Antithesisoftime
Joined: Aug 20, 2014
|
  Posted:
Aug 17, 2016 - 06:04 |
|
Ricefield Rat just rolled his second doubles. With the last, he took Two Heads, which has made him virtually 2+ all the way into the endzone.
But where to go from here?
Extra Arms - I've now invested 2 skills into a player to have the equivalent of Ag5. Great for those games where I'm forced to field him on defense and my other rats pop the ball. If he's in good position, he would then make a free ball into a game breaking steal, either by catch in tackle zones, or picking up and dodging out
Big Hand - Lose out on catching in TZs, but ignore all TZs when picking up. Either choice, he becomes a great ball retriever.
Side-Step - With a grab lineman on the team, I tend to take pushes to reduce gfis. With sidestep, pushes become even easier without grab. I'd be ignoring the double.
Block - Now he's more versatile, and more protected. I can use him more reliably on defense when I'm forced to play him. blodge keeps him alive longer, who knows, he might hit Legend. might be better than a double.
Leader - Extra RR on offense. Extra RR when forced to field on defense. |
|
|
ArrestedDevelopment
Joined: Sep 14, 2015
|
  Posted:
Aug 17, 2016 - 06:24 |
|
Eh.
I'd completely ignore extra arms. Big Hand is better for pickups and Nerves of Steel does a better job for catches. |
_________________
|
|
Semitence
Joined: May 18, 2013
|
  Posted:
Aug 17, 2016 - 06:26 |
|
Leader definitely feels fluffy given you've got 2 throwers coming through that can both access it on a normal roll.
Extra arms feels like a really expensive way to sort of have AG5, given it still doesn't let you do all the things you want to.
SS is great if you only ever want him on Offence. Block is great, but obviously, a bit meh. As you said, it might keep him alive though.
Big Hand feels like the go to. You've got 2 heads, with big hand he becomes an amazing ball-hawk, especially as you've got a wrestle GR and a +ST blocking GR to get the ball down. |
|
|
mrt1212
Joined: Feb 26, 2013
|
  Posted:
Aug 17, 2016 - 06:28 |
|
|
kummo
Joined: Mar 29, 2016
|
  Posted:
Aug 17, 2016 - 08:58 |
|
Could be also leap (or very long legs now cuz it's +3 without.. and leap as his last skill). Less +2 dodges.
Or horns cuz then you could blitz thru enemyline changing some or all +2 dodges for 1-die roll (where push, pushpow and pow are good.. that's 4/6 change to not to fail and usually 2/6 change to success on getting less +2's.. and if there is str2 player then you have 2die.. but usually it's against dodgestep player and you really don't want that.. unless maybe getting tackle on last if you took horns on this).
So my picks would be either
Very long legs and leap later
Horns and tackle later
Or.. if you really like to get less gfi-rolls and really like your pushy game.. take Nerves of steel now so he can pick the ball when someone hands it over.. and take sidestep on his last skill. |
|
|
FRSHMN
Joined: Feb 25, 2013
|
  Posted:
Aug 17, 2016 - 09:27 |
|
Catch... free-reroll on OTTD-attempts could come in (big) handy... |
|
|
Antithesisoftime
Joined: Aug 20, 2014
|
  Posted:
Aug 18, 2016 - 13:30 |
|
thanks for the input so far, but I'm still no closer to a decision yet |
|
|
Rawlf
Joined: Jul 15, 2007
|
  Posted:
Aug 18, 2016 - 13:44 |
|
For pure oneturning I'd say catch.
My pick would be block though, especially looking at your bench & cash. There is no oneturning when you are out by turn 8/16. |
|
|
m0gw41
Joined: Jun 12, 2012
|
  Posted:
Aug 18, 2016 - 15:24 |
|
Count how many games recently where he has been on the field for most of the game, if it is a decent proportion then take block. If you are managing to bench him mostly for 1 turning then take catch. |
_________________
|
|
Antithesisoftime
Joined: Aug 20, 2014
|
  Posted:
Aug 18, 2016 - 15:36 |
|
Team had a 13 game steak scoring 2 or more tds.
Team is also on a 6 game steak of 3 or more tds.
Typically, this rat sees at least half the game on the pitch. I haven't been shy about using him either, in his last match he forced a 1d blitz to steal the ball, being the only rat fast enough to make the hit (and still having one gfi to make the pickup).
On that note, block is seeming to be the best option, but I'll wait to see if anyone else chimes in |
|
|
bassista
Joined: Dec 31, 2009
|
  Posted:
Aug 18, 2016 - 15:42 |
|
|
licker
Joined: Jul 10, 2009
|
  Posted:
Aug 18, 2016 - 16:12 |
|
I'd probably go block, but catch is strong too. |
|
|
garyt1
Joined: Mar 12, 2011
|
  Posted:
Aug 18, 2016 - 17:10 |
|
Block, catch, sidestep all good options. Probably block to make him more generally useful and help keep him going.
Horns is an interesting one though then I would probably next get block/wrestle if he makes it to legend to make better use of it. |
_________________ “A wise man can learn more from a foolish question than a fool can learn from a wise answer.” |
|
bghandras
Joined: Feb 06, 2011
|
  Posted:
Aug 18, 2016 - 17:23 |
|
Catch for 1turning. But only if he is a specialist. If you regularly field him on other ocassion, then get block. |
_________________
|
|
madvig
Joined: Feb 10, 2008
|
  Posted:
Aug 18, 2016 - 18:21 |
|
Nerves of Steel can come in handy if he is allways on the field. People will allways mark a player like that. However this will make even more players want to blitz him, since the marking wont help. |
|
|
|