Experienced Woodelf team needs suggestions for development

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Experienced Woodelf team needs suggestions for development

Post by Guest »

I have to choose a skill for a WE lineman with Dodge, +AG, Pass Block so far. I thought about leap or sure hands.

Leap to get everyway with AG5 or sure hands to get the ball after the WD blitzed the cage.


And I might have to fire my treeman with St-1 and only guard so far.

Colorado Avalanche: http://fumbbl.com/FUMBBL.php?page=team& ... m_id=67228

Cheers,

PLATYPUS

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DoubleSkulls
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Post by DoubleSkulls »

Leap, Block or Sure Hands are all good choices. Leap can be used in Pass Block move so its handy in the interceptor role too.

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Ian 'Double Skulls' Williams
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Post by Guest »

Leap might be the weakest of those if I look at my team. Both WD have leap. Sure hands is an option to pick up the ball better but cause of my other AG5 player I wont use only him to get the ball out of a cage. Block might safe his life a few times.

Oh damn, I don't know

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DoubleSkulls
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Post by DoubleSkulls »

I think the thing to remember is that all the choices you've suggested are good ones. They are all going to help your team one way or another - but the way you use the player really determines which skill is going to be better.

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Post by Duke Jan »

Leap/Sure Hands would be a good one, NOS on doubles of course
Don't underestimate the importance of block.

Fire the tree without second thought. That 1 ST is so important, a lower TR is more useful than a ST5 tree.

Also get a Dirty Player and possibly a spare kicker.

You spread the skills nicely.

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Post by Brokje »

Catch to make him an even better interceptor?

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Post by The Florist »

Then he'll seriously force people to plan their passing game around him.

By the way, how is that +MV, shadowing catcher working out for you?
No block, no sidestep, AV 7? Get hurt much?

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Post by Mirascael »

Block then Leap for me. Can't see why he'd want Sure Hands that much.

And hire that tree now, dead weight which unnecessarily increases your TR and causes tougher matchups and handicaps against you.

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Post by Guest »

Brokje wrote:Catch to make him an even better interceptor?
Then he'll seriously force people to plan their passing game around him.
I play in a league. There is no cherry picking. I have to play bashy teams as well who don't pass. Therefore I don't need catch. If he has catch, everyone will plan around him. What smart players will do now anyway. Not so smart players I defeat anyway ;)

He has already a few SSP. I wont force it to score with him again. Therefore catch is no use for attacking purposes.
Also get a Dirty Player and possibly a spare kicker.
I don't want a DP. If I don't have one, some players are most likely not to foul as much. I am known for not fouling. That helps with most players.
Even if I have one. One does it help? You will never win a fouling session with AV7.

I don't need a spare kicker. I just gave him that skill right now. With two Strip WD I get the ball whenever I want anyway ;) Just wanna test the kicker. I see an advantage against slow teams.
By the way, how is that +MV, shadowing catcher working out for you?
No block, no sidestep, AV 7? Get hurt much?
Haven't used him yet a lot for that kind of stuff. First want to get him Block and Sidestep as you mentioned.

Cheers so far. Will keep you updated,

PLATYPUS

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Post by Guest »

And most important. It is getting cold down here and I need lots of firewood ;)

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Post by FischerKing »

Leap is a much better skill for a "picking up after wardancer blitz" action than sure hands. The main problem with those kind of werry important gamewinning actions is getting to the ball, getting it out of opponents tacklezones and passing it to a scorer, not picking it up in 1-3 tacklezones with ag 5. And...leap can be used in a passblocking action as well. So, I would take leap, then block. The ag 5 leaping catchers ive had have won me more games than any other kind of players, I think. 2+ Leaping Linos is not as good but still werry much worth the effort.

The way to use them: If the ball comes loose in the opponents drive, go for it ! If you can get in and out in 2+ rolls, go for picking it up in up to 4 tacklezones (5+ with ag 5) if you cant push players into it. You really dont have much to loose, but the game to winn. If you try to keep him from picking it up your probably giving him the better odds of recovering the ball. If you managed to pick it up you pass it to a player that may score or a square that only you can reach in 1 turn.

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Post by harald »

Catch to reroll those interceptions

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