He'll only get one skill, what skill for DE assassin?

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TalonBay
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He'll only get one skill, what skill for DE assassin?

Post by TalonBay »

Due to the shortness of our league (max 8 or so games if you make it to the final) I can be pretty sure my assassin has just got the only skill he'll get before the league ends.

The rest of the team so far is a WE with block, two blitzers (one with dodge), a runner and then linemen up to 11. Played two games (record:2,0,0) so far and I know I've got (bashy)Humans, Halflings and Dwarfs before the playoffs.

As I see it there are a few options:

Block: keeps him alive a bit more when his stab fails or he's blitzed. Not so much use offesively as I don't block with him.

Dodge: the mobility is great and obviously it helps him stay alive, not so much use vs the Dwarfs.

Wrestle: not tried this one but adds an interesting twist in that it can take down blockers (for no damage) and potentially open up cages (or force opponents to move more players into gaps at least).

Leap: helps him get to places he couldn't otherwise, I try to avoid using my blitz with this guy so the leap becomes less useful.

Tackle or Diving Tackle: helps him when he's parked beside enemy receivers. As I don't block with him the benefit of tackle when hitting is reduced so it's purely the re-roll preventing. Diving Tackle seems to conflict with the shadowing skill so I'm really not sure about that one.

So far I'm leaning towards Wrestle or Dodge, are there any interesting advances I missed or benefits/problems with the above skills that I'm overlooking?

What's the consensus from the DE coaches out there?

Cheers.

Wrestle

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Post by Fondu77 »

I'll go for dodge as it confer him a bit protection a a capacity to be used as a blocker helper. :wink:

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Post by Glowworm »

I gave mine Tackle, it great against stunties/elves but maybe not as useful against Dwarf/human (it will make the Human catchers worry)

If not considered already, how about jump up, if he's knocked down then he can stand and stab on a 2+ next turn if his opponent is still next to him.

Block is the obvious choice to keep him alive longer, (but it is boring) I think if I could afford to lose the player (reserves or cash in the bank) i would go with Jump up and hope to have some fun (if he's prone he's a target for fouling anyway, unless you have a prone W/E somewhere on the pitch!)

I think wrestle is not a great option on an Av7 foul target...

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Post by bouf »

Doubles = Multi Block
Normal = Jump Up or Side Step

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Post by CoachScott »

I'd vote for jump up. That way you can stab who ever knocked you over in the first place.

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Post by irlandes »

side step, as combines both with Shadowing and Stab

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Post by stashman »

Jump-Up

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Post by TalonBay »

Thanks for the comments, couple I'd not put in he mix originally.

Side Step - is this really a big help? I assume you use it to prevent the player being pushed off a receiver he's marking? Maybe side-step into a cage to stab at a squishy ball-carrier? I've only ever really used this skill with my WE and it's more like a life-saver for her near the sidelines and breaking free as a reciever, neither really situations for the assassin.

Jump Up - interesting, get's him a few more stabs in during the games provided he's not stunned. Surely taking block would be better as it stops him getting decked as often?

Dodge - I agree with the comment about assists, the mobility dodge gives is a big bonus. Dodge for me is the primary skill for most of my players first upgrade.

Multi-Block - I wish! Only a normal skill was rolled :(

Tackle - tackle is good for the pass covering role, I think I'll add this skill to the shortlist.

Wrestle - it's getting no love? It counters block, doesn't injure my player and potentially opens holes in attacking lines. Is it purely the fouling concerns? He's not generally an easy foul target as he's around in behind the main lines, maybe we just don't foul so much?

Block - not very exciting, if it's the best choice then it wins anyway but I'm looking for something a bit more creative if possible.

One thing I've realised is that I play him in a very distinct way, he's in and around the trenches, tends not to move if he's got a stab opportunity and virtually never blocks. This means that some of the traditional benefits of dodge and block are reduced.

Maybe with Dodge I move him more?

Current shortlist then (in order):

Dodge
Tackle
(block/wrestle)
(sidestep/jump-up) - interested to hear how this alters his play

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Post by stashman »

DIVING TACKLE

Works great with shadowing

(ignore my choice of jump-up)

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Post by Cramy »

Well, no matter what you do, the Assassin is pretty useless against the Dwarves. Dodge or no Dodge. He'll be an AV7 lineman in that game.

I would not take block or wrestle. It overlaps somewhat with Stab. I would take block as a 3rd or 4th skill, but not before that.

My top choice would be Side Step.

If you get blocked, you can Side Step to a better position or stay next to the blocker. That's if you manage to stay standing-up. Serves two purposes. a) Allows for a free stab next turn. b) Allows for the use of Shadowing as well next turn. Good against Halflings, and could be useful against the Dwarves. You also get the normal advantages of Side Step, which is avoid crowd pushes and when blocked you can fall where you block a running lane (which people underestimate as a usefulness).

Second choice would be Dodge, but mainlybecause you will face Dwarves in your 3 games. Allows you to reposition more easily to use Shadowing and Stab, and acts as protection.

Third option is Diving Tackle Although useful, its much better once you have Side Step, especially if you only have one player in your team with Diving Tackle.

Jump-Up is not bad either, but I prefer the Side Step, Dodge and Diving Tackle.

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Post by PubBowler »

Side Step for me.

Avoids being knocked off your target.
Great for bouncing into cages, Stab doesn't care how much Guard you have.
The general and wide reaching advantage of Side Step.

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Post by TalonBay »

I'm surprised Side Step gets so much positive commentary, although you get to choose where to move you still end up on your behind when you move there.

I probably need to play with the skill some more to appreciate it.

Thanks all.

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Post by Smeborg »

Sidestep is a good choice because it combines so well with Shadowing. I've seen the combo used well by a coach who specialised in getting both his Assassins to put tacke zones on the opponent's ball carrier (a very good tactic against slow and/or low AG teams). Without Sidestep it's easy to push the Shadowing player(s) away from the ball carrier.

I would give Jump Up serious consideration (because it combines so well with Stab). If you are knocked down, your opponent is likely to be stabbed if he follows up (provided you are not stunned and you make the 2+ Jump Up roll). If he chooses not to follow up, then your player may be free to move without needing to dodge. So there will be situations where you get to stand up and stab or move for "free". But this recommendation is not based on experience.

Hope this helps.

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Post by Decker_cky »

Smeborg wrote:I would give Jump Up serious consideration (because it combines so well with Stab). If you are knocked down, your opponent is likely to be stabbed if he follows up (provided you are not stunned and you make the 2+ Jump Up roll). If he chooses not to follow up, then your player may be free to move without needing to dodge. So there will be situations where you get to stand up and stab or move for "free". But this recommendation is not based on experience.

Hope this helps.
I'll agree with this. Unless you're facing an AV9 team, there's a pretty decent risk of being stabbed on the jump up, so you'll often get the effect of having fend. Also, when you're knocked down, you can get up and cover a far greater area. The extra stabs are a third bonus you get.

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Post by DoubleSkulls »

Dodge, because it helps protect you - especially when that stab fails and you are stuck next to an irate troll...

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