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Double roll for Dwarven Bull Centaur

Posted: Wed May 29, 2002 8:33 pm
by SBG
Hi guys !

here's my question : just bought a Dwarven bull Centaur and plan to make him run the ball twice to gain Block as soon as I can :lol:

But what if I roll a double?? Any ideas? I was thinking of maybe catch, since I want him to be an offensive addition, but what do you say ?

Fred

Posted: Wed May 29, 2002 9:08 pm
by sean newboy
Catch sounds good.

Posted: Wed May 29, 2002 9:25 pm
by Hedgehog
I gave mine catch for his first skill, and he's now the best player on my team.

Try and get a hobgoblin with pass, too.

Posted: Wed May 29, 2002 10:30 pm
by SBG
Great idea for the hobbo with pass, I haven't thought about it. What a deadly combination !

Posted: Thu May 30, 2002 9:57 am
by McDeth
Catch is ok, but Stand Firm would be better, this chap should be used as a blitzer breaking out of a defensive pocket rather than a receiver, with ag of only two it's too easy to tie him up with multiple tackle zones, if you want to develop a passing game as a counter offensive then use the hobgoblins for this.
With Stand Firm, you won't fall down if you need that important dodge. can't be pushed into touch. However on my first skill roll even if i rolled a double i'd take block as the first choice, the only circumstance which i would change that would be a stat increase.

Great Wisdom

Posted: Thu May 30, 2002 10:55 am
by SBG
I just can't believe the amount of wisdom on this message board... :?:

Thanks, that Centaur will become a deadly machine for my opponents...

Fred

Posted: Thu May 30, 2002 11:39 am
by DoubleSkulls
Having played against some very effective CD teams I can strongly recommend giving BC's break tackle as the first skill. The increased mobility is outstanding making it much more likely for you to be able to turn over the ball.

On a double I'd take either Stand Firm, since it makes for guaranteed dodging or Diving Tackle - since you can often get next to the ball carrier, even if you can't hit them.

Posted: Thu May 30, 2002 12:34 pm
by Acerak
Give the chap Dodge on doubles. Figure by three skills you could have ST4, Block, Break Tackle, and Dodge.

Hmm...now who's going to stop THAT?

Don't worry about Catch. Dodge will help you get away from folks, AND it's great when you get hit. Get a pair of Hobgoblins with Sure Hands. Use hand-offs and save the TRR for the catch roll. If one of those Hobgoblins gets a doubles roll, give him Pass if you want an aerial game, Dodge if you want to run and hand off.

Cheers!

-Chet

P.S. Stand Firm is good, too. But I'd still go with Dodge if you plan to run him away from opponents.

Posted: Thu May 30, 2002 2:35 pm
by Zy-Nox
I'd have to say Dodge on a double combined with Block gives your player a very good chance of staying on his feet when being attacked :D

Posted: Thu May 30, 2002 4:09 pm
by Longshot
I prefer Dodge than Catch in this case.

Posted: Thu May 30, 2002 4:28 pm
by DoubleSkulls
Acerak wrote:Give the chap Dodge on doubles. Figure by three skills you could have ST4, Block, Break Tackle, and Dodge.
It all depends what you see your BC as doing. As a blitzer I'd rather have Stand Firm than Dodge. Why? Because I have ST4 already. This means I have to worry less about being knocked over, and more about being pushed out of the way.

As for dodging away, Stand Firm means you can't turn over, while Dodge increases the chances to making the roll. You can always use a team RR on a failed dodge roll. A break tackle/SF BC can dodge into 3 tackle zones on a 5+, and you don't have to worry that failing will cause a TO.

The other reason is that Dodge is negated by tackle. So when you only have a couple of players with Dodge and your opponent has ~4 tacklers it doesn't make too much difference when being hit.

OTOH if you want your BC to be a call carrier then Dodge probably makes more sense, just of the occassions when it does make a difference to being knocked over, and it helps you escape from the enemy.

Bull Centaur

Posted: Tue Jun 04, 2002 6:32 am
by EviLAnt99
:evil: This might sounds crazy but here's what i did. Since u can have 2Centaurs i opted for one to play defense and one to play offense. One is always on each half of the pitch. On the defense side i have a Cenatur chasing people down with Block(first skill) and Strip Ball(Second Skill). On the Offense side i have a Centaur with Dodge(first skill) and Block(Second Skill). The Defense Centaur chases any player with the ball lucky enough to break through on my side. Strip Ball works wonders and ticks people off in a time of need. the second Centaur is almost hard to knock down with block and dodge (let alone hard enough to catch up with him) while he is running the ball in for a TD.

Posted: Wed Jun 05, 2002 3:36 am
by SBG
I really like this idea of having one BC taking care of offense while the other one is a defensive guy... Another BC is climbing on my shopping list...

Fred

Posted: Wed Jun 05, 2002 5:50 am
by EviLAnt99
:evil: SBG: u could of started with two BC's... Heres how i started my team... 6 Chaos Dwarfs, 2 BuLL Centaurs, 1 Minotaur, and 2 Hobgoblins. Its a pretty good set up but i still need to work on strategies for the team.

Posted: Wed Jun 05, 2002 9:00 am
by scrollmaster
"I really like this idea of having one BC taking care of offense while the other one is a defensive guy... "

That was the strategy I had planned as well when I started my CD team and it was descriebed on my tactical page, but then I realized even though I used them like this, one ball carrier and one blitzer, I would still give them the same skills since limiting them to one task is not a good idea considering they ar both the most mobile and the strongest force in your team

I'd say Break Tackle then Block