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Lorebass



Joined: Jun 25, 2010

Post   Posted: Jul 26, 2015 - 07:36
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We dun Didz it!

-----IT-----
Mr_Foulscumm



Joined: Mar 05, 2005

Post   Posted: Jul 28, 2015 - 23:37 Reply with quote Back to top

So lets say, hypothetically that you have a Rookie Deathroller that just rolled 4+6...

+MA
or
Guard?

Very Happy

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Kondor



Joined: Apr 04, 2008

Post   Posted: Jul 28, 2015 - 23:46 Reply with quote Back to top

Mr_Foulscumm wrote:
So lets say, hypothetically that you have a Rookie Deathroller that just rolled 4+6...

+MA
or
Guard?

Very Happy


Tough one, but I think I would go with Guard
Cavetroll



Joined: Jan 21, 2009

Post   Posted: Jul 28, 2015 - 23:48 Reply with quote Back to top

Mr_Foulscumm wrote:
So lets say, hypothetically that you have a Rookie Deathroller that just rolled 4+6...

+MA
or
Guard?

Very Happy


+MA

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PainState



Joined: Apr 04, 2007

Post   Posted: Jul 28, 2015 - 23:56 Reply with quote Back to top

+MA all day long and then when the double pops you take surefeet or sprint.

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PainState



Joined: Apr 04, 2007

Post   Posted: Jul 28, 2015 - 23:56 Reply with quote Back to top

He can now foul 9 squares away!!!!

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keggiemckill



Joined: Oct 07, 2004

Post   Posted: Jul 29, 2015 - 00:07 Reply with quote Back to top

PainState wrote:
He can now foul 9 squares away!!!!


My thoughts precisely.

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Kondor



Joined: Apr 04, 2008

Post   Posted: Jul 29, 2015 - 00:12 Reply with quote Back to top

PainState wrote:
+MA all day long and then when the double pops you take surefeet or sprint.


No, No, No. A double is reserved for diving tackle. That is just plain nasty.
PainState



Joined: Apr 04, 2007

Post   Posted: Jul 29, 2015 - 00:20 Reply with quote Back to top

Kondor wrote:
PainState wrote:
+MA all day long and then when the double pops you take surefeet or sprint.


No, No, No. A double is reserved for diving tackle. That is just plain nasty.


Well IMO there are 5-6 builds that a roller can do if he starts rolling doubles. My Roller is going down the path of DP and PileOn. He is going to be on the ground a lot. So no need for DT.

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Kondor



Joined: Apr 04, 2008

Post   Posted: Jul 29, 2015 - 00:29 Reply with quote Back to top

PainState wrote:
Kondor wrote:
PainState wrote:
+MA all day long and then when the double pops you take surefeet or sprint.


No, No, No. A double is reserved for diving tackle. That is just plain nasty.


Well IMO there are 5-6 builds that a roller can do if he starts rolling doubles. My Roller is going down the path of DP and PileOn. He is going to be on the ground a lot. So no need for DT.


If that is your plan, perhaps Sneaky Git should be your double. That would also be cool and rather fluffy.
PainState



Joined: Apr 04, 2007

Post   Posted: Jul 29, 2015 - 00:34 Reply with quote Back to top

Death Roller is also the only CRP player that if he rolls 5 normal skills he has all the ST access skills, so, his legend skill is auto double.

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PainState



Joined: Apr 04, 2007

Post   Posted: Jul 29, 2015 - 00:37 Reply with quote Back to top

Meat Wagon III

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cdwat



Joined: Oct 29, 2013

Post   Posted: Jul 29, 2015 - 00:57 Reply with quote Back to top

PainState wrote:
Death Roller is also the only CRP player that if he rolls 5 normal skills he has all the ST access skills, so, his legend skill is auto double.

Oh, I didn't realise that. Interesting.
Is that situation covered in the CRP rulebook, is there a NAF ruling, or is it a FUMBBL thing?

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Mr_Foulscumm



Joined: Mar 05, 2005

Post   Posted: Jul 29, 2015 - 01:03 Reply with quote Back to top

PainState wrote:
Death Roller is also the only CRP player that if he rolls 5 normal skills he has all the ST access skills, so, his legend skill is auto double.


Would this count as a vote for Guard then?

I have virtually no experience using the Roller. But so far he tends to just get stuck inside a pile of dudes and move very little during the game. I can see how +MA would make him more annoying though. +MA feels like building for the future, while Guard is for the here and now.

(This is kind of fun, because I usually feel fairly sure of my skill picks, but the Roller is uncharted territory for me. Maybe I need to try more new teams/builds. Very Happy)

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tmoila



Joined: Nov 25, 2012

Post   Posted: Jul 29, 2015 - 01:31 Reply with quote Back to top

cdwat wrote:
PainState wrote:
Death Roller is also the only CRP player that if he rolls 5 normal skills he has all the ST access skills, so, his legend skill is auto double.

Oh, I didn't realise that. Interesting.
Is that situation covered in the CRP rulebook, is there a NAF ruling, or is it a FUMBBL thing?


Deathroller has:
Juggernaut
Stand firm
Mighty blow
Break tackle

That leaves six ST skills to be picked:
Thick skull
Strong arm
Multiple block
Piling on
Guard
Grab

So no automatic doubles skill.
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