Make the humans a good Team. Change the Catcher.
Posted: Mon Oct 22, 2007 11:05 am
I have played around 50 matches with the Humans on fumbbl, and I doesn't consider myself a good human coach.
But my impressions so far:
-Humans are considered the allround team. Well that is true. But the thing that bothers me at all is the the Position of the Catcher. If I have to play the Ball when facing a bashy team just to save your players from dying.
So I don't want any advice like: "... no just change your play style ...."
I want input on he Catcher.
First Compare them with the other Catchers or Catchertypes out there.
Human:
8 2 3 7 Catch, Dodge 70.000 gcs
Amazon Catcher
6 3 3 7 Catch, Dodge 70.000 gcs , as she has the same costs she trades -2 MV versus +1 ST. Most succesfull Amazon coaches like leave them completely and just take more Throwers or more linewoman. MV 6 is just not the speed a Catcher should have.
High Elf
8 3 4 7 Catch 90.000 gcs , for 20k you get plus 1ST, 1AG and loss of Dodge.
Wood Elf Catcher
9 2 4 7 Catch, Dodge , 90.000 gcs, the Queen of Catchers. Turbo fast, good agility, all skills he need to reroll the 1s.
Gutter Runner
9 2 4 7 Dodge 80.000 gcs , Fast and AG 4. 4 of them could easily make the game without passing.
Pro Elf Catcher
8 3 4 7 Catch, Nerves of Steel, 100.000 gcs. Upgrade of the High Elf Catcher. Nothing to stop him from getting the ball on 2+ with Re Roll. Very pricy though.
Catcher Types:
Skink
8 2 3 7 Dodge, Stunty 60.000 gcs, In the Lizzardman team the Skink is ball handler and catcher, usually only for hand offs, in one. Cheaper than the human catcher but doesn't bother with tackle zones.
Undead, Necro Ghoul
7 3 3 7 Dodge 70.000 , a slower Human Catcher. for the loss of -1 MV and Catch he gets +1ST. But he is also capable of Blitzing the Opponent.
Dark Elf Runner, With Elf, Blitzer.
7 3 4 7 , various stuff, 80.000 - 110.000 As the Dark Elfes have none Catcher per se they have up to 8 players with movement 7 and AG 4. No Catch as a skill but some have Dodge and some have Block.
Not really usefull for compare reasons.
So my conclusion is that either you have ST2 and some bonus like stunty, or AG4. Or you have ST3 and some skills less in the area of 90.000 or Move 6 or 7 and cost around 70.000.
So I have 3 suggestions how the Catcher can been changed.
Option 1: Higle elfy human. Strong as the High Elf Catcher but not as skillfull.
Option 2: Gutter Catcher. Agility like the Gutter runner but with build in Catch. With this a human team can catapult itself into the highest rankings an most TDs.
Option 3. Ghouly Catcher. The Catcher gets slower but gain some punch Elements to it and doesnt get to pricy.
But my impressions so far:
-Humans are considered the allround team. Well that is true. But the thing that bothers me at all is the the Position of the Catcher. If I have to play the Ball when facing a bashy team just to save your players from dying.
So I don't want any advice like: "... no just change your play style ...."
I want input on he Catcher.
First Compare them with the other Catchers or Catchertypes out there.
Human:
8 2 3 7 Catch, Dodge 70.000 gcs
Amazon Catcher
6 3 3 7 Catch, Dodge 70.000 gcs , as she has the same costs she trades -2 MV versus +1 ST. Most succesfull Amazon coaches like leave them completely and just take more Throwers or more linewoman. MV 6 is just not the speed a Catcher should have.
High Elf
8 3 4 7 Catch 90.000 gcs , for 20k you get plus 1ST, 1AG and loss of Dodge.
Wood Elf Catcher
9 2 4 7 Catch, Dodge , 90.000 gcs, the Queen of Catchers. Turbo fast, good agility, all skills he need to reroll the 1s.
Gutter Runner
9 2 4 7 Dodge 80.000 gcs , Fast and AG 4. 4 of them could easily make the game without passing.
Pro Elf Catcher
8 3 4 7 Catch, Nerves of Steel, 100.000 gcs. Upgrade of the High Elf Catcher. Nothing to stop him from getting the ball on 2+ with Re Roll. Very pricy though.
Catcher Types:
Skink
8 2 3 7 Dodge, Stunty 60.000 gcs, In the Lizzardman team the Skink is ball handler and catcher, usually only for hand offs, in one. Cheaper than the human catcher but doesn't bother with tackle zones.
Undead, Necro Ghoul
7 3 3 7 Dodge 70.000 , a slower Human Catcher. for the loss of -1 MV and Catch he gets +1ST. But he is also capable of Blitzing the Opponent.
Dark Elf Runner, With Elf, Blitzer.
7 3 4 7 , various stuff, 80.000 - 110.000 As the Dark Elfes have none Catcher per se they have up to 8 players with movement 7 and AG 4. No Catch as a skill but some have Dodge and some have Block.
Not really usefull for compare reasons.
So my conclusion is that either you have ST2 and some bonus like stunty, or AG4. Or you have ST3 and some skills less in the area of 90.000 or Move 6 or 7 and cost around 70.000.
So I have 3 suggestions how the Catcher can been changed.
Option 1: Higle elfy human. Strong as the High Elf Catcher but not as skillfull.
Option 2: Gutter Catcher. Agility like the Gutter runner but with build in Catch. With this a human team can catapult itself into the highest rankings an most TDs.
Option 3. Ghouly Catcher. The Catcher gets slower but gain some punch Elements to it and doesnt get to pricy.