15 coaches online • Server time: 07:04
* * * Did you know? There are 433704 active teams in FUMBBL.
Log in
Recent Forum Topics goto Post Things we dislike of...goto Post DIBBL Awardsgoto Post NO Seasons! 2016 ski...
SearchSearch 
Post new topic   Reply to topic
View previous topic View next topic
Poll
What should I do with the filthy one turner?
Throw a stick and time how long it takes to ignore it
50%
 50%  [ 14 ]
Kill the little fiend and put it in a pie
50%
 50%  [ 14 ]
Total Votes : 28


licker



Joined: Jul 10, 2009

Post   Posted: Dec 18, 2015 - 16:15 Reply with quote Back to top

zakatan wrote:
I don't think anybody mentioned it, but Big Hand could be nice on such an abomination. It doesn't help his OT habilities but it guarantees recovering the ball in the event of a fail pick-up, even deep in enemy territory.


While 2 heads helps with dodging though TZs, big hand is really not that exciting on an AG4 player, they already pick up the ball pretty easily.

Big hand is great on underworld goblins though!

For ag4 I'd rather have sure hands actually, helps in more situations.
Chainsaw



Joined: Aug 31, 2005

Post   Posted: Dec 18, 2015 - 16:29 Reply with quote Back to top

Big hand is more for ball stealing against failed pick ups by the other team. Ignore TZs, ignore weather, it just makes stealing the ball easier. However, there's an AG5 leaping sure handed gutter runner in the team for that at the moment, otherwise I probably would have taken it (for the funz).

_________________
Coach Chainsaw's Dugout
Free Gamer - blog - community
licker



Joined: Jul 10, 2009

Post   Posted: Dec 18, 2015 - 16:48 Reply with quote Back to top

A failed pick up usually isn't in a cage, so you're talking about one or maybe 2 TZs on the ball.

You don't need big hand for that. You need big hand for grabbing the ball out of a scrum after your leap/wrestle/strip player knocked it loose.

Big hand is a waste on AG4+ is what I'm saying.
Seventyone



Joined: Dec 02, 2010

Post   Posted: Dec 18, 2015 - 21:08 Reply with quote Back to top

slightly unrelatedly, although he does have big hand, my gutter runner just rolled another double

he has block, move boost and big hand already (https://fumbbl.com/p/player?player_id=10098198)

I have one turned with him but he is on the pitch all the time doing stuff. realy like the big hand as often he can get the ball from unexpected places and get away again.

With a normal skill i'd have probably gone sidestep but should I go for another mutation e.g. horns or two heads? Any other thoughts?

_________________
[img w=400]https://fumbbl.com/i/493475[/img]
huff



Joined: Dec 19, 2009

Post   Posted: Dec 18, 2015 - 21:14 Reply with quote Back to top

@71- With a normal I'd go sure hands, mutation I'd go 2 Heads.
zakatan



Joined: May 17, 2008

Post   Posted: Dec 19, 2015 - 11:48 Reply with quote Back to top

licker wrote:
A failed pick up usually isn't in a cage, so you're talking about one or maybe 2 TZs on the ball.

You don't need big hand for that. You need big hand for grabbing the ball out of a scrum after your leap/wrestle/strip player knocked it loose.

Big hand is a waste on AG4+ is what I'm saying.


CRP Big Hand is a waste on anything other than AG4. It's redundant on AG>4 and not too sexy on AG3...

_________________
Image
PeteW



Joined: Aug 05, 2005

Post   Posted: Dec 19, 2015 - 15:09 Reply with quote Back to top

Sure feet. Double is not worth it.

Then next skill try to roll 5+6. Very Happy

_________________
"Jesus loves me this I know, 'cos my Bible tells me so." MrMojo - where did you go?
Uedder



Joined: Aug 03, 2010

Post   Posted: Dec 19, 2015 - 16:09 Reply with quote Back to top

@71 2heads is the best double for gutter runners, unless they're st3 in which case you go horns. On a st2 cage breaker (leap wrestle strip tackle) gunner type I usually prefer dauntless over horns.

So yeah, for yours I'd pick 2heads without a second thought. Trust me, you won't regret it!
Chainsaw



Joined: Aug 31, 2005

Post   Posted: Dec 20, 2015 - 02:45 Reply with quote Back to top

PeteW wrote:
Sure feet. Double is not worth it.

Then next skill try to roll 5+6. Very Happy

Thanks PeteW. As usual, you strike again. He rolls 5+6. I guess that means take it?

The horns+wrestle rat also hit a double. What to take for that!? Mighty blow? Or?

Team link

_________________
Coach Chainsaw's Dugout
Free Gamer - blog - community
huff



Joined: Dec 19, 2009

Post   Posted: Dec 20, 2015 - 09:32 Reply with quote Back to top

My vote is for 2heads on the Horns Gutter.
Chainsaw



Joined: Aug 31, 2005

Post   Posted: Dec 20, 2015 - 14:20 Reply with quote Back to top

huff wrote:
My vote is for 2heads on the Horns Gutter.

Probably. Might go disturbing presence though, since he's one of those in-and-about guys.

_________________
Coach Chainsaw's Dugout
Free Gamer - blog - community
Uomotigre3



Joined: Sep 28, 2007

Post   Posted: Dec 20, 2015 - 14:27 Reply with quote Back to top

Horn !, with 2 heads should be +2 rofl
Chainsaw



Joined: Aug 31, 2005

Post   Posted: Dec 21, 2015 - 01:13 Reply with quote Back to top

Uomotigre3 wrote:
Horn !, with 2 heads should be +2 rofl


Haha, yes! I demand an update of the rules! This logic is undeniable!

Seriously though, I might go with grab. Grab on a sacker would definitely come in handy.

_________________
Coach Chainsaw's Dugout
Free Gamer - blog - community
bghandras



Joined: Feb 06, 2011

Post   Posted: Dec 21, 2015 - 01:15 Reply with quote Back to top

Why is grab "good" on a sacker?

_________________
Image
Chainsaw



Joined: Aug 31, 2005

Post   Posted: Dec 21, 2015 - 01:20 Reply with quote Back to top

bghandras wrote:
Why is grab "good" on a sacker?

Counters side step. Most agility team ballers will have it.

_________________
Coach Chainsaw's Dugout
Free Gamer - blog - community
Display posts from previous:     
 Jump to:   
All times are GMT + 1 Hour
Post new topic   Reply to topic
View previous topic View next topic