A few skills on a well-developped human team

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SBG
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A few skills on a well-developped human team

Post by SBG »

Hey there, I'm puzzled for a few skills on a weel-developed human team. All skills regular.

Blitzer with Mighty Blow, Tackle. Thinking Guard (4 on the team) or POn (2 on the team.

Blitzer with Mighty Blow, Piling On, Jump Up, Tackle. Not sure. Dauntless? Guard?

Thrower with Accurate, AG4, Strong Arm and Block. Nerves of Steel or Safe Throw?

I'll gladly read your inputs!

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spubbbba
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Re: A few skills on a well-developped human team

Post by spubbbba »

One of the things I’ve found with humans is that you can never have too much guard, for a brief time my team had 7 and it made such a difference. So I’d say Guard is a good choice on both players.

The other options for Blitzer 2 would be strip ball if you don’t have that on a lino and possibly frenzy. But I feel frenzy is not worth the risk on a ST3 player as he will often find himself in a scrum where a push on the 1st block gets him in trouble.

I think your thrower has all the skills he needs to be a great thrower and honestly NoS and safe throw are so situational you’d be lucky to use them 1 game in 10. If you don’t already have it then leader is an option, and you could drop a re-roll to save 30TV. Otherwise something like fend can be useful or linemen skills such as tackle, kick or strip ball. All those make him useful on defence too. Even Kick off return would be moderately more useful than NoS or safe throw.

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Bathoz
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Re: A few skills on a well-developped human team

Post by Bathoz »

First blitzer, definitely guard.

The second is you killer, so pick skills that help him kill people.

Frenzy is one.
Pro in another (to let you reroll pushes and failed jump-up blocks, aka things you shouldn't be wasting rerolls on)

Dauntless is yet another pick, but that depends on your guard mix versus your opposition mix.

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mattgslater
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Re: A few skills on a well-developped human team

Post by mattgslater »

Blitzer #1: Guard
Blitzer #2: Guard or Pro
Thrower: Fend

Can't have enough Guard, but any player who makes as many low-risk easy rolls (2+ w/ no turnover, 5/9 w/ 1/36 to turnover) with high potential reward as that guy must consider Pro. Fend is a good skill for any ST3/AG3 player without A or S access, but is especially good on ball-carriers.

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