Bretter
Joined: Aug 02, 2003
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  Posted:
Dec 17, 2004 - 07:01 |
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Mithrilpoint
Joined: Mar 16, 2004
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  Posted:
Dec 17, 2004 - 07:12 |
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Dauntless would make him usefull in defense.
M |
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Sparticus
Joined: Jan 31, 2004
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  Posted:
Dec 17, 2004 - 07:19 |
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i would seroisly think about NOS,
u can leap into a few tackle zones, pick up the ball on a 2+ then pass it on a 3+(assusming its a short pass) then TD away.... The NOS would be handy... but thats just me, other than that, id take pass block... i know u rolled a double but the VLL + agil 4. makes gor a great intercepter... |
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MickeX
Joined: Aug 02, 2003
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  Posted:
Dec 17, 2004 - 07:32 |
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Sparticus: NoS doesn't affect picking up the ball. |
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odi
Joined: Aug 02, 2003
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  Posted:
Dec 17, 2004 - 07:36 |
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Take dauntless, and if you're lucky and roll another double you'll get horns. An MV 13 dauntless horns GR is awesome on defense. Of course he prolly won't survive too long. Atleast you got block there, not like Hambus, who rolled too many doubles, so he was never able to get block. But still always played on D. He didn't one turn that much, but sure made many TDs on defence. |
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Sinner
Joined: Aug 02, 2003
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  Posted:
Dec 17, 2004 - 08:43 |
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Take Big Hand to snatch the ball away whenever someone fumbles or misses a pick up deep in his own half. 2+ on any pick up |
_________________ Sinner
Darkie's Dreams - successfully cherrypicking any race, any coach, any rating, any number of DP since 20/09/2003 ... and still winning! |
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Squaq
Joined: Aug 02, 2003
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  Posted:
Dec 17, 2004 - 09:17 |
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I would find Jump Up or Big Hand obvious |
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HollowOne
Joined: Sep 23, 2004
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  Posted:
Dec 17, 2004 - 09:41 |
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You've already got one Dauntless, so I'd take Jump Up. |
_________________ A censor is a man who knows more than he thinks you ought to. - Granville Hicks |
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MrMojo
Joined: Apr 17, 2004
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  Posted:
Dec 17, 2004 - 10:03 |
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Try dirty player |
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Smess
Joined: Feb 13, 2004
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  Posted:
Dec 17, 2004 - 10:29 |
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Dauntless is always good for a gutter, only stop taking it when all your gutter have it.
If not i'd probably take tow heads to allow you to dodge easy when your opponent sets all his players at the end of his field in turn 8.
Jump up or NOS would be a waste in my opinion |
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Eghost
Joined: Oct 19, 2003
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  Posted:
Dec 17, 2004 - 10:45 |
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foul appearance or spikes might save him, not that I would want that though, cause 1-turners are silly! |
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JanMattys
Joined: Feb 29, 2004
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  Posted:
Dec 17, 2004 - 10:53 |
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I'd go FA or Jump Up.
Maybe Jump up. |
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mutescreamer
Joined: Apr 09, 2004
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  Posted:
Dec 17, 2004 - 11:11 |
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take root or really stupid
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MrMojo
Joined: Apr 17, 2004
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  Posted:
Dec 17, 2004 - 11:22 |
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I'd go for bonehead, if i were you. |
_________________ My post count
Jesus loves me this I know, 'cos my Bible tells me so. |
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Cruixer
Joined: Aug 04, 2004
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  Posted:
Dec 17, 2004 - 11:39 |
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NERVES OF STEEL, and then catch
You can put him in the front line, even if there are others players.
And got the ball even if the entire opponent team is trying to block you down around you.Then jump over them and score
I think he cant go for the ball and go to score at the same time, so I'll discard Big Hand and similars.
With JUMP you DONT need Horns and Dauntless, so you can avoid a line defense.
Your Passer has Safe Pass, so NERVES OF STEEL is the best combo in your team.
Make a long pass over all the opponent team and then catch the ball surrounded of lots of opponents, then jump over them and run run run to score.
I think is the best one.
Big hand is an alternative, but only if you don't control the ball. In this cases you cant deppend on a gutter runner.
Siau! |
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