Sidestep, I'm not a fan of taking Sidestep or Stand Firm unless there is a clear role progression, such as Guard (S) or Interference / Field Control. Couldn't see myself choosing this, but definitely isn't the worse random Skill for a Ball Carrier. Safe Pair of Hands, for the Receiver I would take Sure Feet or Pro (G) over this Skill, but it might find a use in Running Plays making loose cages. If I feel I can field a team that's opposition hasn't a wealth of Tackle, then Dodge can be a superlative choice though. The AG2+ player with Pro (G) fails Dodge only 1/18 times, with Dodge countered by Tackle it has a 1/6 chance of failure (AG3+ is 2/9 or 1/3) which maybe more preferred with Tackle being taken more often as the teams progress within a league. As there are many Skills that work in tandem, these beneficial pairings may occur randomly, which will result in lower TV for the player.ĭodge, I have had personally a long history of playing against Dwarfs for my first few games each time as a starting Coach, this has deterred me from taking Dodge before other Skills, and I am happy to even avoid taking certain positions on starting rosters because of the poor matchups that can occur with Dodge (particularly lower ST) and teams that have starting Tackle, or that acquire Tackle early in development. Sidestep and Stand Firm (S) have their place here, as are the common Skills Block (G) and Wrestle (G). Most useful partnership is Jump Up, but other Skills to help this role exercise control over the field are Arm Bar (S), Shadowing (G), an Tackle (G). A good but not essential Skill, that has the main purpose of saving TRRs.ĭiving Tackle, while I prefer Prehensile Tail (M) that more than half the teams no having access to Mutations makes this Skill a rewarding acquisition to counter the opposing team from readily escaping Tackle Zones. Catch can also be worth taking on teams that don't have a dedicated Receiver such as Dark Elfs or various Chaos teams, but Diving Catch, Pro (G) and Extra Arms (M) might be fine in its place. If the Thrower position is going to accept a Hand Off or Catch as part of a two turn Passing Play, this Skill might be worth taking over Pro to minimize the risk of using a TRR as much as possible. With AG2+ and Catch 1/36 chance of failure compared to 1/18 with Pro (G) a difference of about 2%, AG3+ 1/9 chance of failure compare to 2/9 with Pro or 11% Catch 22% chance of failure with Pro. Expect this to be a common secondary skill pick on high strength players by bash teams if you don't do redrafts.Ĭatch, I'm happy with a Skill that saves me TRRs, and I know with the Passing Play requiring Catching and Running Plays making use of Hand Off this Skill minimizes a lot of risk. You probably take this on a carrier before Safe Pair of Hands. ![]() ![]() You don't take this on a carrier until they have blodgestep surehand and then don't redraft themĭefensive**. Would be much more interesting as a general skill. It's like sidestep, but only for the ball. Also lets you move after making a foul, which makes gang fouls less problematic positionally. Sneaky Git: Finally works how you think it does, always negating a doubles on an armor roll. ![]() ![]() You're probably fine to start with it, but you don't waste a skill choice on thisįrom terrible to good on specific players Jump Up: No longer has piling on to combo with. Leap: New jump/leap rules and tacklezone interaction make it unclear whether this skill is something you take even on agi 1+ (agi 5) players. Still good on specific players/specific roles **
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |