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Mad Jackal
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Post by Mad Jackal »

I love to give my first 4 TD to my wardancers. (strip ball on both.)

And any mvp line elf gets a completion for kick.

Then wrestle / dodge / etc.

Of course especially starting with out a thrower I try to get one spp on every line elf or score with them after the Dancers have thier skills. To get them skilled up to take advantage of the random mvp.

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Post by Arngrim »

Well, I played my second game last friday versus Lizardmen.
Unfortunately I didn't get enough SP on my thrower for leader, but I did up my TT to 80K. Second RR looks close. I did get a skill on a lineelf and chose Kick, and everyone except for the tree har Sp:s, and I have three players with 5, so hopefully I'll have three more skills after next match.

I have a question though, if I roll 4+6, what should I do, take skill, move or AV?
For:
line, WD THr.

Currently I have 1 WD with SBall, and a lino with Kick, lineup is as stated in the first post.

I have another question:
The league is failry bashy and I'm considering going down a very experimental path: Going Wrestle(+dodge) instead of B+D.

Opinions?

I figure that my defense will suffer horribly, but my speed might offset that, but block will soon equal no result after the bashers have skilled up, and having W instead of B might throw their game off a bit.
We have 1 dwarf team, and I believe that Tackle will become popular soon since I play WE, the leading team is Skaven and we have a Lizard player as well. current team number is 7.

-Edit: spelling

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Post by SillySod »

Wrestle + Dodge is pretty much the default for elven linemen now. Do it :)

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Post by Marlow »

I try and mix my linesmen half with Block, others with Wrestle.

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Post by Arngrim »

SillySod wrote:Wrestle + Dodge is pretty much the default for elven linemen now. Do it :)
Interesting!

I've been out of the BB loop for a long time, last league I played in, DT=block on a player entering your TZ.

But apparently I'm not the only one who feel that superior movement is perhaps better than remaining standing on a both down result, especially when Block becomes common.

What are your experiences when it comes to pros and cons on W vs. B?

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Post by mattgslater »

The new DT is no longer an automatic doubles selection on ST4 players, but it's a worthwhile selection on linebackers and safeties, especially against elves and skaven.

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Post by Marlow »

Arngrim wrote:What are your experiences when it comes to pros and cons on W vs. B?
It is difficult to judge as sometimes you want one and sometimes the other. If your League is Block heavy then Wrestle can be of more use, but sometimes loosing your own TZ can be anoying.

Wrestle is good for making holes as it drags the opponent down so he looses Tackle Zones and is great for taking down Ball Carriers if you have it on a Leap player.

Block is more use when you are playing defensivly (not necesarily on the defensive)

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Post by SillySod »

Generally wrestle is great for opening up holes in the pitch and getting the ball free...block is better if you are ballhandling or trying to maximise cas from blocks. Block tends to be more powerful at lower TVs.

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Post by Arngrim »

Hmm, yes, that's about what I expected then.
I guess I'll try to get Block on the players that I need standing, and experiment with W on the rest.

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Post by mattgslater »

Block is best on cornerbacks and inside LBs, While Wrestle is best on the line and on safeties. Outside LBs can go either way, or just not develop one of those skills.

But the best skill on the corners and inside LB spots is Side Step. And it's not even close. Side Step is also killer on the line; in conjunction with Wrestle, it ensures your guy will get blocked precisely once, no chains, no staying in the same place to get hit again.

Fend is also good on the LOS, as it makes it harder to engineer 2d blocks on the Tree... but the Tree's ST6 also goes a long way. And it's kind of silly thinking about the AV7 guy as protection for the AV10 guy.

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What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
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Post by Arngrim »

I agree, I'll probably go for 2 sidesteppers for the corner defense before I get my first block.

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Post by Arngrim »

So: 2 more games played.
1:st against dwarfs: Horrible! I just couldn't roll above 1, and rolled as bad on the block dice as well, and with a single reroll I never was in the match. I managed to pick up the ball exactly twice, and failed to make even a single completion. Well, that's why we like dice: Nothing is certain 8)
Lost 0-2 on TD, and 1-3 on Cas.
My tree got the only SPP apart from a MVP on my wardancer with SBall.
Got 60K, and bought the second reroll.

2:nd against Ogres, The first thing (first block of the first turn)that happened was that I got a Lino killed, I decided to save the apoth for positionals for the rest of the game, and ended up not using him. Ah well, if I had used him a WD would have been killed later according to Murphy, so no biggie.

pretty bashy and open game, won 4-1 ( beutiful TTM TD on the Ogres part) and 2-2 in Cas. The little ones are hard to knock down, and the SStepping is a pain, I need some :-) But I got the ball loose at least twice on 2D against.

Net result:
WD (SBall) Skill - I'll probably take sidestep
WD Skill - I'll probably take SBall on him too,
Thrower: Double Damn! I intended to take Leader, but... SArm?
1 Lino: Skill Probably SStep, so I get 2 SS on the flanks

Tree: Unskilled
Lino: Kick
4 Linos: unskilled
Apoth.
FF:4
RR:2
No assistant coaches nor Cheerleaders (I'd like one of each, but I need the Cash for players, since I'm down to 10. Aiming to buy a Catcher Next.

I'm really torn about wether to use the double or take Leader anyway...

I could play the next game without Leader, buy a third RR instead of a Catcher, and play the third, and possibly fourth game with journeymen, and add up the cathers after that...

Or, take Leader, buy a Cather after the game and then be a bit on the fence about the third RR vs. Catchers...

I must admit that I really wouldn't mind getting 12 or even 13 regulars on the roster though. The League is quite Bashy ( Skaven, Humans, Ogres, Lizardmen, Dwarves, Chaos and possibly Vampires chiming in soon).

Suggestions and opinions are very welcome! :D

Edit: Forgot the tree...

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Post by mattgslater »

Frenzy on SBall Boy (safety), and SS on the rookie WD (corner). That's what I'd do. Leap/Frenzy/SBall is very hard to cope with, but one instance of SBall is enough. Strong Arm on the Thrower is the way to go if you intend to build a dedicated QB for 1-2 turn tempo scores, but that's expensive. If you don't give him Strong Arm, give him SH or Leader, or give him Guard, as you will want him on the ball, and frequently that means you want him to give an assist to help block/blitz one or more guys off the ball. If you do give him Guard, make him an outside LB, and move the SS lino to inside LB on the same side, forcing the oppo to go inside on the other side, or cope with skills. Note however that a Guard OLB and a rookie lino at the corner is little protection against a blitzing CW or Saurus with Block.

I think you're right to take SS first on the lino, and I also think you're right to use the first two SS'ers as cornerbacks. I think you should do it again on the next two linos so you have it on the inside LBs (that's what I do with my Pro Elves... plus another on the nose, but you have a Tree). Then, with ST6/Stand Firm on the nose you'll be very hard to get through. Plus you'll have a Frenzy/Leap/Blodge/SBall Safety with MA8 and AG4.

One trick with Kick against bash is to practice your asymmetric fronts; a bashy o-line pretty much has no choice but to line up on your d-line for a blocking chain, so if you set the d-line off-center, you can be pretty sure to see a weak side to kick against, and a rough parity between deep and shallow kicks to confound ball-getters (if you don't see a weak side, that's even better, as you can drop the ball into your constructed strong side and watch him struggle to cage before you snatch it away). That also gives you good opportunities to try the Tree at end instead of on the nose, but if you do, make sure to do the math vis-a-vis Guard and ST to make sure it's safe. No advice as to whether you want the WD corner on the strong or weak side... he's hard to KD (strong), but he's expensive (weak). He's fast (weak) but he leaps (strong). I'd probably put him on the weak side, but put the safety WD on the strong side.

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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 Arngrim »

Freny on the stripballer...
Wouldn't that make me forced to throw one more block at 1/2 dice, or 1/3 dice if I'm really unlucky? I'm worried that it would be a liability as mutch as an advantage.

And is just 1 SBall really enough?

Still on the fence about the double as well.

*pondering*

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Post by mattgslater »

Frenzy takes a bit of engineering, yeah. But it's very powerful.

Strip Ball is badly overrated. Against any team that's played 6-8 games it just forces opponents to play smart, which they should be doing anyway.

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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