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Poll
4th skill for Flesh Golem
Break tackle
27%
 27%  [ 10 ]
Grab
47%
 47%  [ 17 ]
Tackle
25%
 25%  [ 9 ]
Total Votes : 36


sbr32



Joined: May 23, 2015

Post   Posted: Jul 10, 2017 - 02:32 Reply with quote Back to top

A Flesh Golem in an on-line persistent scheduled league (not here on fumbbl though) hit level 5, he is currently Block/Guard/Mighty Blow. My last 3 games this season are Dwarf, Orc, Lizards.

Other pieces include: Rookie Flesh Golem (5SPP), Rookie Wight (0SPP), Guard/MB Wight (29SPP), Blodgestep Wolf (with level pending), Blodge/MB/Tackle Wolf.

The 29SPP Wight will take Tackle on a normal skill when/if he gets there.

I figure the only real options are Break Tackle, Grab, or Tackle.

Any thoughts?


Last edited by sbr32 on %b %10, %2017 - %04:%Jul; edited 1 time in total
MattDakka



Joined: Oct 09, 2007

Post   Posted: Jul 10, 2017 - 02:37 Reply with quote Back to top

Which skills does the Flesh Golem have?
sbr32



Joined: May 23, 2015

Post   Posted: Jul 10, 2017 - 04:15 Reply with quote Back to top

Oh I forgot the most important part. Very Happy

He is Block/Guard/Mighty Blow, as any proper level 4 Golem should be.
BubbaDave



Joined: May 19, 2008

Post   Posted: Jul 10, 2017 - 04:23 Reply with quote Back to top

Assuming you properly configured the team with lots of stompin' zombies, I like grab for relocating opponents to the tap dance floor.
Semitence



Joined: May 18, 2013

Post   Posted: Jul 10, 2017 - 04:45 Reply with quote Back to top

You shouldn't need BT with the wights and wolves. If you are a heavy fouler get grab. If not, tackle is solid.
Antithesisoftime



Joined: Aug 20, 2014

Post   Posted: Jul 10, 2017 - 04:47 Reply with quote Back to top

Grab
Helps on defense, and saves a blitz on those one turners you sometimes need
delusional



Joined: Jan 18, 2013

Post   Posted: Jul 10, 2017 - 08:29 Reply with quote Back to top

Leave grab for the zombies, get frenzy. Good on any stand firm str4 player.
mister__joshua



Joined: Jun 20, 2007

Post   Posted: Jul 10, 2017 - 10:03
FUMBBL Staff
Reply with quote Back to top

I'd get Break Tackle. He's a roadblock, and roadblocks are only as good as their positioning. Adding the ability to reposition will be a great advantage. Grab is a good choice too though. Can't go wrong with that.

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MattDakka



Joined: Oct 09, 2007

Post   Posted: Jul 10, 2017 - 14:07 Reply with quote Back to top

Either Break Tackle or Tackle, I lean towards Break Tackle.
zakatan



Joined: May 17, 2008

Post   Posted: Jul 10, 2017 - 14:56 Reply with quote Back to top

Calling players pieces will not do them any good. They have feelings too.

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Semitence



Joined: May 18, 2013

Post   Posted: Jul 10, 2017 - 15:16 Reply with quote Back to top

3 frenzy players? Not ideal imo.
Grod



Joined: Sep 30, 2003

Post   Posted: Jul 10, 2017 - 15:20 Reply with quote Back to top

Pro? Wrestle? Not my top choices but I think valid ones.

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finsterface



Joined: Apr 29, 2012

Post   Posted: Jul 10, 2017 - 16:57 Reply with quote Back to top

delusional wrote:
Leave grab for the zombies, get frenzy. Good on any stand firm str4 player.


Grab is a double for a zombie. much better choices on doubles, for them, i think: guard, sf or ss, dt, leader...

Frenzy is ok, but not so much on ma=4 *and* st=4. With st=5+ ok on low movement, because not so much in need of support and with ma=6+ ok with low strength for blitzing, but not on a flesh-golem and with 2 frenzy-wolves, already (like Semitence said).

Grab or Tackle on the fg for me.

Edit: No Wrestle on a player when you took block, already - especially when he has guard.
ph0enyx13



Joined: Nov 14, 2015

Post   Posted: Jul 11, 2017 - 00:43 Reply with quote Back to top

I'd go with Break Tackle or grab. You already have tackle on a wolf, second wolf has frenzy anyway and what single would you take above tackle? Just sure hands? The wight can take tackle too.

Either way one of the 2 positioning skills will help you more.
garyt1



Joined: Mar 12, 2011

Post   Posted: Jul 14, 2017 - 21:35 Reply with quote Back to top

Breakt Tackle to keep the hitter from getting tied down. Though you will roll 1 when dodging.

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