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Plorg



Joined: May 08, 2005

Post   Posted: Sep 27, 2008 - 02:28 Reply with quote Back to top

I decided to complete the implicit series started with the "Should I take +ST" thread.
This post will be edited later with a summary of the discussion in the thread.

While I can strongly recommend taking +ST in the vast majority of cases, the decision on +AG or +MA is much more complex.

Plorg's rule of thumb for +AG is:
If taking +AG will make that player the highest AG player on the team (or tied for highest), then it is a decent choice.
Otherwise, I probably prefer other skills instead.

Please discuss and post your reasons for what circumstances *YOU* would or would not take +AG!

-------------------------
Should I take +ST?
Should I take +AG?
Should I take +MA?
Dominik



Joined: Oct 29, 2004

Post   Posted: Sep 27, 2008 - 02:39 Reply with quote Back to top

You mean a Wardancer would benefit more from Tackle, Side Step or any other common skill than from +AG?
Almost any player should get the +AG

No Big Guy should get it, no Zombies or Dwarf Linemen, most of the Skeletons too, and Mummies, Sauri and Black Orcs seem to have less use of it thann of any other skill.
+AG on anyone except:
Big Guys
Zombies
Dwarf Linemen
Skeletons
Mummies
Sauri
Black Orcs

Once one of the tougher guys has Stand Firm and maybe Dodge, +AG can be a decent choice. This is a perfect example of a transformation by the right developement: http://fumbbl.com/FUMBBL.php?page=player&op=view&player_id=1453416
Snowmelter



Joined: Aug 28, 2007

Post   Posted: Sep 27, 2008 - 02:57 Reply with quote Back to top

cannot agree with Dominik, For dwarfs its realy nice to have one mor player able to handle a ball, so I would give +ag to longbeards. Also a saurus with ag 2 comes quite handy. You should use them for scoring anyway and +ag helps quite a lot with that. Oger, Trolls and Trees are for throwing= yes, take +ag. For the other player dominik is maybe right.
Idolen



Joined: Aug 02, 2003

Post   Posted: Sep 27, 2008 - 02:58 Reply with quote Back to top

I think I would take it on sauri and longbeards.. CD blockers on the other hand I would not, unless its skill 3 or 4 and they dont got any doubles.

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Kinks



Joined: Feb 28, 2007

Post   Posted: Sep 27, 2008 - 03:03 Reply with quote Back to top

Hmm...Sauri are a difficult one.

Although normally I wouldn't take it, I've seen an AG 3 Sauri and can't deny that would be excellent (although it;s kind of difficult to know if you are going to roll a 2nd +AG).

The other thing with Suari is they often have BT, so if you give them AG 2 instead of 1 (with BT) they can make several dodges of a 4+, safe in the knowledge if the roll a 2 or 3 BT will kick in.

The other thing is with an AG of 2 a Suari could always pick up / catch a ball on 4's (75% chance with a RR), making them a realistic choice, especially if they get sure hands. Obviosuly a Str 4 Ball carrier could often be safer then a Str 2 one.

I've got to say I played against a AG 4 Mino once, and thought it was a bit silly, until he caught the and I couldn't get it of him!

Also wonder if extra AG on a Treeman or Troll TTM specialist could be worth while.

Other than that I think I agree with Dom.

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danielcollins



Joined: Apr 04, 2005

Post   Posted: Sep 27, 2008 - 03:05 Reply with quote Back to top

I'll happily take +AG on this CD: http://fumbbl.com/FUMBBL.php?page=player&player_id=3139762
Dominik



Joined: Oct 29, 2004

Post   Posted: Sep 27, 2008 - 03:31 Reply with quote Back to top

Have to add the information, that my thoughts where based on ranked only. In Stunty you take the +AG of course if you have Right Stuff available.
kwèk



Joined: Nov 13, 2005

Post   Posted: Sep 27, 2008 - 03:44 Reply with quote Back to top

Hmmm

The only rule I have is:

Take +AG on a player only if you want to score or do important blitzes with him.
On anny other case, you could go with the flow, I recommend BLOCK before +AG on almost every blocker/lineman... because you want to just keep him standing, and fighting back.

(for the once who are going to yell: I usually like +AG on a linerat, so i can pick up, throw, catch, ..., score . Then pls look again at the first line)

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It is a bit embarrassing to have been concerned with the human problem all one's life and find at the end that one has no more to offer by way of advice than 'try to be a little kinder'.
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Dominik



Joined: Oct 29, 2004

Post   Posted: Sep 27, 2008 - 03:57 Reply with quote Back to top

+AG can help to keep a player alive. You can dodge away from a stronger opponent and fail less (= less armor rolls).
kwèk



Joined: Nov 13, 2005

Post   Posted: Sep 27, 2008 - 04:03 Reply with quote Back to top

Dominik wrote:
+AG can help to keep a player alive. You can dodge away from a stronger opponent and fail less (= less armor rolls).


Block knocks the player away from you, and can kill him.
I'll take my option instead of cowering away.
(= more armour rolls in your favour)

_________________
It is a bit embarrassing to have been concerned with the human problem all one's life and find at the end that one has no more to offer by way of advice than 'try to be a little kinder'.
~Aldous Huxley~
Dominik



Joined: Oct 29, 2004

Post   Posted: Sep 27, 2008 - 04:22 Reply with quote Back to top

It shouldn't be that difficult to skill an AG 4 player up to 16 star player points. You may use him as a ball carrier in the meantime, and when he gets block, he is your Mister Magic on the fields!
Pro511



Joined: Aug 14, 2006

Post   Posted: Sep 27, 2008 - 05:04 Reply with quote Back to top

Snowmelter wrote:
cannot agree with Dominik, For dwarfs its realy nice to have one mor player able to handle a ball, so I would give +ag to longbeards.


Couldn't disagree more. Smile

With two blitzers and two runners I think there are plenty of folks to handle the ball. "Wasting" a skill to get a longbeard to AG3 seems... well, wasteful.

But the biggest reason against would be the movement 4.

I think Mighty Blow would skillup the longbeard much quicker. Guard is a blessing on longbeards.

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PorkusMaximus



Joined: May 19, 2008

Post   Posted: Sep 27, 2008 - 05:28 Reply with quote Back to top

If there is one thing I have learned from playing on Fumbbl it's that 99.9% of the time, just when you think you have enough of something on your team, you realise you need more.

The only problem I really have with taking + stats on basic linemen is if it's the first roll because sometimes the gap between the first 2 skills feels huge. As you say taking mighty blow would certainly allow a longbeard to skill up faster, however you also have to look at how that + stat roll will affect the team as a whole, it may not help the lino skill up but it might win you games. If it's a second or 3rd skill roll then taking a + stat upgrade definitely feels like an easier choice.
MagmaBeast



Joined: Jul 24, 2004

Post   Posted: Sep 27, 2008 - 05:33 Reply with quote Back to top

By the way +ag only help making and accurate ttm it does not change the chance of throwing the little guy so i would advise against it on troll and tree. For ogre on a human team it can be an option and on an ogre team its a must have Very Happy As for the mino i would advise against unless you have stand firm because making it a ball carrier with wild animal is not the best idea
Jenner



Joined: Feb 04, 2007

Post   Posted: Sep 27, 2008 - 05:37 Reply with quote Back to top

MagmaBeast wrote:
By the way +ag only help making and accurate ttm it does not change the chance of throwing the little guy so i would advise against it on troll and tree.
It does, however, reduce the chance of fumbling the bugger.
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