New skills for various Humans...

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mrcoffee182
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New skills for various Humans...

Post by mrcoffee182 »

Ok, I'm getting close with a few of my humies to second skills, and some just approaching their first. I'd appreciate some advice as I'm fairly new to league play. Here's the situation...

Thrower - coming up 2 second skills, gained 'accurate' first time. What next? If it matters, I have a 2nd thrower, but he hasn't yet got his 1st skill.


Catcher - coming up to 2nd skill. Lost an AV (now at 6!) but has so far gained block... how do I keep him going!? I also have a 2nd catcher with no extra skills.

And finally my blitzers... 2 are looking at their first skill. I have four in total. 1 of them has gained +1 MA, the other 2 skills (dodge and guard). Is it best vary them all, or are dodge (if a double)/guard the best skills to take?


Thanks!

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Post by Asmodan »

Thrower: i would have given him block as his second skill and if a double strong arm.

Catcher: DUMP HIM, and buy a new one.

Blitzers: it depends, i like to take guard or tackle on my blitzers as first normal skill.

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Post by duff »

For the -AV catcher, sidestep may help him live until you can afford to replace him.

I'm a fan of dump off on throwers and using them to hold the ball for longer than most people ( shorter throw to a catcher who can then score that turn)

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Post by sean newboy »

Thrower like Asmodan said.

Catcher sidestep or jump up on doubles.

Blitzers could use some Mighty Blow or guard, Stand Firm or Dodge on doubles.

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Post by DoubleSkulls »

Thrower - Strong Arm on doubles. Either Dump Off or Block otherwise. Block helps you survive any hit. My preference is for block as its useful when you don't have the ball.

Catcher - I'd probably say Dauntless on doubles and Side step on a normal skill. You could take Diving Tackle or Shadowing instead to give you a better defensive player.

Blitzers - I'd want 2 blitzers with Guard & Stand Firm and 2 with Tackle & Mighty Blow. You have to have a bit of tackle otherwise you'll never beat Elves, Amazons or stunty teams.

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Post by duff »

sean newboy wrote:Thrower like Asmodan said.

Catcher sidestep or jump up on doubles.

.
I tend to think someone with AV6 is unlikly to "Jump up" very often. Dump off (yeah I know) would make him less of a target.

You could go block for protection or try using him as a defensive safty. Has anyone ever tried gaurd on a catcher?

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Post by Old Man Draco »

Sure hands makes your thrower very reliable as well! Counters strip ball and gives you a RR on picking up the ball! :smoking:

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Post by Darkson »

Draco wrote:Sure hands makes your thrower very reliable as well! Counters strip ball and gives you a RR on picking up the ball! :smoking:
Human throwers have Sure hands.

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Post by Dave »

Asmodan wrote:Catcher: DUMP HIM, and buy a new one.
wait with that till you have the full 4 catchers ... then and only if you have the money dump him (unless you got some weird skill rolls and he is a brilliant player.)

I never, ever retire players before I have money / positions enough to back up the loss. Even an AV5 player can score TD's ..

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Post by Half-arsed Assassin. »

Did post this message on one of the newbie boards before I saw this one but anyway here goes....

...i gave one of my four human blitzers on my Altdorf Assassins Squad (currently on a four game loosing streak, but don't let that put you off!) strip ball skill as his first and he is proving to be a great thorn in the side for teams such as elves who don't have access to sure hands to begin with. Used to punch through the line (usually create a gap to help with this) he hunts down the ball carrier as soon as possible. this can be quite good at holding up your opponents drive which will allow you to apply more pressure. and with passing teams like elves, time to cut off/up :D their recievers.

try it, you might like it.

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Post by Toby »

Blitzers: wrote: 0 = Block
1 = Guard
2 = Tackle
3 = Mighty Blow
4 = Piling On

Double = Stand Firm
Upgrade = +1ST
Linemen: wrote: 0 =
1 = Block
2 = Tackle
3 = Shadowing
4 = Dirty Player

Double = Guard
Upgrade = +1ST
Thrower: wrote: 0 = Sure Hands, Pass
1 = Accurate
2 = Safe Throw
3 = Block
4 = Hail Marry Pass

Double = Strong Arm
Upgrade = +1AG
Kicker: wrote: 0 = Sure Hands, Pass
1 = Block
2 = Kick
3 = Hail Marry Pass
4 = Accurate

Double = Nerves of Steel
Upgrade = +1AG
Catchers: wrote: 0 = Dodge, Catch
1 = Block
2 = Sure Feet
3 = Pass Block
4 = Side Step

Double = Nerves of Steel
Upgrade = +1AG
Blocker: wrote: 0 = Mighty Blow
1 = Block
2 = Guard
3 = Tackle
4 = Piling On

Double = Stand Firm
Upgrade = +1ST

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Post by Old Man Draco »

Darkson wrote:
Draco wrote:Sure hands makes your thrower very reliable as well! Counters strip ball and gives you a RR on picking up the ball! :smoking:
Human throwers have Sure hands.
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Post by Asmodan »

Dave wrote:
Asmodan wrote:Catcher: DUMP HIM, and buy a new one.
wait with that till you have the full 4 catchers ... then and only if you have the money dump him (unless you got some weird skill rolls and he is a brilliant player.)

I never, ever retire players before I have money / positions enough to back up the loss. Even an AV5 player can score TD's ..
Sorry but i never used more than 2 catchers on a human team.
I just don´t like having 4 str 2 players in my team even if they are fast unless they have at least ag4 like GR or is the main players of the team (like gobbo´s, skinks etc.)
So thats why i think you should just replace him as i don´t think 4 catchers are needed.

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Post by Robotorz »

I have to disagree to asmodan. A main advantage of humans is to have 4 Catchers. You can develop 2 defensive Catchers and 2 offensive catchers.
Defensive Catchers get Block, Shadowing and Tackle or pass block (mix it)

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Post by Skummy »

The main advantage of playing humans is that they are versatile and can play the run, pass, or hitting game. They can be effective at any of these, and it's up to the coach's personal preference to play them as he sees fit.

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