Angmarred
Joined: Feb 28, 2015
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  Posted:
Mar 09, 2015 - 21:03 |
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After 2 trial runs, I'm starting to get going with Firebulls 3
Had a few CDB killed, but overall the team is progressing well. I've been having a Hobgob handle the ball for the most part, handing it to a Bull for the scores, and both have Block.
Now I'm wondering what my expansion goals should be. It seems the consensus is that the Minotaur isn't worth it. What about a 4th re-roll? I pretty much have to save at least 1 RR per half for a late turn handoff, so I'm really running with 2. Should a 4th reroll be next on my "buy" list after replacing any casualties? |
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JimmyFantastic
Joined: Feb 06, 2007
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  Posted:
Mar 09, 2015 - 21:07 |
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uzkulak
Joined: Mar 30, 2004
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  Posted:
Mar 09, 2015 - 21:30 |
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4 is only necessary if you are entering a knock out tournament where you think you might need to play extra time. |
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licker
Joined: Jul 10, 2009
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  Posted:
Mar 09, 2015 - 21:33 |
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It really does depend on where you are playing them.
As this is an R team I'd say go with 2 RRs and play down in TV a bit (70k is a lot for CD to pick up in skills vs. an opponent). Add the 3rd RR when you have a couple developed studs, and add the 4th RR only if you want to play them in tournaments.
Of course that means you need to build the team a bit differently than you otherwise might. You need sure hands on your ball carrier asap. You need block/dodge on your bulls asap.
The Blockers are not really affected by it though, which is nice, since the blockers are the key group on CD teams. |
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DrPoods
Joined: Nov 14, 2013
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  Posted:
Mar 09, 2015 - 21:41 |
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If you play carefully you only really need 2RR all things being equal. |
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Rat_Salat
Joined: Apr 22, 2011
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  Posted:
Mar 11, 2015 - 13:58 |
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See a lot of CDs teams on 2, 1 or even 0 rerolls.
I think it's safe to say that 4 is excessive, unless you really want to reroll pushes on your clawpomber. |
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