Best use for a AG 5 Slann catcher?

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Ikterus
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Best use for a AG 5 Slann catcher?

Post by Ikterus »

I just got a +AG in a Slann catcher. First star in the team.

What should I use him as? Thrower? Ultraleaper/dodger?

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Post by bouf »

Sure hands...

Leap in and scoop!

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Post by Decker_cky »

Ultraleaper/dodger sounds about right. There's basically no way to tie him down with his 2+ to leap/dodge anywhere. Get him Blodge ASAP and there's a thousand uses for him.

I'd make a point to use him to set up others rather than score himself all the time, since he has the potential to do that all the time.

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Post by Harrower »

FYI, this was the one that beat up my poor humans :D

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Post by Decker_cky »

They shouldn't. Humans in terms of bash are a fairly similar team only with a little more bash built in, for cheaper. Obviously dice play a factor, but I'd side with humans in a punch out over slann.

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Post by SillySod »

Lucifer was using an AG5 slann catcher at the weekend... I think he was using it to scoop up the ball once it came loose and maybe chuck it somewhere afterwards. Dodge or surehands.

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Post by bouf »

Did I mention that I have Two???

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Post by Decker_cky »

I'm curious as I look at this....how much better is +AG than just developing along the block/dodge/sidestep route? Slann catchers aren't exactly durable, and that extra TV from the stat might not be worth it.

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Post by Wylder »

Speaking from experience from a team with two AG5 gutter runners.....

You use them to make your opponents cry.

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Ullis
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Post by Ullis »

Wylder wrote:Speaking from experience from a team with two AG5 gutter runners.....

You use them to make your opponents cry.
Just two? This isn't mine, but

http://fumbbl.com/teams/Mice+in+Black.html

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Post by Ikterus »

I had my doubts about if I should take the AG 5 or not.

It's offcourse very good in passing and retrieving the ball.

But as a runner he's not much better than a skink... Stunty and dodge beats ag 5 without dodge, true? (not very good at mathbowl)

Well I'll just try him out and give him dodge for some durability as soon as possible.

I think blodge will come before/instead of sure hands. Then side step for some extra annoyance (if he'll live for that long)

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Post by SillySod »

Decker_cky wrote:I'm curious as I look at this....how much better is +AG than just developing along the block/dodge/sidestep route? Slann catchers aren't exactly durable, and that extra TV from the stat might not be worth it.
Once you have surehands and dodge you will definately be loving that AG5... ball retrival after a cagebreak is one of the most important parts of a slann gameplan and this guy will do it almost reliably.

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Post by Ullis »

Ikterus wrote:But as a runner he's not much better than a skink... Stunty and dodge beats ag 5 without dodge, true? (not very good at mathbowl)
If you're doing just one dodge, then Stunty+Dodge is always better than even AG6 without Dodge. This is assuming that the opponent doesn't have Prehensile Tail, Tackle or Diving Tackle.

The problem with Stunty and AG3 is that the Dodge skill will be used up quickly, so if you're going for multiple dodges, then AG5 begins to shine.

And Stunty doesn't help in ball handling.

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Post by Digger Goreman »

Best use for one..., crowd surfer....

Cheesy green elves....

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Post by Jural »

I turn down AG 5 on my catchers! 2+ leap and 2+ dodges to empty squares are good enough for me... But maybe the 2+ pick-up in a tackle zone and the improved passing are worthwhile? Hard to say at 40k.

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