seanh1986
Joined: Jul 16, 2005
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  Posted:
Apr 19, 2015 - 04:17 |
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Tuzerg, my ball-handling, TD scoring Ogre (member of the B0neheadz) just rolled doubles... Now the question becomes what to take? Block? Sure hands? Dodge?
His current skill rolls are:
Break tackle, +Ma, +Ag, Juggernaut
Arguments for each...
Block: Often times he'll get 1 BD hit and the lack of block brings him down... Even though he has Juggernaut.
Sure Hands: The use is two-fold... It defends against strip ball and also helps with ball pick-ups. With 3 Ag, that isn't so bad... But it saves RRs and gives him an edge in bad weather or nasty in-TZ pick-ups
Dodge: Dodge can give some protection against being hit but also lets him dodge reliably using either breaktackle or this 3 AG, which allows him to dodge more reliably multiple times in a turn (e.g., using breaktackle for a tough dodge, then dodging away with a 3+ auto RR).
There are good arguments for each of them... I'm probably leaning towards sure hands... But giving him Block certainly helps with longevity and really helps defend against those pesky blocks while he has the ball. That being said, it doesn't really help vs. wrestle/strip ball, etc. |
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seanh1986
Joined: Jul 16, 2005
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  Posted:
Apr 19, 2015 - 04:21 |
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Just thinking out loud... Sure hands helps every time he picks up the ball (+side bonus for when he needs to defend vs. strip).
Lately, I've found him on the turf A LOT due to lack of block... So, taking block really seems to make sense too... That being said, if I can keep him safe and reduce the amount of hits he takes both on offence/defence, sure hands could be used more frequently... But Block may keep him alive long enough to get sure hands on his legendary skill |
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CastleMan
Joined: Apr 26, 2013
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  Posted:
Apr 19, 2015 - 04:28 |
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sure hands would be my first choice, but as he is your primary ball carrier block all the way. |
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seanh1986
Joined: Jul 16, 2005
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  Posted:
Apr 19, 2015 - 04:35 |
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At first, I was thinking between Block and Sure Hands... After some thought, I think Block is the way to go... Adds longevity, makes him a more reliable blocker (off/def), and it keeps him safer with the ball... Worst case he gets wrestled down (no Av roll) or strip balled (still standing).
Not having block results in both loss of ball and Av rolls which hurts the team because then he gets injured more often and the team is better when he's out there.
Sure hands is a luxury... It helps vs. strip ball and saves some RRs picking up balls (also helps in heavier traffic), but I think with his +Ag, I just need to deal with the fact that sometimes he'll need an extra turn to pick up the ball, knowing that when he does get it, he'll keep it safer.
So, assuming I go block... If he rolls doubles for legendary skill, I think I'd go dodge over sure hands even then! Blodge would just be so hard to turn down... Dodge helps with BT and reliable 3 Ag dodging and also provides better ball/player security when getting hit. Certainly tough/fun choices! |
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Dunenzed
Joined: Oct 28, 2011
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  Posted:
Apr 19, 2015 - 04:53 |
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Dodge for me. Getting hit it's just as effective as Block unless the attacker has tackle. Hitting others you can use the blitz to trigger the juggernaut safety net. But the mobility it adds is golden. |
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The_Provocateur
Joined: Sep 29, 2009
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  Posted:
Apr 19, 2015 - 04:54 |
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Block because block will always be useful on every turn he isn't prone or dead. |
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seanh1986
Joined: Jul 16, 2005
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  Posted:
Apr 19, 2015 - 05:00 |
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Dunenzed wrote: | Dodge for me. Getting hit it's just as effective as Block unless the attacker has tackle. Hitting others you can use the blitz to trigger the juggernaut safety net. But the mobility it adds is golden. |
Great points... But it always seems that those 1 BD hits seem to bring him down with block. I'm concerned that if I only have dodge that it just means those 1 BD hits will come from someone with tackle and be just as effective.
The_Provocateur wrote: | Block because block will always be useful on every turn he isn't prone or dead. |
Hard to argue with that point. Even if opponent has wrestle, it still provides protection... Also, even harder to argue with the #1 ranked coach on fumbbl . |
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seanh1986
Joined: Jul 16, 2005
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  Posted:
Apr 19, 2015 - 05:07 |
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Also, a side-note, that will be my 4th ogre with block |
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BobBifford
Joined: Jul 17, 2014
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  Posted:
Apr 19, 2015 - 05:48 |
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THAT is a nice skill post! Truely,quite the tough choice. You got 4 rerolls so 1- picking the ball should be ok and 2- jugg so blitzing away should be doable too .
really a very good question. I'd be scratching my head a lot on this one but out of mydrunk head i'd say dodge. Multitask-protection and scoring. Wich complements well with your jugg, 3 agi , 4 rerolls... |
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BobBifford
Joined: Jul 17, 2014
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  Posted:
Apr 19, 2015 - 05:56 |
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Dunenzed wrote: | Dodge for me. Getting hit it's just as effective as Block unless the attacker has tackle. Hitting others you can use the blitz to trigger the juggernaut safety net. But the mobility it adds is golden. |
there, he isyour ball handler, not anyrandom LOS ogre, |
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Grod
Joined: Sep 30, 2003
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  Posted:
Apr 19, 2015 - 06:01 |
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For me the choice is between pro and block. Lean towards pro cos he already has juggernaut. |
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seanh1986
Joined: Jul 16, 2005
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  Posted:
Apr 19, 2015 - 06:10 |
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Grod wrote: | For me the choice is between pro and block. Lean towards pro cos he already has juggernaut. |
But it's an ogre team so, if necessary, I can just use a team RR (no loner)... Pro is great for players that want to re-roll pushed block dice, etc... But as your ball carrier only a 50% chance to RR something usually means a turnover/disaster.
I do agree that pro gives some variability, lets you RR a bonehead or pickup or dodge, etc. |
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Catalyst32
Joined: Jul 14, 2008
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  Posted:
Apr 19, 2015 - 06:18 |
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I have always been an advocate of Pro.
Pro - for Bonehead fails
Pro = 1/2 Dodge (-blocking results), 1/2 Sure Hands (-strip ball protection)
Pro = 1/2 Sure Feet, 1/2 Catch, 1/2 Pass
Pro can be very useful in so many ways.
But I think this time on this player I would want Block.
Block is boring and reliable from turn 0/0 to turn 16/16.
But Block may be the single most powerful skill in the game. |
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Rat_Salat
Joined: Apr 22, 2011
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  Posted:
Apr 19, 2015 - 06:27 |
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All I know is that if he'd had block, I wouldn't have won our last game.
It's the best skill in blood bowl, it's really hard to go wrong. Dodge is pretty tempting, but I think the whole 1D/-2D block thing is the deciding factor.
Sure hands is good if you're going to be picking a lot of elves. As an elf player I'll take an ogre game any day, but maybe other elf coaches are scared off? |
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Grod
Joined: Sep 30, 2003
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  Posted:
Apr 19, 2015 - 06:28 |
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footballolb16 wrote: | Grod wrote: | For me the choice is between pro and block. Lean towards pro cos he already has juggernaut. |
But it's an ogre team so, if necessary, I can just use a team RR (no loner)... Pro is great for players that want to re-roll pushed block dice, etc... But as your ball carrier only a 50% chance to RR something usually means a turnover/disaster.
I do agree that pro gives some variability, lets you RR a bonehead or pickup or dodge, etc. |
Ogre teams are always short of rerolls, as there lack of skills mean that you get lots of fail every turn. |
_________________ I am so clever that sometimes I don't understand a single word of what I am saying.
Oscar Wilde |
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