+Ag on an (unskilled) ulfwerener

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Oxynot
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+Ag on an (unskilled) ulfwerener

Post by Oxynot »

I had the option of giving an unskilled ulfwerener agility on his first increase. Wanting a stable blocker, I went for block instead. It got me thinking about the option though. Would be worth it developing one as a ball carrier after +AG? It would only add one more AG3 player to the long list, albeit one with ST4. I addition by the time the wolf get his skills, the runners are probably both blodging, sidestepping, fending, catching or some combination there of. With movement 7 no less.

So I'm asking you, have you tried to develop an agile ulfwerener and how did he turn out? I'm curious if I should go the other way next time.

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Post by Grumbledook »

i'd skip the AG

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Post by mattgslater »

I'd skip AG too. Maybe as a #3 skill in a perpetual league after Block and Stand Firm, as an alternative to Break Tackle.

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Post by purdindas »

Forget Ag and take block

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Post by Smeborg »

I'd take Break Tackle first, and then Wrestle or Juggernaut second.

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Post by Aliboon »

I'd probably have taken the +AG -you wouldn't turn down a ST+ on any of the ST3 guys on the team.

Block next, but with AG, he's a pretty good ball carrier, so score with him a few times to skill him up. Frenzy is a pretty good skill on the guy in the cage-if he needs to blitz to break out, that extra block can take him out of TZs without the need to dodge.

Block in a short league though.

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Post by Carnis »

Aliboon wrote:I'd probably have taken the +AG -you wouldn't turn down a ST+ on any of the ST3 guys on the team.
Not the same.

I would have taken ST on an ulf as well! Ag is useless, though.

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Post by voyagers_uk »

I would have skipped the AG as well, he will not be carrying the ball....

Block or maybe even Mighty Blow

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Post by Aliboon »

Aliboon wrote:
I'd probably have taken the +AG -you wouldn't turn down a ST+ on any of the ST3 guys on the team.

Not the same.
Mmm that should read AG3 guys, not ST3 guys.

+AG isn't useless-makes him a reasonable ball carrier (his ST4 will mean it'll normally be 2d blocks against from players trying to get the ball as well as what I said about blitzing out of the cage), means he has a better chance at dodging (BT is better, but only helps once per turn).

For the long haul, I'd rather have an AG3, ST4, block etc player than a AG2, ST4 block BT etc.

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Post by SBG »

I f you want to start carrying the ball with the Ulf, than AG is the way to go. If you want to play it as a pitch-cleaner, I'd go Mighty Blow, maybe even Juggernaut to start, since you often blitz with them.., I know I do.

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Post by mattgslater »

That makes this a format question. Perpetual? +AG makes at least some sense some of the time. Fixed? Fuggeddaboudit.

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Post by Jural »

So, on a 6 3 3 8 piece, everyone would take +STR.

However, on a 6 4 2 8 piece, most would not take +AG! So 6 4 3 8 is worse in many minds than 6 4 2 8 skill. Does that make sense? Yes! BEcause of Frenzy, and the rest of the team. Go Block. Break Tackle next.

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Post by Aliboon »

since you often blitz with them..
True enough, although the Norse team really isn't short on blitzer types...
However, on a 6 4 2 8 piece, most would not take +AG! So 6 4 3 8 is worse in many minds than 6 4 2 8 skill.
Yeah, but in a longer league, a 6438 skill, skill (skill, (skill)) is imo better than a 6428 skill, skill, skill (skill, (skill)) piece. The other Ulf can go the "normal" route, i'd take advantage of the increase AG to add variety in a long league. Each to their own.

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Post by Jural »

Aliboon wrote: Yeah, but in a longer league, a 6438 skill, skill (skill, (skill)) is imo better than a 6428 skill, skill, skill (skill, (skill)) piece. The other Ulf can go the "normal" route, i'd take advantage of the increase AG to add variety in a long league. Each to their own.
Personally, I think Break Tackle covers the most important AG roll he will take, and better than +1 AG does. I only think that because of Frenzy though... I have had bad luck with Frenzy ball carriers.

But I agree with you- To each his own. And it's not a horrible choice (+1 AG on a mummy I think is poor.) Just one of those individual things.

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Post by Carnis »

The main problem for me is it's almost 1/3rd of a wizard for no good in 80% of the games you play + you lose a skill.

Ulfs are one of the few players in the game who should turn down almost all stats-incs, as so many skills work beautifully for them (Wrestle, Block, Break Tackle, Guard, Stand Firm, Juggernaut, Mighty Blow, Piling on, Tackle, Sidestep, Dodge, Jump up, Diving Tackle).

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