Wrestle, Dodge, Nerves(1...first carrier)/Jump-Up(2....second carrier, receiver of the dumpoff pass) on the runners lets 2 things happen.El_Jairo wrote:Cheers Nameless for your input.
I can understand what you are talking about but I do prefer a fair mix of Dodge, Block and Wrestle on my linemen. I tend to be dodging with them to get away from the opponent or to lend an assist somewhere else.
I don't really understand the logic of Wrestle on Runners. Those will be the typical players holding the ball, right? So ball handling skills would be nice for them.
That's why I want wrestle on my WE or Linemen.
My plan for WE is: Wrestle, SS, Tackle/DT so they can be counted on to either get someone down or lock them down. Sure block works better for them holding the ball but I have that in mind for my runners or blitzers.
First, when someone gets a hit on the runner holding the ball, he makes a dump off pass before he gets hit ( he will get hit. I know people will say"Don't let him get hit". Not realistic), and then he'll have a 5/6 chance to not get thrown to the ground on an even strength block, and a 2/6 chance of your opponent going down. Then on your turn you are up and away. The pursuit of your new ballcarrier by the model that threw the block is limited.
On defense, you have a player that can hang in the backfield and drag down opponents who slip through.
Also, I see a lot of people putting wrestle on the witch elves because they already have jump-up. I prefer that model staying on their feet