Lorebass
Joined: Jun 25, 2010
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Mr_Foulscumm
Joined: Mar 05, 2005
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  Posted:
Jul 28, 2015 - 23:37 |
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So lets say, hypothetically that you have a Rookie Deathroller that just rolled 4+6...
+MA
or
Guard?
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Kondor
Joined: Apr 04, 2008
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  Posted:
Jul 28, 2015 - 23:46 |
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Mr_Foulscumm wrote: | So lets say, hypothetically that you have a Rookie Deathroller that just rolled 4+6...
+MA
or
Guard?
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Tough one, but I think I would go with Guard |
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Cavetroll
Joined: Jan 21, 2009
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  Posted:
Jul 28, 2015 - 23:48 |
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Mr_Foulscumm wrote: | So lets say, hypothetically that you have a Rookie Deathroller that just rolled 4+6...
+MA
or
Guard?
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+MA |
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PainState
Joined: Apr 04, 2007
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  Posted:
Jul 28, 2015 - 23:56 |
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+MA all day long and then when the double pops you take surefeet or sprint. |
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PainState
Joined: Apr 04, 2007
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  Posted:
Jul 28, 2015 - 23:56 |
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He can now foul 9 squares away!!!! |
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keggiemckill
Joined: Oct 07, 2004
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  Posted:
Jul 29, 2015 - 00:07 |
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PainState wrote: | He can now foul 9 squares away!!!! |
My thoughts precisely. |
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Kondor
Joined: Apr 04, 2008
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  Posted:
Jul 29, 2015 - 00:12 |
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PainState wrote: | +MA all day long and then when the double pops you take surefeet or sprint. |
No, No, No. A double is reserved for diving tackle. That is just plain nasty. |
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PainState
Joined: Apr 04, 2007
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  Posted:
Jul 29, 2015 - 00:20 |
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Kondor wrote: | PainState wrote: | +MA all day long and then when the double pops you take surefeet or sprint. |
No, No, No. A double is reserved for diving tackle. That is just plain nasty. |
Well IMO there are 5-6 builds that a roller can do if he starts rolling doubles. My Roller is going down the path of DP and PileOn. He is going to be on the ground a lot. So no need for DT. |
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Kondor
Joined: Apr 04, 2008
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  Posted:
Jul 29, 2015 - 00:29 |
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PainState wrote: | Kondor wrote: | PainState wrote: | +MA all day long and then when the double pops you take surefeet or sprint. |
No, No, No. A double is reserved for diving tackle. That is just plain nasty. |
Well IMO there are 5-6 builds that a roller can do if he starts rolling doubles. My Roller is going down the path of DP and PileOn. He is going to be on the ground a lot. So no need for DT. |
If that is your plan, perhaps Sneaky Git should be your double. That would also be cool and rather fluffy. |
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PainState
Joined: Apr 04, 2007
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  Posted:
Jul 29, 2015 - 00:34 |
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Death Roller is also the only CRP player that if he rolls 5 normal skills he has all the ST access skills, so, his legend skill is auto double. |
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PainState
Joined: Apr 04, 2007
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  Posted:
Jul 29, 2015 - 00:37 |
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cdwat
Joined: Oct 29, 2013
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  Posted:
Jul 29, 2015 - 00:57 |
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PainState wrote: | Death Roller is also the only CRP player that if he rolls 5 normal skills he has all the ST access skills, so, his legend skill is auto double. |
Oh, I didn't realise that. Interesting.
Is that situation covered in the CRP rulebook, is there a NAF ruling, or is it a FUMBBL thing? |
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Mr_Foulscumm
Joined: Mar 05, 2005
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  Posted:
Jul 29, 2015 - 01:03 |
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PainState wrote: | Death Roller is also the only CRP player that if he rolls 5 normal skills he has all the ST access skills, so, his legend skill is auto double. |
Would this count as a vote for Guard then?
I have virtually no experience using the Roller. But so far he tends to just get stuck inside a pile of dudes and move very little during the game. I can see how +MA would make him more annoying though. +MA feels like building for the future, while Guard is for the here and now.
(This is kind of fun, because I usually feel fairly sure of my skill picks, but the Roller is uncharted territory for me. Maybe I need to try more new teams/builds. ) |
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tmoila
Joined: Nov 25, 2012
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  Posted:
Jul 29, 2015 - 01:31 |
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cdwat wrote: | PainState wrote: | Death Roller is also the only CRP player that if he rolls 5 normal skills he has all the ST access skills, so, his legend skill is auto double. |
Oh, I didn't realise that. Interesting.
Is that situation covered in the CRP rulebook, is there a NAF ruling, or is it a FUMBBL thing? |
Deathroller has:
Juggernaut
Stand firm
Mighty blow
Break tackle
That leaves six ST skills to be picked:
Thick skull
Strong arm
Multiple block
Piling on
Guard
Grab
So no automatic doubles skill. |
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