Double on a Ghoul?

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narkotic
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Double on a Ghoul?

Post by narkotic »

My MA8 Ghoul got a double at his 2nd Skill but I don't want to give him any passing skills, as I have already another Ghoul with Accurate.

What's your advice?
Jump Up (seems little bit weak for a double), NoZ, Dauntless, Guard...?

Or should I let it go and take Block?

He is my prime scorer, runs out of cages to the EZ

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Post by DoubleSkulls »

Dauntless - with two mummies? Seems a bit of waste unless you have a lot of S4 ball carriers around.

Guard is a nice idea, but you don't really want him stuck in the middle of things.

Jump Up is always useful.

Nerves of Steel for the additional scoring threat plus the option of passing in a crowd.

Dump Off could be very useful too.

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Post by Valen »

Dump off IMO

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Post by Favouille »

Nerves of steel is great for a ghoul imho.
Take block for your third skill.

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Post by narkotic »

I'm not sure about Dumb off. It doesn't seem reliable on an AG3 player without pass (due to passing within an opposing TZ), and when my Ghoul breaks out to score there are usually not much other players in receiving position (besides 66% players aren't skilled enough to catch anything).

So Jump up or NoS?

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Post by sean newboy »

Jump up or Nerves of Steel.

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Post by Favouille »

NoS reduce the chances of turn over so i prefer NoS.
But Jump up is a good option too.

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Post by Robotorz »

Defenatly Jump Up!

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Post by Asperon Thorn »

My vote would also be for jump up.

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Post by narkotic »

I just checked earlier topics on jump up vs. NoS and most people claimed that jump up is more usable for blocker types and for catcher types it's some kinda wasted. The problem is, he can't utilize jump up when he is the only receiver in a position to score, and I'm afraid that he will be fouled for 100% when people hear that he has jump up. But then, according to Christers skill choice statistics, Jump up is taken twice as often as NoS for Ghouls.
I'm confused now :wink:

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Post by Favouille »

Maybe because the majority of undead teams don't play with passes but an play of run?
Choose if you prefer improve your pass capacities or your run capacities...

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Post by Sputnik »

Depending on your team you might consider leader as well (especially at the beginning of your team development) . An additional rr is expensive if you have to buy it but always helps. And you don't necessary need a big guy to have a leader in your team.

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Post by Asmodan »

you should also consider pass if you want to try and make a passing game of some sort, if not take jump up.

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Post by DoubleSkulls »

narkotic wrote:I just checked earlier topics on jump up vs. NoS and most people claimed that jump up is more usable for blocker types and for catcher types it's some kinda wasted.
But Ghouls are S3 and have general skill access, so they are reasonable blockers. On a S2 player its much more of a waste.

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Post by Robotorz »

How many fast players do you have on a Undead Team? Assuming 2 Blocks, 1 Blitz 3 of your 4 players are on the ground and the Ghoul left is somewhere completly else. Now you can use your jump up ghoul to move 9 squares and blitz the ball carrier because he will have forgotten that you have jump up!

Thats why you should take jump up ;)

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