Skills on a Human team

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Jorgen_CAB
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Post by Jorgen_CAB »

Well, I have decided to not use PO at all. I don't like when my players are lying down too much. And I only get a re-roll on the armor roll. This is more of a tactical decision from my side. Basically I want to go less physical with my team, Mighty Blow will do, PO will be replaced with Juggernaut on my Blitzer instead. This guy is good for making holes in the line when I need them. I'm also consider Dauntless on this guy as a late development.

I am consider dauntless on a Catcher, but I only field one on defense so far, so I'm not sure there is room for such a Catcher on the team.

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Carnis
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Post by Carnis »

Jorgen_CAB wrote:And I only get a re-roll on the armor roll.
Injury too, and it's not a light point you're making by leaving it out.

MB/PO is the most powerful skill combination in the game currently (82% chance of knockout++ if you pass armour without using them, 58% chance vs AV7 flat..).

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Jorgen_CAB
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Post by Jorgen_CAB »

I'm not saying it isn't a powerful combination but there are drawbacks too it as well.

1. Your player is prone and fouling him is bound to happen because he has MB/PO and Frenzy.

2. He loose his tackle zones and can't hinder my opponents movement in their turn.

3. He can only move 4 spaces in his next turn.

4. He must Blitz if he want's to throw a block in my next turn. If he is standing there is a chance he may block again next turn without using a Blitz move.

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TuernRedvenom
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Post by TuernRedvenom »

Jorgen_CAB wrote:I'm not saying it isn't a powerful combination but there are drawbacks too it as well.

1. Your player is prone and fouling him is bound to happen because he has MB/PO and Frenzy.
You're going to need assists to make 2-die blocks as well, the idea is that you position yourself so that the guys giving assists also protect your PO guy from getting gang fouled.
2. He loose his tackle zones and can't hinder my opponents movement in their turn.
True, but your opponent is likely to lose hise tackle zone for the rest of the drive (likely even game, possibly even for ever :lol: ).
3. He can only move 4 spaces in his next turn.
Your victim will be moving even less. :wink:
4. He must Blitz if he want's to throw a block in my next turn. If he is standing there is a chance he may block again next turn without using a Blitz move.
Well this guy is like a sledge hammer, don't expect your opponent to be lining up next to him. You'll need to blitz anyway. And you'll want to as well as this is your best shot (by an extremely large margin) at getting an opponent off the pitch for the drive.

Minor drawbacks compared to the advantages IMO. Try it and you'll be convinced.

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Jorgen_CAB
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Post by Jorgen_CAB »

I have not disregarded it all together, but PO with not be part of any of my Blitzers first three skills at least. After that I will see...

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Post by mattgslater »

Then don't do it. Piling On is great on one hunter/safety type Blitzer as a second or third selection, after Mighty Blow and maybe Tackle or Frenzy. But it's great not because it hurts the other guy (placed prone for an armor or injury re-roll is a wash if you ask me, and wouldn't be worth a skill selection for sheer on-field value), rather because it accelerates your guy where it really counts: in his SPP total. MB/PO players become instant stars because they get 3x as many SPP as any other player except dedicated scorers, without the disruptive effects that said scorers have on your team SPP distribution. In fact, to whatever extent their efforts succeed in giving you a numerical advantage, MB/PO players make your other guys effectively that much faster, stronger and tougher. I still would only take one. Getting placed prone is a steep price to pay (so is taking Jump Up over Dodge or Side Step), but on one guy it often pans out.

If I'm looking for a more versatile skill that will still increase the amount of damage I can do, I'd look at Frenzy, Grab and Stand Firm as #2-3 selections. Not nearly as good for laying the hurt or building the player, but all are better than nothing in this regard (Frenzy is the damage leader here, but if you need help feeding your Ogre, Grab can be lots of fun; it also helps you build a 1TTD machine with a Sprint Catcher).

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TuernRedvenom
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Post by TuernRedvenom »

mattgslater wrote: In fact, to whatever extent their efforts succeed in giving you a numerical advantage, MB/PO players make your other guys effectively that much faster, stronger and tougher. I still would only take one.
One is all you need. I agree 2 are hard to manage and probably are ineffectual, unless you only play AV 7 teams.

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Mad Banker
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Post by Mad Banker »

TuernRedvenom wrote:
mattgslater wrote: In fact, to whatever extent their efforts succeed in giving you a numerical advantage, MB/PO players make your other guys effectively that much faster, stronger and tougher. I still would only take one.
One is all you need. I agree 2 are hard to manage and probably are ineffectual, unless you only play AV 7 teams.
Even for Norse and their 2 berzerkers with jump up that just beg for it?

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bbdave522
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Post by bbdave522 »

The Norse should get it, with Jump Up it is easy to manage. Without Jump Up more thought should be applied.

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Post by Mad Banker »

For the catchers, I've been thinking of using 3 and develop them like this:

Two would get Block, Sidestep, Diving Tackle, Shadowing
One would get Wrestle, Tackle, Dauntless

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