Nerves of Steel vs Jump Up

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gallowin
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Nerves of Steel vs Jump Up

Post by gallowin »

Brand new team, first player to skill up is my Amazon Catcher. I roll doubles (5).

I figure the choice is between Nerves of Steel & Jump up. This would be my first time with both skills. I'm torn which to pick.

Pros/Cons?

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Post by Zombie »

Depends whether you want to develop her offensive and defensive side more.

I'm starting an amazon team soon and plan on turning my catchers into defensive specialists, because their access to agility skills lets them do things other players just couldn't. I want to give them block, side step, diving tackle and pass block. Jump up would be perfect on a double, to go with diving tackle.

If you intend to use her mainly on the offensive however, nerves of steel would be a better choice. Then you'd probably want to go with block, sure feet and diving catch, or something along those lines.

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Post by DoubleSkulls »

IMO, at the moment Jump Up is a waste of a double. Its effectively +3MA if you've been put down. Its more use to a blocker than a catcher as you can still block.

NoS is much better as it means your catcher has to be put down (with dodge already, and block as the next skill) to stop them catching the ball. This player will attract serious defensive coverage - leaving gaps for your other receivers.

Ian

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Post by Zombie »

You have to understand the concept of the team.

It doesn't have "other receivers". The team only has 0-2 catchers. The best way to play amazons, imo, is not the passing game. With only two catchers and no player above MA6, it's pretty hard to pull off. I believe it's better to use a cage, while constantly threatening a pass to spread the opposition. Such a type of offensive doesn't require a lot of catching skills.

You also have to understand that in this team where everyone has the same stats, every player can be a blitzer and/or blocker. With access to agility skills and traits, catchers are perfect for the job. They can have blodge + side step after only a couple of games. Couple that with jump up on a double, and the opponent will hate them even more than your blitzers.

Well, at least that's the way i see it.

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Post by DoubleSkulls »

Zombie wrote:You have to understand the concept of the team.

It doesn't have "other receivers". The team only has 0-2 catchers.
I'm aware of Amazon team composition, that's why I used receiver, rather than catcher.
Zombie wrote: The best way to play amazons, imo, is not the passing game. With only two catchers and no player above MA6, it's pretty hard to pull off. I believe it's better to use a cage, while constantly threatening a pass to spread the opposition. Such a type of offensive doesn't require a lot of catching skills.
What better to constantly threaten a pass than a NoS catcher? If your opponent doesn't cover or blitz her, then they are leaving themselves very vulnerable. This will distract ~2 players away from your running play, making it much easier.

This works just as well in a passing game, although I accept that this may not be the amazon's forte.

Threats have to be plausible, otherwise your opponent will ignore them.

Ian

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Post by DoubleSkulls »

A NoS catcher is the best way to threaten a passing play. Your opponent will have to divert 2 players to marking her out of the game, and if you are really lucky they'll blitz her too.

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Post by Longshot »

have you think about take MO+1....it is good enough

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Post by DoubleSkulls »

Longshot wrote:have you think about take MO+1....it is good enough
This is really a preference thing, and by and large I often find that +MA doesn't help too much over the course of a game. Once you've got a couple more skills then it makes a bigger difference but I'd normally choose the trait for a 1st skill.

In this instance the argument is stronger since it gives the Amazons someone who can score in 2 turns without making at least 1 GFI.

Ian

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Post by Acerak »

My choices, in order:

1. MA +1
2. Nerves of Steel
3. Jump Up

Speed is good. Give her MA+1 now and Sure Feet later and you have a mobile player who is good for all kinds of things, especially catching the ball and getting it out of trouble in a hurry.

Keeping your target rolls at 3+ is good, too. Give her Nerves of Steel now and Diving Catch second and you won't ever have to worry about re-rolling inaccurate passes at negative modifiers (i.e., when you'd fumble on a non-1 result).

Jump Up is good, too. You can try risky plays as needed, or you can convert her into a Diving Tackler.

Good luck! 6337, you're going to need it ;)

-Chet

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Made my decision

Post by gallowin »

ianwilliams wrote:IMO, at the moment Jump Up is a waste of a double. Its effectively +3MA if you've been put down. Its more use to a blocker than a catcher as you can still block.
I agree it's more use to a blocker but unfortunately it being an agility trait my catcher is the only one who can get Jump up. I realized after posting that Jump up is not as usefull for a team that starts with Dodge & can get Block easily. When are they going to use Jump up? 1 in 6.

The movement seems to be the best as I can use it on both defense & offense. NOS is very attractive but not for my 1st skill.

Thanks everyone!

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Post by Zombie »

You'll get ample use for jump up if you decide to go the diving tackle route.

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Post by sean newboy »

I agree with Acerak. My preferences are +1 Mv, NoS, JU.

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Post by Kri »

I would say Nerves of Steel.
It´s a great skill, especially since you only have two catchers and they will be sorrounded by other players. With NofS you don´t have to care how many TZ you´re in. All you have to aim for is ONE free square to be able to dodge without TZ.

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