AG5 Stunty?

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Funksultan
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AG5 Stunty?

Post by Funksultan »

Is AG 5 worth it on a stunty player, or are you better off picking another skill?

At AG 4, you're already dodging on a 2+ ignoring tackle zones, and you're as good as can be on pick ups. All the additional AG might help you with would be...

- Passing and catching, although you're already stunty, so you probably don't have much of a passing game.
- Leaping

I have a AG 4 skink gaining SPPs like mad, just wondering if i'd pass on another AG.

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Post by Grumbledook »

2+ pickup in a tackle zone to go with the 2+ dodges you already have will be rather useful

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Re: AG5 Stunty?

Post by Elyoukey »

Funksultan wrote: and you're as good as can be on pick ups.
Actually
AG4 picks the ball in 2 tackle zones on 4+,
AG5 picks the ball in 2 tackle zones on 3+

So being able to pick the ball in 1-2 tackle zones is a good thing to, overall since you were able to easilly reach the square, and you will easilly be able to get away from the square with the ball.

and consider that missing the pick up will let your precious stunty guy surrounded by 'at least' 2 ennemies (probably both very unhappy to see you trying to steel their leather toy)

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Post by Wanchor »

An AG5 skink is about as unstoppable as they come. I'd definitely take the second AG boost.

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Post by Smeborg »

An AG5 Skink is able to pass the ball at 2+. So, personally, I would take the +AG.

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Post by Storch »

I took the AG on my lizard team giving me the fabled AG5 skink (I already had another AG4 and he already had block, so it wasn't really that hard a decision).

Let me tell you he is a terror. Your opponent will spend so much time trying to deal with the possibility of you knocking the ball free and just running it in from almost anywhere, that he starts making mistakes.

MV8, the ability to dodge with near impunity, easy pickups (mine later picked up sure hands), and good passing (especially for a lizardman team) make him a real star.

If for no other reason, do it because your league will tell stories of the AG5 skink for seasons to come.

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Post by Wanchor »

I'm really so jealous of Funksultan's situation that I could poop.

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Post by Gaixo »

We've got one of those in my league. He really does make you worry about keeping the ball off the floor above all other things.

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Post by Leipziger »

Wow! I want an AG5 stunty! :)

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Post by Thadrin »

Storch wrote: If for no other reason, do it because your league will tell stories of the AG5 skink for seasons to come.
Not least the player who finally kills him...

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Post by Funksultan »

I hear the tales, but honestly, it's still not sticking for me yet.

The team has a TV of 1860 and it's spiraling upwards. Almost all the Sauri are happy with block, and now that the CAS are really starting to flow, the fun skills are developing on the front line (mighty blow, Frenzy, guard, stand firm).

The skinks are doing great, and I know everyone is touting the benefits of another AG, but I'm still just wondering what mileage I'll get out of it.

Passing just isn't part of the skink playbook. It CAN be, but again, without pass, strong arm, or any of the cool supporting skills, it's still like trying to kit out your human lineman into being able to take on a troll.

Picking up in tackle zones is a big help, but is that enough to justify the expense? The poor guy already has +1 str, +1ag, and side step, putting him at 170k. Is that pickup worth the 40k more?

(Don't be jealous Wanchor... he's still a skink, and if I try to build my team around him, he'll likely just get crushed. 2 leagues ago, I was chaos and had 2 agil 4 chaos warriors. That was fun, AND durable.)

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Post by mattgslater »

Yeah, the bonus is worth the extra 40k. Say what you will about Lizards and passing, but this guy can get the ball from anywhere to anywhere. Just open any kind of path whatsoever and he can zip in, pick up, dodge into the clear and QP for a score with shocking reliability, especially if you have a TRR. He'll hit skill #5 very quickly. The only reason Lizards have no passing game is that they have no Thrower. Who cares about Stunty if you're AG5? The guy throws like a pro, as long as you keep the passes quick. Think of it as a second handoff.

And it's not like the alternative is a double....

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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 Digger Goreman »

Orrrrrrrrr... you could be an honorable man... realize that stat upgrades are an abomination and breaker of the game... and voluntarily retire the little horror....

I have an Ag 4 Werewolf worth 160,000:
Howlin Wolf 8348 Claws, Frenzy, Regeneration, +AG

Would I, in a less honorable moment of decision, pay 200,000 for lightning to strike twice and have him Ag5...? You betcher spiked balls I would!!!!

But, meh, do as you like... no skin off my bones....

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Post by Jural »

So the player is 8 3 4 7 Dodge, Stunty, Side Step?

Let's look at your options on an 11 if you don't choose +AG

Bad choices for this piece-
Sneaky Git, Jump Up, Sprint

Decent choices
Catch, Sure Feet, Leap

Good choices
Diving Tackle

In my mind, Diving Tackle is a great skill for this skink, and the other choices are pretty poor.

Leap can be argued for, but I would only get leap after AG 5, and honestly, once you get AG 4 and stunty, you are generally better off making 2 dodges than making one leap.

The other choices can be accomplished with re-rolls, and I don't think you want this player being prone ever or fouling... so Jump Up and Sneaky Git are out.

The question is... Do you find situations where Diving Tackle would be a good skill use? Or do you more often find yourself making catches or pick ups in tackle zones? Also, if you roll a normal roll next skill, which choice would make you more effective overall?

Personally, I would go with +AG. I always have 2 or 3 DT skinks, and I don't need a 4th. But I also have a bunch of Break Tackle Sauri, so I don't rely on skinks defensively as much as you will need to without BT.

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Post by mattgslater »

This guy will need to blitz a lot: if you don't get a double at the #4 improvement, a 2+ Leap is better than the context argument alone makes it seem (on doubles, take Block -- he's too valuable to get cute with). Sometimes you can't get to your target by a straight-line route. Though I'd also be tempted to consider Diving Tackle and Sure Feet as an alternative. You'll have some time to experiment....

Jump Up isn't such a poor selection, either. If you keep this guy positioned well, Side Step can make him very hard to foul, and Jump Up means that knocking him down is no guarantee he won't zoom across the board and flatten the ball-carrier or chuck a TD pass.

Note also that AG5 means he can catch in a Tackle Zone. That makes Diving Catch a good skill #5 for him, as he can catch in two TZs, or he can go for an errant ball on a 2+. If that doesn't make stupid HMP tricks work, nothing will. I wouldn't do it at 51 SPP, though. HMP is best if it's the product of the fourth or fifth double, and you have bigger fish to fry. Still, if this guy lives a little longer, he'll be legendary.

Reason: ''
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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