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RandBlade
Last seen 1 year ago
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2008

2008-01-20 02:52:51
rating 4.5

2007

2007-08-14 17:14:28
rating 4.8
2007-08-07 05:59:50
rating 4.5
2007-08-14 17:14:28
45 votes, rating 4.8
The Big Guy Trap
I don't rate Big Guys very highly. Aside from Vamps, they're typically slow, low agile, stupid creatures that can be ignored almost. Yet despite thinking this, I never do. Nor do many others.

Take a Treeman, MA2, Take Root, Av 10 and S6. The sensible thing to do would be to take the play 3+ or even better 5+ squares away from him, and he's now useless. The dumb thing to do would be to try and play "lets injure the tree".

Yet every game I go down the silly route and regret it after. Every time I spec a game with one, so does the one facing the BG.

If lucky enough to win the toss, its always the same old story: Kicker puts the BG on the LOS, I load up the LOS to knock over/push away the other 2 on the LOS, get enough assists to get 2d block and then try to Gang Foul the BG in an attempt to injure it and take it out of the game. But it never works.

Either get Blitz/Perfect D which ruins the set-up, fail to knock over the BG, or do and at best stun it., but now everyone's ended their turn next to the BG. Next turn opponent rushes in, trapping my players then, then next turn BG stands up and is right in the midst of my players able to hurt any of them. Or worse if fighting a fast team they can just rush past your crowd of players to get to the ball/carrier and now they're on attack.

Even in rare circumstances when lucky enough to KO+ the BG, ending the start of your drive having moved forwards nowhere and really in a stupid formation because everything was designed around assisting that rather than assisting scoring/fighting the rest of the opposition.

I swear just ignoring/getting away the BG on attack would be a much better option half the time at least. Their best use seems to be to act as a lightning rod and it works every time.
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