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BooAhl
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2013-04-17 16:12:33
9 votes, rating 4.1
Necro help
Two questions for my team Hatarna

My +ST Dodge wight rolled a normal skill!
Guard, MB, Tackle? Others?

My MB Block Wolf got a -av!
Keep, Fire? Others?

EDIT
Tackle and fire was choosen.

If you instead want some skills to ponder. Do the blitzer and thrower on my WoC rats. Wu Rang clan

Thrower: +ag accurate
Blitzer: Guard dodge

2 normal skills! GO!

WENT: Block AND Tackle

Thx for the input.
Rate this entry
Comments
Posted by Chainsaw on 2013-04-17 16:27:29
Wight will soon be at the next skill, so don't sweat too much.

I'd probably take tackle.

I would also likely fire the mb block wolf. If you had mb/po then I'd keep it, but so early in its development, it won't last too long. So you could keep it and wait for it to die.
Posted by maysrill on 2013-04-17 16:36:45
Sure Hands on the wight. ST4/Blodge/SH is full of win.

Keep the wolf. He'll earn his TV most games.
Posted by BillBrasky on 2013-04-17 16:41:22
Retire & make Slaans!
Posted by licker on 2013-04-17 16:46:16
I'd be tempted to turn the +ST wight into your hitter as your other wight is already -av as well.

You have that +AG/MA wolf as your ball carrier anyway from the looks of things, though you also mysteriously have a ghoul...

If you want SH, take it on the ghoul, probably a waste on that wight since he's more valuable against other teams with ST4 players as a blocker/blitzer.

With that in mind I'd go tackle since you are a bit light on it, and follow with MB. Guard is nice, but golumns should just be block/guard at 16spp anyway, and frequently they are enough for the assists. Considering you don't really need additional assists as much with a st4 blitzer, or, you can just as easilly blitz with him instead of using him to provide the assist for someone else.
Posted by Dhaktokh on 2013-04-17 17:03:28
Tackle and fire.
Without looking at the team ;-D
Posted by maysrill on 2013-04-17 17:04:34
I see two competing theories on ball carriers here. It's site-wide, not just this debate.

You have a +AG guy and a +ST guy, both with blodge. Which do you develop to carry the ball for you and give the Sure Hands?

For me, it comes down to what I expect him to DO with the ball. If you plan on dodging with it or passing it, the +AG makes more sense. If you plan on carrying it across the pitch, maybe handing off on a good drive for spp-spreading, I'd take the +ST.

+ST makes for a more secure ball, MUCH MUCH harder to steal from. It turns 2dbs into 1dbs, and 1dbs into -2dbs. Most drives you get 2 shots to pick up a kick before the opponent REALLY gets to threaten a steal, and two 8/9 chances is plenty.

Necro isn't a team to set up to pass with, but they have plenty of fodder, sweeping, and a smattering of Guard to advance a decent cage.

+AG on the other hand, it great for a sweeper, since you can get places your opp is trying to keep you out of, and it's great for dodging away after bad pushes.
Posted by BooAhl on 2013-04-17 17:16:39
Ok it is choosen.

Tackle and fire. I always do what maysrill say, and hen the opposite. =)

If you instead want some skills to ponder. Do the blitzer and thrower on my WoC rats. Wu Rang clan.

Thrower: +ag accurate
Blitzer: Guard dodge

2 normal skills! GO!
Posted by Dhaktokh on 2013-04-17 17:35:03
Nu fick du en 6:a, men det var bara för att du följde mitt SUPERBA råd! ;-D
Posted by lawman on 2013-04-17 17:47:26
For wu rang clan:

pass block on the thrower
and wrestle on the blitzer.

:)

Wondering if I will play you next round...
Posted by huff on 2013-04-17 18:59:45
Tackle for the stormvermin and block or kick on the thrower.
Posted by Chainsaw on 2013-04-17 19:05:30
Actually maysrill had a point. The wight is ideal for sure hands.

It stacks fine with tackle too. Consider it next. ST4 ball carriers are a nightmare.
Posted by licker on 2013-04-17 20:00:41
The different opinions on what makes a good ball carrier also need to take into account what team you are talking about. Elves are a screen and run away team. Necro are a cage and plow ahead team, mostly because they lack enough mobile players to do the screen bit.

For necro you have 2 Block/Guard/SF golums (generally...) and a plethora of various zombie bodies to use in your cage, you can't really move your cage that quickly unless oyu want to subject your wights/ghouls/wolves to corner blitzes and NOT use them to actually hit back.

Now, my question is, do you need a ST4 ball carrier if the ball is going to spend most of it's time locked up inside a cage? Would you rather have that ST4 player available to blitz open lanes for your MA9 AG4 player to scamper to the end zone when you need him to? Or heck, even just your MA7 Dodge player if the ghoul gets used as a ball carrier.

There is not a real 'right' answer to that question, coach preference as well as 'luck' with skills on other players (like some guard zombies) could change the answer.

For my money SH on AG3 is only good for the initial pick up attempt and to prevent strips. SH on an AG4 is more useful for running into a TZ or two to try and snag a ball and dodge back out along with the 1st benefits discussed. Of course that freak wolf isn't getting SH...

Anyway, either development path for him is strong, don't think you can really go wrong, just take the path which better fits your coaching style.
Posted by p4m on 2013-04-17 20:29:15
tackle for the vermin - as you will face WE (although you could wait for the result of the last game - just to be sure!)
leader or Block for the thrower - depends if you need the 4th RR?!
Posted by BooAhl on 2013-04-17 23:57:07
Got Dwarfs. Have a leader already.

Block or safe throw
AND
Tackle or Fend or MB or Grab