+MA High Elf Blitzer rolls 11 for next skill

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Spiky
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+MA High Elf Blitzer rolls 11 for next skill

Post by Spiky »

Hi,

My HE blitzer just picked up his second skill, he took +MA as the first skill and now it appears he's in line for a second stat increase

The team he's on looks like this

Blitzer with Guard
Blitzer with +MA (this one)
2 Catchers with Dodge and Guard
1 Catcher with Wrestle and Strip Ball
1 Catcher with Wrestle
Thrower with Leader & Sure Hands
Lineman with Kick
4 Unskileld linemen

My question is whether I should take the +AG and how to best make use of the skill

Normally I play with the blitzers standing next to a guard catcher in each wide zone on defence, as the guard causes issues for opponenets trying to break down the sides.

I'm really tempted to give him Dodge or Sidestep to help with this, or otherwise Tackle as we have a a number of teams with dodge in the league. Dodge would also help make best use of his mobility.

Does anyone have any thoughts on how best to use his skill combo?

Thanks!
Spiky

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Fondu77
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Post by Fondu77 »

give him +1 AG and make him score quick to get longivety skill (doge wrestle). and add a leap to you roster at the end :D

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Post by Jural »

8358 Block is an awesome piece. Next skill can be dodge, leap, strip ball, you name it. Go with the +AG, it will be more fun longterm anyway.

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Post by mattgslater »

Agreed. 8/3/5/8 Block is cool. He can dodge into a TZ without fear, and can pick up and QP without dodging out. I would totally consider Leap on him next, then get the best skill available given your roster at 51 SPP. Another option is Dodge, with Sure Hands at 51. SH/AG5/Dodge means you can get into 2 TZs and pick up the ball on ~4/5 (64/81). If you have a TRR, the resulting Quick Pass is 35/36, or if you don't it's 5/6. You could make it a Short pass on 5/6 if you compound it with a 35/36 dodge (unless you used Dodge coming in; then go for the QP). He'd be like a third Thrower.

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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 Spiky »

Thanks for the suggestions - I just wasn't seeing +AG as more immediately useful than dodge or sidestep

I'll give it a try

Thanks
Spiky

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Post by mattgslater »

More immediately useful? Maybe not, though it's close. But definitely better over time.

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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 Jural »

AG 5 is a bit like Kick, in my experience. It doesn't make the individual piece any better at all, but it makes the team better.

So AG 5 might not have much of an effect over AG 4 for most of the game, but there are definite times in a game where AG 5 gives you a set of reliable tools you wouldn't otherwise have.

The best examples-

a.Dodging into tackle zones
b.Picking up the ball in the rain or in mutiple tackle zones.
c. Intercepting
d. catching or passing in a tackle zone, in the rain, or with disturbing presence nearby.

Once you add on Leap or Dodge, you have ridiculous mobility options as well. Basically, think of AG 5 as having a less effective catch, sure hands, and dodge skill which can be re-rolled (and is therefore more effective.)

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