Beastman with block, MB and tackle rolled a double?

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JJB
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Beastman with block, MB and tackle rolled a double?

Post by JJB »

I play in FUMBBL blackbox. I'm building my chaos team to be bashy, but with a few anti-agile guys. He is the first.

http://fumbbl.com/FUMBBL.php?page=team& ... _id=708222

Should I get him dodge, or jump up? Or ignore the double altogether for frenzy, or even claw or PO to make him an even harder hitter?

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Re: Beastman with block, MB and tackle rolled a double?

Post by MattDakka »

JJB wrote:I play in FUMBBL blackbox. I'm building my chaos team to be bashy, but with a few anti-agile guys. He is the first.

http://fumbbl.com/FUMBBL.php?page=team& ... _id=708222

Should I get him dodge, or jump up? Or ignore the double altogether for frenzy, or even claw or PO to make him an even harder hitter?
Take Claw.
Jump Up is not that good if you don't have Piling On, and Dodge doesn't stack well with MB and Tackle he already has.

Side note: your team is horribly bloated, I suggest to drop 2 rerolls and the 3 assistant coaches and 3 cheerleaders, this will lower your TV a lot (- 180 TV!!!).
The Minotaur is another source of bloat, but if you like him keep him. Personally I would fire him.

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Re: Beastman with block, MB and tackle rolled a double?

Post by swilhelm73 »

Dodge, you've already got a PO guy, otherwise I would take JU.

Dodge is nice for when you can only mark a receiver - but they want to push him away. Next skill SF.

Or you could go DT I suppose.

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Re: Beastman with block, MB and tackle rolled a double?

Post by Ullis »

I'd say Dodge. With Tackle he's your safety kind of guy and Dodge helps there. It forces agile teams to concentrate more on screening because this guy is more mobile compared to not having Dodge. He'll also become a better ball carrier on offence (and you don't have a dedicated ball carrier). I'd only take Jump Up for truly dedicated killers who follow the well trodden path of MB+PO+Claw without any deviations and only after having those core killer skills, at the very least PO, already in place.

Also, good advice earlier on dropping rerolls and assistant staff. You can easily drop 18 TV that way.

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Re: Beastman with block, MB and tackle rolled a double?

Post by Aino »

Dodge!
You want this guy to be mobile for repositioning purposes and for hunting and tackling down those pesky catcher.

Also +1 on cutting down on those re-rolls. You can easily let go off 2. Get sure hand on one player as the only liability you may have at the moment is securing the ball (pick-up and versus strip-ball)

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Re: Beastman with block, MB and tackle rolled a double?

Post by dines »

I'd probably take dodge, but two heads could be fun as well. Perfect for the safety so he can't be tied up as easily.

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Re: Beastman with block, MB and tackle rolled a double?

Post by SunDevil »

Pass Block.


What?


Okay fine, I like JU for the long haul or Claw for the short term.


Or Pass Block. :)

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Re: Beastman with block, MB and tackle rolled a double?

Post by TheDoc »

Guard, claw, jump up all good ideas. You could go side step to keep you near an opponent.

claw is a good idea if you have a league of Av9

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Re: Beastman with block, MB and tackle rolled a double?

Post by Smurf »

Sidestep, your opponent will not expect that!

Or Leap! Incoming!

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Re: Beastman with block, MB and tackle rolled a double?

Post by spubbbba »

Dodge is only good if you have a decent amount of it or are AG4, AG3 is too unreliable for important dodges. At higher TV’s most teams will have a couple of tackles, though you will face less in Blackbox than you would in a normal league.

So that just leaves boring choices like claw, Guard or PO.

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Re: Beastman with block, MB and tackle rolled a double?

Post by mattgslater »

Didn't look at your team.

Unless you're loaded with Dodge, ignore.

It's a judgment call whether or not to keep an AC and a CL: I ran the math some time ago, and the first one is a decent buy for teams that pay more than 50k for TRRs. Fire the other two of each: one is plenty unless thy name is Halfling (maybe too many cooks spoil the broth, but they also spoil your opponent's RR count). Generally, taking AC/CLs is a tactical decision for league play: totally worth its weight in Petty Cash once in awhile, and otherwise somewhere between a fair odds-game (worse than the math because of unreliability) and a stupid mistake.

Cut your RRs down too: 3 is justifiable.

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Re: Beastman with block, MB and tackle rolled a double?

Post by Genghis »

Looking at his roster, it appears the BM in question was given Dodge, then died last Monday.

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Re: Beastman with block, MB and tackle rolled a double?

Post by Jimmy Fantastic »

Should have taken claw! Always take claw!

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Re: Beastman with block, MB and tackle rolled a double?

Post by JJB »

Genghis wrote:Looking at his roster, it appears the BM in question was given Dodge, then died last Monday.
He died well before that... actually, on his very first game with the dodge skill. :roll:

@mattgslater: thanks for the detailed info about the AC and CL. I'm more cautious about only going with 3 rerolls though, as again, I have crap luck and had plenty of games double skulls or 2s (ball pick-ups) aplenty. But then again, if I don't want to be the victim of bad luck, maybe I should just play chess or go ballroom dancing instead...

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