Posted by jdm on 2016-02-03 22:32:15
Don't overlook stand firm for your guys, especially slayer to stop him getting surfed. A wall of stand firm guard can be terrifying and helps keep a strong cage.
Enjoyable blog to read, keep us posted :)
Posted by NerdBird on 2016-02-03 22:46:17
Now Before I enter game 11-20 what do I have to expect?
Skills on blitzers and linemen? guard/Mighty blow/tackle and then what? Guard/MB/fend on Linos and blitzers. This is a box team, take dodge on doubles. Take +ag on blitzers, skip it on linos. Always take +st. Skip +ma for linos, take it on Blitzers.
Maybe sack? You mean wrestle? If you do, no.
Slayer mightyblow/tackle/pling on and then what? MB/Guard/PO/SF/Jugs. You can take jugs earlier if you want to surf more. ALways take +ma. Tackle is highly optional, I don't bother with it in the box. If you take 2 or 1 is a preference. Just know if you have 2, then positioning gets trickier. Since it gets trickier you need to pay more mind each turn where they end up so they don't get blitzed/blocked. Personally I like having 2 of them.
Runners? Do I need 2 of them? 1 is enough until he outlives his use. After 3 skills on a runner and no doubles, he has peaked in his use for his TV. Buy another, get block and then drop that one. You want to take kick on your runner. Runners need to never get hit. If they get hit 2 or 3 times every game, you are in trouble. +ag is the golden roll here. Hope and pray for it! :-)
I had an idea of 13 man roster, later but I may go with 12 until game 15-20 or so? 12 or 13 is your call. 13 will bloat you, but this will ensure you usually have 12 players available each game.
Inducements and stars when the time comes? Boomer is great. Don't take babes unless you get 2. Even then Dorfs do not get KO'd much so I buy dirty trick cards instead.
This is just my 2 cents. I am sure you will get some better advice! :-)
With all that being said I sometimes take the +ma on linos. With the +ma they become a pseudo blitzer with tackle that you can setup off of the line at kickoff. I do not usually take it as their 1st skill but will take it as their second or third. Longer range for guard can help a lot of times.
Posted by Bloodfeast on 2016-02-03 22:47:47
Yeah, stand firm on the slayers is one skill I totaly forgot and even thou he got crowdsurfed just last game.*hrm*
I will take a Little time of from fummbl until end of march due those IRL things they talk about, but I will do some game in the weekends or so but it will take a while Before i get to 20, but I will get there, sooner or later hehe!
Posted by Angmarred on 2016-02-03 23:00:14
Piling on, Fend and Stand Firm all seem like good choices for a blocker after Guard and MB
Posted by Cavetroll on 2016-02-04 01:59:24
I like a mix of Fend and Stand Firm, especially in Box. I have taken Guard/Fend for linemen that are going to spend their career on the LOS. Stand Firm is for linemen who take Guard/MB first and they tend to sit in the widezone on defense. But you can play with the ratio and order to suit your own tastes. G/MB/F or SF is really all lineman need. If and when they get to a 4th skill, Grab, Dauntless, Piling On or Pro are all decent options. I do take Dodge on doubles, and I will take +MA if they already have G/MB, the extra mobility does come in handy. Others ignore +MA, you have to decide what is best for the team at that point.
Blitzers - MB/G/T are nice for the first 3 normal skills, but I usually get doubles and/or stats on mine so I rarely have one get just 3 normal skills first. Dodge or Jump Up are both useful, it depends on what they have when you get the double. Take any stat on a Blitzer. Blitzers can be useful backup ballcarriers with Dodge or +AG/+MA.
Slayers - Pro is nice to help with Dauntless rolls and blocks you don't want to waste a team RR on. Stand Firm is good advice, though I almost never take it. But the reasoning for it is sound (protect from being counter-surfed). Guard is also a good late skill choice, I often find the lack of Guard on my Slayers annoying. +MA is a good choice on these guys, +AG less so.
Runners - I don't believe in retiring runners, but I don't subscribe to that team management philosophy. Kick off return is nice as a 3rd or 4th skill, as is Tackle. This is the fastest player on the team, make one a deep safety. I have often taken two Runners and given the 2nd one Wrestle/Tackle/Strip Ball. It's been surprisingly useful. They don't tend to live long with this combo, so you don't have to worry about bloat if you use him aggresively.
In general, this team can never have too much Guard (though Dodge is better on Runners) or +MA. Getting Tackle on the faster players and a smattering of Dauntless on non-frenzy players will help mitigate the dwarves' weaknesses. Fend helps more in the Box where you are likely to face a lot of Piling On. Hope that helps.
Posted by NerdBird on 2016-02-04 17:31:14
I didn't believe in retiring players either but in the box you need to optimize to some degree. I had a legend runner and a bunch of poor saps on my team because my runner did not get hit much. After the runner became a legend my record was 6/3/9. After the runner died from a boot our record is 8/1/2. Your runners can create a lopsided team if your cast of linemen are meh.
Posted by Bloodfeast on 2016-02-04 22:29:27
Very good tips here, that I surely will use!
What do you guys Think of, going with only one runner and one slayer?¨
Both to keep myself as low in TW as I can and with 2 slayers I only get myself out of position, which invites to holes in the defense.
And I prolly only need one runner ifI can keep him in the back in the defense, and right now I have 2 quite skilled runners that hugging all the spp.
By trading in 2 blockers instead of one slayer and the lesser runner I will free 90 k, almost a wizard, or getting Another blocker, so how about that?