Tap the Goblin in the duggout) I gave him side step first because I've got stand firm on everyone else... Why not give the Goblin a passive skill that mirriors it???
I was thinking Catch then Diving Catch may be good too... (We use the experimental +1 to Catch Accurate Passes rule). My throwers aren't really Gung-Ho on Accurate Pass skills... So a DC may be worth it???

To be honest I havent really given the little guy much thought... he got two quick MVPs so I gave him Side stel as a snap decision...

~//~

Which brings me back to my saftey...

Most people suggest Frenzy, or Diving Tackle on Doubles... Thats the Way I'm leaning too... But +ST would be nice!

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