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Strategy and Tactics - Dbl 3's on rookie Cenatur

Rottweilerrme - Feb 09, 2008 - 08:40 PM
Post subject: Dbl 3's on rookie Cenatur
Got dbl 3's on a rookie Bull Centaur. Was thinking about giving him RSC, or claw something to get him points faster, or just giving him SF or Jump Up something like that. Thoughts??????
SuM - Feb 09, 2008 - 09:25 PM
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The Dodge skill is good for Defense.
Next skill, give him Block and you have a Kick Arse Blodger.
Lyracian - Feb 10, 2008 - 12:32 AM
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I agree with Dodge on the Centaur, having a Blodging Centaur is great for scoring.
stick_with_poo_on_the_end - Feb 12, 2008 - 09:26 AM
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RSC does not exist anymore in LRB 5.

I would go dodge, combined with Break tackle, is very nice.ad effective cage breaker.
Cramy - Feb 12, 2008 - 10:59 AM
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Yes. Dodge. Then Break Tackle, then Block. Then you have an amazing blitzer / ball carrier.
Doubleskulls - Feb 15, 2008 - 12:24 AM
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You can't get mutations on a BC Sad

The best doubles are either dodge or sidestep IMO. Dodge combines nicely with break tackle to make him very mobile.

Sidestep is nice if you want to give him frenzy for sideline protection and just high annoyance value.
Lyracian - Feb 15, 2008 - 06:15 AM
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      Doubleskulls wrote:

Sidestep is nice if you want to give him frenzy for sideline protection and just high annoyance value.

Is not Stand Firm just as good to give Sideline protection?
It is also a Normal skill so he can take it with any roll and adds less to his value.
Spazzfist - Feb 15, 2008 - 06:41 AM
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      Marlow wrote:

Is not Stand Firm just as good to give Sideline protection?
It is also a Normal skill so he can take it with any roll and adds less to his value.


Not really, as getting hit with a juggernaut is still going to put you out with Stand Firm, but with Side Step you are going to dodge away regardless. Also the Side Step has more practical applications.

Ona final note, the Stand Firm is available to the Bull Centaur without doubles, so getting Stand Firm at this point would be a waste of the doubles roll.
PubBowler - Feb 15, 2008 - 09:09 AM
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I'd have said the main difference between Side Step & Stand Firm for this player is the ability to choose to be in a better position after the block and leading frenzied players close to the side line.
In contrast, Stand Firm is better for maintaining the integrity of a cage.

Both have counter skills (Grab & Juggernaut), although I think Grab is less common, but I would choose Side Step for GS players with Frenzy and Stand Firm for those GS without. AG access players get Side Step uniformly as they don't tend to cage.
Spazzfist - Feb 15, 2008 - 03:06 PM
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      PubBowler wrote:

Both have counter skills (Grab & Juggernaut), although I think Grab is less common, but I would choose Side Step for GS players with Frenzy and Stand Firm for those GS without. AG access players get Side Step uniformly as they don't tend to cage.


Also the two counter skills work for different attacks:

Grab - can only be used on a block, not a blitz
Juggernaut - can only be used on a blitz, not a block

For the puropose of defending against a crowd-push following a frenzied attack, the Side Step is still WAY more likely to save you - (unless you are stupid enough to put yourself next to an opponent with Grab!)
Doubleskulls - Feb 15, 2008 - 03:43 PM
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Its the combo of sidestep and frenzy that makes it particularly frightening to play against. If you are near the sidelines and your opponent decides to try and surf your its quite possible for you to end up behind him and surf him next turn.

Stand Firm no longer gives the dodging bonus, so it is now marginally worse than sidestep on most players.
Xeterog - Feb 16, 2008 - 10:48 AM
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note that Grab cancels Side-step even on a Blitz Action, tho you do not get to 'use' grab on a Blitz..
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