mrt1212
Joined: Feb 26, 2013
|
  Posted:
Jul 31, 2014 - 20:50 |
|
I feel like guard would only be valid if he was able to take side step later especially at AV7. |
|
|
Severedunit
Joined: Oct 08, 2005
|
  Posted:
Jul 31, 2014 - 21:24 |
|
DP - for when the game goes south and you need him off the pitch: might as well go out with a +1 |
|
|
JimmyFantastic
Joined: Feb 06, 2007
|
  Posted:
Jul 31, 2014 - 21:26 |
|
Severedunit wrote: | DP - for when the game goes south and you need him off the pitch: might as well go out with a +1 |
Haha I actually considered this when my HE had an ag5 Thrower. He did a lot of fouling! |
_________________ Pull down the veil - actively bad for the hobby! |
|
bghandras
Joined: Feb 06, 2011
|
  Posted:
Jul 31, 2014 - 21:36 |
|
Not sure what skill may combo with ag6. Probably sure hands is best for that. But alrady has that. |
_________________
|
|
Harad
Joined: May 11, 2014
|
  Posted:
Jul 31, 2014 - 22:02 |
|
Thanks everyone, some good conflicting opinions. Smeat, we normally run 12 when we can afford it. Last game was a slightly special case due to a couple of players missing.
Would be interesting to hear the best coaches with these different opinions arguing it out |
|
|
bghandras
Joined: Feb 06, 2011
|
  Posted:
Jul 31, 2014 - 22:21 |
|
I wouldn't have taken the 6th ag. I think this player would be awesome with either:
- leap + guard
- side step + sure feet |
_________________
|
|
Smeat
Joined: Nov 19, 2006
|
  Posted:
Jul 31, 2014 - 22:46 |
|
On consideration, since he has Ag 6, put it to use - Pass might not be the worst choice. Make him your initial ballhandler but not scorer. As only St 2, he's a victim waiting to happen. So MA 9 gets him anywhere on the field, Agil 6 Sure Hands picks up any loose ball, Dodge gets him out again, and then (even in TZ's), he passes it out again, hopefully to a scorer so that drive ends and he's safe again.
Meanwhile, a Passer who can sit back near his own endzone but run/dodge to near the LoS is a headache to chase and impossible to defend against, and that DOES keep him safe.
Not the worst game plan. |
_________________ Let's go A.P.E.!
(...and what exactly do you think they do with all those dead players?...) |
|
Purplegoo
Joined: Mar 23, 2006
|
  Posted:
Jul 31, 2014 - 23:51 |
|
Harad wrote: | Would be interesting to hear the best coaches with these different opinions arguing it out |
There is no argument (I mean, read Jimmy's signature... ). Guard is God.
Every time an Elf takes a passing skill, a little chunk of the world's collective sanity evaporates. |
|
|
Smeat
Joined: Nov 19, 2006
|
  Posted:
Jul 31, 2014 - 23:55 |
|
Ag 6 = Long Pass on 2+ - that's already rather disturbing by itself. |
_________________ Let's go A.P.E.!
(...and what exactly do you think they do with all those dead players?...) |
|
Harad
Joined: May 11, 2014
|
  Posted:
Jul 31, 2014 - 23:59 |
|
I could be wrong but AG6 isn't that great for passing. The modifier is on the roll. So a long pass is 3+. AG6 is awesome for dodging and picking up but somewhat wasted on passing.
I read Jimmy's signature and would agree with him but...I try not to leave the catcher next to anyone. The hard work is for other people. He stays fresh so that if the ball pops out he can carry it away. Maybe I'm being too preciuos about him. But at the moment, with no other really good players, if he gets injured, we struggle to have an edge. |
|
|
gamelsetlmatch
Joined: Mar 05, 2013
|
  Posted:
Aug 01, 2014 - 00:13 |
|
I am going to predict his future death. Ball is on the ground, he dodges some and gets to it and just needs to pass it and get himself and others out of harms way. Fails pass, gets blitzed and not only him but two other elves die.
~-----
I also want to add that just because he can perform a gimmick play (OTS) doesn't mean you need to load all of the skills to make him THAT gimmick. |
|
|
Bobs
Joined: Feb 26, 2009
|
  Posted:
Aug 01, 2014 - 02:59 |
|
Leap, any loose ball anywhere can be gotten to. Then dodge out. |
_________________ si non modo numquam pragmaticam
|
|
notbobby125
Joined: Feb 28, 2013
|
  Posted:
Aug 01, 2014 - 05:29 |
|
Harad wrote: |
opponent a little less likely to block you.
can't push you out of range for scoring etc.
doesn't have to fear frenzy or the side of the pitch.
a marginally easier ottd against certain setups.
|
Side Step also allows you to mark a player very effectively, although a two strength stat freak is most likely not the best choice for such a role.
If you Cal is knocked over, you get to dictate where he lands, which can be on the ball (to hopefully send it into the tackle zone or hands of one of your players) or close up a tackle zone less path (assuming Cal is injuried or knocked out).
However, I would really consider Leap. Between 6 agility and Sure hands, you could pick up a loose ball very reliably, particularly in conjunction with your strip balling Wardancer, marked by a large amount of players. You then could proceed to dodge straight out of range, then hand it off/throw the ball to someone else for a score. |
|
|
|