Posted by BooAhl on 2014-03-10 16:11:40
Posted by DrPoods on 2014-03-10 16:57:16
3 For me too.
Posted by Cloggy on 2014-03-10 17:03:12
Liar, you don't need advice at all. You're a guru!
Posted by Chainsaw on 2014-03-10 17:17:04
Version 3. Extra player is better than an apo that may not work, and magic healing solves attrition.
Strip and tackle on your dancers.
Posted by Cavetroll on 2014-03-10 17:18:06
Have to agree with 3 also
Posted by JanMattys on 2014-03-10 17:19:13
Yep strip and tackle. Also Kick and Leader.
Last two skills, I'm a bit torn between Block, Sidestep and Dt on the catchers, in any combination.
But the biggest doubt is still the roster.
Posted by Jeguan on 2014-03-10 17:26:32
Version 1 is TV 1100
Version 2+3 is only 11 players and TV 1030
I assume Version 2+3 is 7 linos each, and therefor TV 1100?
I would go:
2 WD (Strip ball and Sure hands)
3 Catchers (1 or 2 with Block, or 1 with Side step)
1 Thrower (with Leader)
4 Linos (1 with Wrestle)
1 Treeman (with Guard or Grab or nothing)
1 rr + Leader
Posted by bghandras on 2014-03-10 17:30:29
I would like to see a 4th version with 2 reroll, apo, less catchers.
Leader on thrower
Strip ball on Dancer1
Tackle on Dancer2
Next 3 skills:
Kick on Lino
Wrestle on Lino
Wrestle on Lino
Posted by bghandras on 2014-03-10 17:31:03
"I would like to see a 4th version with 2 reroll, apo, less catchers."
I also meant 12 players of course.
Posted by Purplegoo on 2014-03-10 18:01:21
The standard 1.1 TT build with that skill set is as follows.
2 WD (Strip on one, Tackle or Frenzy on the other to taste, day one)
Thrower (day one Leader)
Linos to 11
The day two skills could include a Sure Hands Catcher, Wrestle Linemen or Block Linemen. A double is Guard on the Catcher.
If you are going to take Kick, 3 games is too short a timescale to see benefit, on average. It's a day one skill, and it's hard to justify not skilling a WD or dropping Leader.
I'd take Strip / Tackle / Leader and Wrestle / Wrestle / Sure Hands or Block at a push.
Posted by Purplegoo on 2014-03-10 18:11:44
In a TT tournament, by the way, the Apo is better than the 12 th man in > 95% of situations. Saving the vital KO or getting the Badly Hurt back is almost always better than a benched player who is always a Lino. When your Strip Wardancer snakes a dodge and hurts himself, the Apo is always a better option than the Lineman on the bench. The one situation where the 12 th man might be preferable that springs to mind is maybe Lizardmen. There is a debate there: keep a Saurus in the game, or have a Skink gaurenteed for your drive second half. It’s a debate.
I think the same is true online as well, but I’d rather win than preserve a team.
Posted by the_Sage on 2014-03-10 22:35:38
You only get 3 skills. Why take leader? Why not max out on catchers and just spam dodge all over? Oppos with only 3 skills will have little block and next to no tackle, dodge is king.
Posted by C3I2 on 2014-03-11 01:12:04
Blodge catchers you mean Sage?
Posted by C3I2 on 2014-03-11 01:13:19
Two, blodge catchers and one SB wardancer I guess. It would depends on the oppos, if they all pick surehands (races) or not.
Posted by Jeffro on 2014-03-11 03:04:43
I will echo Purplegoo's thoughts on favoring the Apo over a 12th man. Not to say you safe it for a RIP... rather you use it on a key BH or to keep a KO'd player on the pitch in a key situation. Amen, goo... apo for the purpose of winning, not for team preservation.