Human team progression

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mattgslater
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Post by mattgslater »

fen wrote:I personally think Leader is now a no-brainer for any team that has players with Passing Access (Except for Dwarfs, as their team and rerolls are ridiculously cheap). It's because getting a reroll for 20K instead of 50, 60 or 70K is really important when you're trying to pinch K value and delay the higher Spiraling Expenses brackets for as long as possible. That 30K+ you save is a Doubles skill/Stat increase or even multiple skills.

I'll even go as far as to say that Leader on a Doubles is great for the teams with 70K Rerolls - for the same reason.
I can totally see not taking Leader on a Thrower on, say, an Elf team, where I didn't have Sure Hands to start. With a Human team, I still understand; personally, I find I play better when I don't have a re-roll for a safety net. If I didn't go for a Leader, I'd go for an offensive Thrower and a defensive Thrower.

Offensive Thrower: Accurate or Kick-Off Return, then the other one. Doubles (after the first roll): Strong Arm.

Defensive Thrower: Accurate or Nerves of Steel, then the other one or Block. Doubles (including on the first roll): Dodge, then Nerves of Steel or Block.

If my first Thrower gets +MA, be becomes my offensive Thrower. On an AG or ST increase, he becomes my defensive Thrower. On a normal roll, he gets Accurate and I don't have to decide. If the other one goes up or if he goes up again, I look at the roll and decide what I have. +AG means Nerves of Steel next, disregarding doubles (even boxcars!), but does stop for +MA on a 10. +ST means Block next. +MA usually gets followed by Accurate, or maybe Block if I already have an offensive Thrower, especially if I'm having trouble with one or more Blitzers (MA7 plus Block and Sure Hands is an extremely solid runner, and can add yet another dimension to the already very versatile Human offense).

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datalorex
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Post by datalorex »

I save Leader for my 2nd thrower unless I get a 4th skill on my first thrower. I like to give my second thrower Leader and stripball followed by NOS or Hail Mary.

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Brokje
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Post by Brokje »

But then only on a second thrower for me. I think you need the dedicateed thrower just as hard...

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DoubleSkulls
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Post by DoubleSkulls »

On the leader subject I think most teams benefit - but I've always found humans to be fairly reroll rich since they start with so many skill rerolls where it matters. So I'd not emphasise lleader as much with them as a may otherwise.

On lineman I think a 6,4 is an automatic +av and then they go on the LOS with the ogre to take punishment. +MA to me is unnecessary on what is a fast team otherwise.

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mattgslater
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Post by mattgslater »

That makes sense, Ian. I hadn't thought of it that way. I'm used to playing with Orcs, who see MA7 as a gift from Mork, while Humans have easy access to 2-turn scorers anyway.

On a 10 on a Blitzer's first roll, would you take +MA or +AV? What about on 5/5? Does it matter what your other blitzers have, and if so how?

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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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DoubleSkulls
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Post by DoubleSkulls »

Thats a tricky one. MA8 or Av9? Both are good IMO and it probably depends on how you are building them. If you are going down the "blocker" route - e.g. guard/mighty blow then av, if you have tackle/strip ball then the MA is probably better.

Doubles I'd take dodge over either MA or AV.

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Post by Brokje »

Agree totally with Ian. I try to use my Blitzers as Blockers with Guard, then diversify with:

1) either Tackle and/or Mighty Blow on not more than 2 of them for hunting down Blodgers.
2) Stand Firm / Grab for more Blocking!

My catchers almost always develop into mobile Blitzers. To get back on topic, Dodge I take for all Blitzers on doubles. The Blockers tend to get the +1 AV, the +1 MA goes to the Blodger hunters.

For catchers, LRB 5 made my live much easier: Dauntless requires no double anymore! Two Block / Dauntless guys get down almost anyone. I tend to give them Tackle later on.

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M

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