Norse Lineman skill?
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Norse Lineman skill?
A quick question fom the experienced norse players of this wonderfull forum.
My gaming group has a small tournament running between 6 teams. I have a Norse team with the following roster:
Linemen * 7
Bersekers * 2
Runners * 2
Thrower
Ulfwerener
Apotheco
Having played 3 games so far, one of my linemen has reached to the point of 6 SPP and 2 others will soon follow by the looks of it.
What is the best skill (the most all around) for a Lineman? I have rolled 10 so I can probobly go for a +1AV but should I overlook tackle or pro?
The rest of the league has Dwarves/Orcs/Lizardmen/Goblins and Halflings!
Thank you in advance people for your proposals!
My gaming group has a small tournament running between 6 teams. I have a Norse team with the following roster:
Linemen * 7
Bersekers * 2
Runners * 2
Thrower
Ulfwerener
Apotheco
Having played 3 games so far, one of my linemen has reached to the point of 6 SPP and 2 others will soon follow by the looks of it.
What is the best skill (the most all around) for a Lineman? I have rolled 10 so I can probobly go for a +1AV but should I overlook tackle or pro?
The rest of the league has Dwarves/Orcs/Lizardmen/Goblins and Halflings!
Thank you in advance people for your proposals!
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It was a 6+4, in the other case, I would take guard with no further question!
It actully makes sense to skip the skill and go for the extra movement or AV. But what is the best, what would most of you choose? And also for the other linemen who will sooner or later collect 6 SPP what is the best 1st skill?
It actully makes sense to skip the skill and go for the extra movement or AV. But what is the best, what would most of you choose? And also for the other linemen who will sooner or later collect 6 SPP what is the best 1st skill?
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MA! MA7 vs. MA6 is night and day! First skill for first lino on a normal roll is Kick; after that, Fend or Tackle, with Pro as a generic #2-3 selection after Kick or Fend and probably Tackle. First double on first lineman is Guard, but IMO the second one to double should get Grab, except on a Fend or Guard player, who should consider Dodge or Side Step. After that, Guard on doubles.
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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.
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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I just shudder at the thought of giving a guy a 60% TV increase to make him 33% less likely to get hurt.
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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.
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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Two major problems: getting hurt and not turning the game over fast enough to account for KOs. This guy could reduce your team's chance of suffering a casualty on any given block by 3% (1/3 of 1/11 = 1/33 = 3%), or he could increase your team's chance of scoring when your guys get knocked out by some indefinite number. Never mind that one of those earns you SPP while the other one keeps SPP off the opponent's board, which is not nearly as valuable.
Across a team? AV8! On one guy? MA7!
Across a team? AV8! On one guy? MA7!
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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.
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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While can appreciate the difference between AV7 and AV8, I would have to agree that +MA would be my preference.
Having that extra point of movement now means that the player could possibly score in two turns without having to make a GFI - 'cuz everyone knows that the grass is longer and more slippery in the endzones!
Having that extra point of movement now means that the player could possibly score in two turns without having to make a GFI - 'cuz everyone knows that the grass is longer and more slippery in the endzones!

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Movement is never irrelevant. Even on a Saurus with AG1 it is very useful to be able to get where you are needed, etc. If you are bogged down, then a norse lineman has a decent chance of dodging away, or getting someone to block or blitz to remove the TZs.Carnis wrote: Movement is irrelevant on player who is likely to be bogged down blocking or assisting blocks. Also, you have runners who are faster anyway.
I am probably more in favour of AV than some of the other people on here, but disagree with your argument.
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