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On The Development Of Key Av7 Players


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The endless discussion between wrestle and block :P! Hoping for a 'guard' skill in his future I often tend to go block.

i'd probably go block for a bashing team lino.

but for agility teams (and av7 teams) i prefer to go wrestle. i don't need to offer a second chance to receive an injury or K.O.

and with these kinds of teams, i usually do not place my bets on a bashing game at all..  

with wrestle i loose some movement. but so does my opponent in follow up turn.

and if it is a star-player, he needs to take care of protection to prevent possibly booting action

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I've never taken DP on a Delf Lino but I wasn't fouling much at the time. It's certainly an option, Danton won the OCC with a DP in his squad and from memory it served him well. If our last game is an indication, you like to foul so I don't see why not. Getting rid of a POMB tackler is well worth getting ejected and the DP can minimize the amount of piling on the opposing coach is prepared to do just by being there. Tl; dr, I would probably take one nowadays if I was playing Delf.

 

Like Dreamy, I like Dodge first in the early stages and Wrestle/Block when you face skilled teams. I'd recommend Wrestle over Block on Delf Linos, but I think I already explained why at the beginning of this thread ;)

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I've never taken DP on a Delf Lino but I wasn't fouling much at the time. It's certainly an option, Danton won the OCC with a DP in his squad and from memory it served him well. If our last game is an indication, you like to foul so I don't see why not. Getting rid of a POMB tackler is well worth getting ejected and the DP can minimize the amount of piling on the opposing coach is prepared to do just by being there. Tl; dr, I would probably take one nowadays if I was playing Delf.

 

Like Dreamy, I like Dodge first in the early stages and Wrestle/Block when you face skilled teams. I'd recommend Wrestle over Block on Delf Linos, but I think I already explained why at the beginning of this thread ;)

 

To be sincere, I usually do not foul as much as I did in our match in T4, but that big large tough Chaos Warrior lying down between my guys in turn 1 was toooooo big of a temptation to pass :p! My access to bribes is dwindling, and so will my fouling.

 

I actually had two linos reaching level two in MD2, and in the end I took one Block and one Wrestle. Hope they survive the Vegetarians Vampires!

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  • 7 months later...

Today I felt like resurrecting this old thread, to show how my gals are coming along, and ask for more advice:

Witch number 1: wrestle, tackle, mighty blow, leap.

Witch number 2: block, tackle, diving tackle, sidestep (niggled).

Runner: +1STR, block, dodge, guard (serious concussion)

As you see they are coming along pretty nicely, but alas injuries are getting their toll, and I am already plannning to start building a backup runner. The STR4 guy has however just reached sixth level and rolled a double 4, what would you pick for him?

My main thoughts are:

1: ignore the double, pass.

2: ignore the double, sure hands.

3: just because, mighty blow!

 

I play a lot the sideline and crowdsurfing game, so having a ball carrier with stand firm would really open to some shenanigans, but the serious concussion makes be think I'll keep the poor guy as far from opponents as I can, so pass is the first choice.

 

Any thoughts?

 

 

 

 

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That really depends on how you utilize him. With only one runner, I'm guessing you play him on both sides of the pitch, rather than just on offense? If you find yourself blitzing with him a lot, since he has ST4, Mighty Blow is a great choice. But as you say you don't want him getting hit with his injury. Grab is another choice you may want to consider, it can be very useful. If you throw a lot, pass is great. Sure hands better if you use him to retrieve down balls and keep them safe (since they can't really get it from him due to dump off).

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I do not blitz with him, I have another STR4 guy, a blitzer. I pick the ball and run it, usually punching an hole in the defence, crossing with most of the team and then screening until the last turn. Unless something happens, of course :). I'd take pass just for the impied threat, but sure hands would probably fit the playstile better.

 

Edited by Galenth
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  • 2 years later...

Resurrecting the thread: the runner is long, long dead, but the withces both reached level 6. Care to give a suggestion for the second witch skill? She rolled a double!

 

Wrestle-Tackle-Strip Ball-Mighty Blow.

 

I mainly see wo ways, Jaggernaut and of course piling on. Suggestions?

 

Jagg would work well in sinergy with the other MV9+SS Witch, but piling on is pain!

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Juggernaut does open up some interesting things, Aka side line shenanigans.

No-one is safe there anymore. Pushing stinky SF dorfs (or similar) of pitch is great fun!

The threat that you aren't ever safe on the sidelines should force opponent to give you options to push through there.

And if they don't respect it send some dude of pitch and laugh.

 

It also let's you cherry pick wrestles or push on blitz of course. Mostly useful to stop wrestle in a bad spot, but getting the better of 2 options is rarely bad.

 

Juggernaut is better with block yes, but the same can be said for piling on.

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piling on always, pomb is the second best thing in the game only bested by claw pomb. getting it on a elf team is the best and she already have frenzy and jump up.

 

sure she will get fouled but without piling on she will just get pomb'ed and then fouled so its not really a concern unless you pile on without any thought to it.

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  • 3 months later...

Resurrecting the thread. With much surprise one of those old key AV7 players has made it to level 7, my first ever legend!

 

Lady Lara Raith - Witch: Block, tackle, sidestep, +2 movement.

 

What does the hive mind suggest fot the last skill, normal roll?

 

Thinking about Fend, with a side idea for Diving Tackle. 

 

She is a sort of oneturner, so sprint or sure feet are options, but I'd really hate to see her die on a GFI.

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