![]() ![]() ![]() I’m not so sure about Break Tackle, if an opponent is marking you, then you can just try and hit them, or if they aren’t then you can move anyway. Stand Firm will keep you next to opposing players as well to give you more hits. Guard next will help as before and Juggernaut will get you more knockdowns and protect against the lack of Block. This will ramp up the casualties and speed up development as well. With Mighty Blow as standard already follow that up with Piling On as their first skill. With six Ogres at your disposal it is probably going to be a good idea to build at least one capable of dealing out some damage to the other team. ![]() Doubles: Block, Frenzy, Tackle / Jump Up.Normal: Piling On, Guard, Juggernaut / Stand Firm.If you roll movement then take that if it wasn’t a double. If you get another double then you are probably best off taking Block, though you could consider Dodge as well. Options are a bit thin after that, perhaps Stand Firm or Guard are your only real options. It also will let you dodge out to go pick up a Snotling to throw as well. Break Tackle is obviously going to come in handy to keep him mobile as AG3 dodges still aren’t very desirable. It will also help with Throw Team Mate and scoring those one turn touchdowns. Strong Arm will open up passing play possibilities if you get some Diving Catch + Catch Snotlings. If you get an Ogre with an agility increase they are crying out to be made into a ball carrier, if you get a double after that then you should take Sure Hands to protect against the easy Strip Ball tactic from the opposition. ![]()
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