PubBowler wrote:mattgslater wrote:
Getting hit once with nothing is better than getting hit twice with Block or Dodge. (1/4 vs. 16/81)
I'm not what situation corresponds to this maths.
Not least because there are a lot of variables depending on attacker skills.
But I can guess it requires your opponent to commit at least 2x as many players to the LOS to get it the 2nd scenario to work.
That's a pretty risky strategy.
5/9 to KD from a guy with Block against a guy with one skill, x 5/9 to KD for the next guy in the chain = 65/81 on two blocks. I'm assuming that the average non-SS'er is open to two hits off the LOS. Yeah, sometimes it's 1, 3 or 4, but figure 6 guys will be open to hit 3. With no skills, it's 3/4 to KD, but with SS, there's no chain. If the attacker doesn't have Block, then Block and Wrestle have negligible defensive value, but Dodge is better, reducing the knockdown odds to 671/1296, about 51.4%, vs. 55.6% for SS... unless the chain-push opens up 3d on the second attempt against Dodge-boy.... Yeah, this might save your opponent an action, but it'll be a big disappointment to him if he does, 'cause he'd probably rather block than move.
Stacked O-line against PEs risky? Only if you can't keep up your numbers. The rule is "never stack the D-line," but that doesn't go the other way. Against low-AV teams, I always figured stacking the line on offense was default, especially for bash. On offense against PEs, you generally need to get the cage going as fast as possible in the place that will give you the most possible options to flow in different directions (fighting PEs off in your backfield:
that's risky). Stacking the LOS on offense is a great way to start your cage, and ensures you'll get that critical 3 KDs without using your blitz. Now, you really need those 4 or 5 guys in the backfield and WZs, so it's different when down men, but if you have 11 Orcs, you're going to be thinking about knocking down some elves and building a cage in the middle of the field, so you can grind whichever way you need until you score. A noseguard with SS makes that plan a lot harder.
Note also that a SS nose-tackle prevents silly chain-push games, which really matters when faced up against Frenzy/Guard happy teams. No more Grabbing the nose adjacent to a player off the line to push the tackle up in front of the inside LB and get an extra shot, or shoving the ILB out of the way with a Frenzy-inspired chain-push. Particularly on drives starting on turn 2 or 3, this can make a big difference against one-square-per-turn cage games, forcing them to start from the LOS. Get a second one, and make ends out of both, and you'll foil agility teams too, forcing them to Leap by preventing them from blitzing a hole (after all, you already have the world's best cornerback). If they fall, have them go straight back or off to the side (depending on what's happening), and if they don't fall, have them go back to the inside, occupying the center square from one-back. That's a very tight net, even if one of your linos gets carted off.
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.