Slann Blitzer ~ Blodge + ???
- bouf
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Slann Blitzer ~ Blodge + ???
I've decided that the Slann blitzer is best built to act as a passive weapon. They start with Diving tackle which is an awesome Passive skill. Why not make the most of it?
So i've come up with teh following.
Diving Tackle, Jump Up, Leap, Very Long Legs
Block
Dodge
Stand Firm ~OR~ Side step*
Guard
Tackle ~or~ Shadowing*
*Which is better? With Stand Firm you have the reliability of staying exactly where you want, but that may leave you exposed...
With Side Step, you can try to react to your opponents movements but also could get knocked out of position.
Note: It seems more likely that your opponent will have Jugg (counters SF) than Grab (Counters SS). Would Guard being the next skill affect your decision?
*You have to be lucky to last this long and more than one or two of these guys will rocket your TV...
But is it better to deny your opponent the Dodge Re-roll, which will help when used in a non passive mannor, or is it better to be bale to chase down the opponent using your high(ish) MA?
Note: the threat of shadowing your opponent with a DT player may be worth as much as actually shadowing them. Your opponent will have to make efforts to get rid of the shadower (and hopefully fail) and is still more likely to try that than just run off and risk the DT, Over and Over and Over.
So i've come up with teh following.
Diving Tackle, Jump Up, Leap, Very Long Legs
Block
Dodge
Stand Firm ~OR~ Side step*
Guard
Tackle ~or~ Shadowing*
*Which is better? With Stand Firm you have the reliability of staying exactly where you want, but that may leave you exposed...
With Side Step, you can try to react to your opponents movements but also could get knocked out of position.
Note: It seems more likely that your opponent will have Jugg (counters SF) than Grab (Counters SS). Would Guard being the next skill affect your decision?
*You have to be lucky to last this long and more than one or two of these guys will rocket your TV...
But is it better to deny your opponent the Dodge Re-roll, which will help when used in a non passive mannor, or is it better to be bale to chase down the opponent using your high(ish) MA?
Note: the threat of shadowing your opponent with a DT player may be worth as much as actually shadowing them. Your opponent will have to make efforts to get rid of the shadower (and hopefully fail) and is still more likely to try that than just run off and risk the DT, Over and Over and Over.
Reason: ''
- mattgslater
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Never played Slann nor seen them played, so if Galak or somebody gives you empirical advice that doesn't jive, note this caveat. That said, here's what I'd do with this team's Blitzers.
Inside LB (blitz-absorber on inside runs).
1: Wrestle
2: Side Step
3: Tackle or Dodge
4: Shadowing, Tackle or Frenzy
Outside LB (protects cornerback in WZ, usu. in front of/inside cornerback)
1: Guard
2: Wrestle
3: Frenzy
4: Side Step
Safety (between white lines, protected by teammates).
1: Wrestle
2: Tackle
3: Side Step
4: Shadowing
Corner (Wide zones, positioned to soak up blitz)
1: Side Step
2: Block
3: Dodge
4: Tackle
Doubles: Ignore. Yeah, yeah, stupid Nerves of Steel Tricks abound with this guy, but you've got so much Pass Block nobody will throw on you anyway.
10 or 11 makes a Safety, unless you already have Guard. If you're concerned about Darkies, 'Zons, Stunties (including Orcs who use Goblins) or High/Pro Elves who don't believe in Dodge, then you should go straight for Shadowing after getting MA8, forgoing Tackle.
12 makes him an ILB unless he already has Guard. If he does have Guard, line him up at OLB, but put him next to the cornerback, rather than in the rank before him.
Note all the Wrestle. I'd go for Block on linos. Take advantage of Jump Up.
I might actually try to go for one of each position (OLB, ILB, Corner, Safety) over time, building linos or catchers for the other four backfield roles. I could see a couple linos with Fend and Block, and a Catcher at Safety plus maybe another at OLB once I'd done some developing. This lets you play weird asymmetry games and field a whole lot of looks, potentially confusing the *^&# out of your opponent. You can also develop a Krox for ILB usage, putting linos to the line... and if you cover your tracks with Stand Firm or Block (doubles) ahead of Guard, you can alternate him between nose and weakside ILB (he can only play weakside ILB, as your opponent will build away from him no matter what you do, so whatever side he's on is the weak one).
Side Step is categorically better than Stand Firm for any player who doesn't play on the line, and it's also better for any player who does, unless he's protecting a big guy or a pricey Guard player on the nose.
Inside LB (blitz-absorber on inside runs).
1: Wrestle
2: Side Step
3: Tackle or Dodge
4: Shadowing, Tackle or Frenzy
Outside LB (protects cornerback in WZ, usu. in front of/inside cornerback)
1: Guard
2: Wrestle
3: Frenzy
4: Side Step
Safety (between white lines, protected by teammates).
1: Wrestle
2: Tackle
3: Side Step
4: Shadowing
Corner (Wide zones, positioned to soak up blitz)
1: Side Step
2: Block
3: Dodge
4: Tackle
Doubles: Ignore. Yeah, yeah, stupid Nerves of Steel Tricks abound with this guy, but you've got so much Pass Block nobody will throw on you anyway.
10 or 11 makes a Safety, unless you already have Guard. If you're concerned about Darkies, 'Zons, Stunties (including Orcs who use Goblins) or High/Pro Elves who don't believe in Dodge, then you should go straight for Shadowing after getting MA8, forgoing Tackle.
12 makes him an ILB unless he already has Guard. If he does have Guard, line him up at OLB, but put him next to the cornerback, rather than in the rank before him.
Note all the Wrestle. I'd go for Block on linos. Take advantage of Jump Up.
I might actually try to go for one of each position (OLB, ILB, Corner, Safety) over time, building linos or catchers for the other four backfield roles. I could see a couple linos with Fend and Block, and a Catcher at Safety plus maybe another at OLB once I'd done some developing. This lets you play weird asymmetry games and field a whole lot of looks, potentially confusing the *^&# out of your opponent. You can also develop a Krox for ILB usage, putting linos to the line... and if you cover your tracks with Stand Firm or Block (doubles) ahead of Guard, you can alternate him between nose and weakside ILB (he can only play weakside ILB, as your opponent will build away from him no matter what you do, so whatever side he's on is the weak one).
Side Step is categorically better than Stand Firm for any player who doesn't play on the line, and it's also better for any player who does, unless he's protecting a big guy or a pricey Guard player on the nose.
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.
- one_second_of_insanity
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I was looking at developing my Blitzers in a similar but different way, they have good skill access so why not use it.
2 Blitzers: Support
Dodge, Guard, Sidestep, Wrestle
Dodge first is really to make the blitzer a lot more mobile so I can put the DT tackle zones where I want them plus it will keep him on his feet a bit more. I really don't see you always wanting to blitz with your blitzers with a Slann team when they don't start with Block so there is no need to develop them along this path, the linemen with access to all the general skills can fill the blocker/blitzer position quite well while the blitzers support them, they really are built as great support players.
1 Blitzer: Ultimate Safety
Wrestle, Stripball,Tackle, Juggernaut
No ball carrier will be safe with this player around, especially great against Elves (of any variety)
1 Blitzer: Killer
Block, Mighty Blow, Piling On
This is the player who everyone will want to avoid and will threaten expensive players
2 Blitzers: Support
Dodge, Guard, Sidestep, Wrestle
Dodge first is really to make the blitzer a lot more mobile so I can put the DT tackle zones where I want them plus it will keep him on his feet a bit more. I really don't see you always wanting to blitz with your blitzers with a Slann team when they don't start with Block so there is no need to develop them along this path, the linemen with access to all the general skills can fill the blocker/blitzer position quite well while the blitzers support them, they really are built as great support players.
1 Blitzer: Ultimate Safety
Wrestle, Stripball,Tackle, Juggernaut
No ball carrier will be safe with this player around, especially great against Elves (of any variety)
1 Blitzer: Killer
Block, Mighty Blow, Piling On
This is the player who everyone will want to avoid and will threaten expensive players
Reason: ''
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Sidestep is definately stronger than SF, certainly if you intend to combo it with guard and certainly for the cagebusting antics slann love.
Reason: ''
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I'm also a big fan of taking advantage of starting skills, and of fragile player protection. My development would be one of the following:
Two Blitzers:
1: Wrestle
2: Dodge
3: Tackle
4: Side Step
5: Juggernaut
6: Strip Ball
Swap skills around depending on if you are facing lots of dodge, tackle, Sure Hands, strength or speed.
Two others I'd develop with Block, Mighty Blow, Piling On.
But same caveats as matt. I have not played Slann. But to me the Blitzers just scream the above development.
Two Blitzers:
1: Wrestle
2: Dodge
3: Tackle
4: Side Step
5: Juggernaut
6: Strip Ball
Swap skills around depending on if you are facing lots of dodge, tackle, Sure Hands, strength or speed.
Two others I'd develop with Block, Mighty Blow, Piling On.
But same caveats as matt. I have not played Slann. But to me the Blitzers just scream the above development.
Reason: ''
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Mine only last about 2 games before winding up dead or seriously injured.
With the dichotomy of no protection skills yet needing to mix it to gain SPPs/help the team they're a juicy target for your opponent.
Str 3, not blocking skills, AV 8 and +5 to TV over a lineman means that I've started this season with linemen + rerolls instead and to be honest I'm not missing the blitzers in the slightest.
Reason: ''
- bouf
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I really want to build them as passive players,
I see Block as a Pasive skill (since you remain on your feet) and Wrestle as an aggresive skill (since you go down and lose your TZ - along with DT, Guard, Shadow, etc...). Your better served by Aggresively Wrestling down a Key player than you are by getting wrestled down in your opponents trun.
So for me It's Block over Wrestle.
All my linemen get Wrestle, Tackle, Dauntless. (Guard or Dodge)
Except for a Kicker and a DP. Linos don't have A or S access bu all the good blitzer skills are G anyways.
Also, unfortunately, I'm playing in a developed league, so there is plenty of tackle at this end of it all. So although I agree that Dodge makes a Great 1st skill, It'll come 2nd for my poor guys.
~
It appears that the Side Step should win out over Stand Firm... I'll give that a shot.
~
What about Tackle Vs Shadowing? Or maybe Pro?
I see Block as a Pasive skill (since you remain on your feet) and Wrestle as an aggresive skill (since you go down and lose your TZ - along with DT, Guard, Shadow, etc...). Your better served by Aggresively Wrestling down a Key player than you are by getting wrestled down in your opponents trun.
So for me It's Block over Wrestle.
All my linemen get Wrestle, Tackle, Dauntless. (Guard or Dodge)
Except for a Kicker and a DP. Linos don't have A or S access bu all the good blitzer skills are G anyways.
Also, unfortunately, I'm playing in a developed league, so there is plenty of tackle at this end of it all. So although I agree that Dodge makes a Great 1st skill, It'll come 2nd for my poor guys.
~
It appears that the Side Step should win out over Stand Firm... I'll give that a shot.
~
What about Tackle Vs Shadowing? Or maybe Pro?
Reason: ''