AG skills on dwarf runners?

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plasmoid
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AG skills on dwarf runners?

Post by plasmoid »

Hi all,
I know that it is a hotly debated issue whether the dwarf team is strong, weak or just right. Having just finished a 50 match season I believe that they start out pretty strong, but end the season as a sub-par team.
I recently polled my league (36 coaches) and the dwarfs were among the few teams that scored a "negative" result.

Be that as it may.
Having coached dwarves, I got to thinking:
Shouldn't dwarf runners have AG skills rather than PA skills?
I mean, from a players perspective you really don't have anyone to pass the ball to. On the other hand, skills like dodge and sure feet would be very nice to have on your ball carrier.

IMO, this also fits the background better.
I mean, they are runners (probably inspired by the dwarven "tunnel runners") - so whats up with all the passing. Runners should run, and throwers throw.
What do you all think?

Martin :)

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Joemanji
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Post by Joemanji »

No, there is a definite strategy involving Runners and passing skills. It has something to do with Dump-Off...

I would like to see Runners raised to 0-4 per team though. Maybe you could remove the Ogre access to compensate.

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Post by plasmoid »

Hi Nazgit,
I know about dump-off. It is just that it's a pretty lame tactic on a team where most of the players have AG2, and the AG3 players do not have access to catch skill.

Besides, that doesn't touch on the fact that runners are, well, runners. I would expect a runner to run the ball, not throw it.
Martin :)

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Post by voyagers_uk »

I try to take side step on doubles for my runners to have that added cage edge.

I don't think they should have AG skills as standard. Tunnel runners had endurance and talents for spotting potential cave ins not agility.

if Dwarves ever get a kicker then yes Agility skills but not as they stand

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Post by Tnouge Teid Trog »

Changing Passing Access to Agility Access isn't unbalancing at all IMO. It just changes the strategy even further from any semblence of a dwarf passing game. Instead of Dump-Off, Strong Arm/Accurate, or Hail Mary the runner will be able to pick Dodge, Sure Feet, Sprint, or in an effert to cage break Leap.

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Post by Joemanji »

plasmoid wrote:Hi Nazgit,
I know about dump-off. It is just that it's a pretty lame tactic on a team where most of the players have AG2, and the AG3 players do not have access to catch skill.
I know it's not "the best tactic in the world... ever!", but it can be effective. The Dwarf player who explained it to me sort of said you roll a cage up one side using the threat of Trollslayers Frenzy-ing people into the crowd as normal. But you offer your opponent the chance to block the ball-carrying runner, who dumps off to the other runner who should, well, have a clear run to the end zone in your next turn, if your opponent has already commited his players.

Not a game winning tactics. But a useful thing to be able to do. Safe Throw makes this tactic even better. And Hail Mary Pass could be very useful for Dwarfs.

At the end of the day though, I must admit I just don't like the idea of leaping, catching, dodging, side stepping dwarfs. They are meant to be slow and fat! :wink: :lol:

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Post by plasmoid »

Hi Nazgit,
to each his own I guess.
I for one have a real hard time with dwarfs having a decent shot at throwing long bombs!

Martin :)

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Post by Redfang »

Throwing a Long Bomb can be done with just some strength and a Sharp Eye. Dwarfs can definitely have both!!!

Dodging etc. on the other hand require agility, fast reactions etc. These are things dwarfs might not really excel in...

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Post by campaigner »

I think it's just fine that runners don't have ag skills, after all their linos have ST skill access. It also distinguishes them as a team imho.

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Post by Chosen of Malal »

voyagers_uk wrote:I try to take side step on doubles for my runners to have that added cage edge.

I don't think they should have AG skills as standard. Tunnel runners had endurance and talents for spotting potential cave ins not agility.
...
Tunnel runners (available to halflings and dwarfs) had +1 move... so sprint and sure feet seems better than pass and dump-off to me - why would you develop those skills as a tunnel runner?

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Post by Thadrin »

I like my Hail Mary Pass and Dump off thanks.
Dodge would be fun, but even the most agile dwarfs (that would be my Runner probably) aren't exactly that sort of player.

I think its fine as is.

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Post by Mestari »

No. Just let them keep their Ogres and make the runesmith rules (or some incarnation thereof) official and they should be fine.

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Post by Pardus »

IMO runners need Gen Pass and Str access

they're like the anti-elves...

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Post by Robotorz »

I think runners are fine as they are. They dont need any other skill acces then General and Passing.
As they are now they are balanced, IMHO!

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