Double on a Ghoul?
-
- Da Collector
- Posts: 3760
- Joined: Thu Jan 02, 2003 4:27 pm
Double on a Ghoul?
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
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
Reason: ''
- DoubleSkulls
- Da Admin
- Posts: 8219
- Joined: Wed May 08, 2002 12:55 pm
- Location: Back in the UK
- Contact:
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.
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.
Reason: ''
Ian 'Double Skulls' Williams
-
- Da Collector
- Posts: 3760
- Joined: Thu Jan 02, 2003 4:27 pm
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?
So Jump up or NoS?
Reason: ''
-
- Legend
- Posts: 4805
- Joined: Thu Jan 01, 1970 12:00 am
- Location: West Palm Beach, florida
- Contact:
-
- Legend
- Posts: 1913
- Joined: Mon Nov 04, 2002 10:12 pm
- Location: Sacramento, CA
-
- Da Collector
- Posts: 3760
- Joined: Thu Jan 02, 2003 4:27 pm
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
I'm confused now

Reason: ''
-
- Loretta
- Posts: 761
- Joined: Thu Jun 13, 2002 6:47 am
- Location: Germany
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.
Sputnik
Sputnik
Reason: ''
I won some impressive titles in 198X, some more in 199X, even more impressive titles in 200X, some of them REALLY impressive, and a few even MORE impressive! Not to mention a lot of less impressive ones.
- DoubleSkulls
- Da Admin
- Posts: 8219
- Joined: Wed May 08, 2002 12:55 pm
- Location: Back in the UK
- Contact:
But Ghouls are S3 and have general skill access, so they are reasonable blockers. On a S2 player its much more of a waste.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.
Reason: ''
Ian 'Double Skulls' Williams
-
- Star Player
- Posts: 603
- Joined: Sun Mar 30, 2003 9:11 pm
- Location: C8P
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
Thats why you should take jump up

Reason: ''
I hope you all enjoyed the crispy version of me.