Page 1 of 3

Double on Catcher 1st skill

Posted: Tue Oct 09, 2007 11:37 pm
by Aksho
I started a new Human-Team in our Leage and after game 1 had one skillrole for my Catcher (only upgrade) I roled a double 4 and wasn´t quiet sure what skill to take.
Throw it away for Block? Something "special" linke Guard or Leader?

What would be your decision?

My team:
Oger, 4 Blitzer, Catcher, Thrower, 4Lineman, 3 RR, FF1

mfg Bernd

Posted: Tue Oct 09, 2007 11:44 pm
by stashman
Nerves of Steel - Always good when catching the ball in tacklezones

Mighty Blow - With Block+Dauntless you will have a fast blitzer. With 0-4 catchers you can afford one as a hitman.

Juggernaut - Just when a Stand Firm guy is trying to stop you. Add Dauntless and its even better.

Posted: Wed Oct 10, 2007 12:04 am
by Digger Goreman
NOS: hands down for first double....

Posted: Wed Oct 10, 2007 1:32 am
by mattgslater
Nerves of Steel!

Nerves of Steel!

Nerves of Steel!

What a fun skill. It's not GREAT, and it's not an obvious first or second choice, but back when it was a G skill, it was a popular third choice (or first choice after an AG increase) and when it was a Trait, one sometimes saw it taken on doubles by Catchers, though it often took a backseat to Dauntless in those days.

You'll really enjoy it. Nerves of Steel can be a ton of fun. Once you go Pro Elf, you never go back.

Posted: Wed Oct 10, 2007 2:10 am
by datalorex
I took NOS on a HElf Catcher and have used it once in 10 games. I totally wish I hadn't taken it. Sure isn't worth 30 grand. I'd ignore the double.

Posted: Wed Oct 10, 2007 4:21 am
by mattgslater
I'm running Pro Elves, and I use it all the time. You pop the ball free halfway across the field, grab it up (an elf team can use a lino, but this works better on Humans if you have a Thrower on each side), and chuck it to your Catcher, who you ran up into TD range in space the previous turn. Your opponent will almost certainly try to have a guy on him, but if you protect him a little, he'll have an avenue to dodge free on a 3+ with a complementary RR. It also means you can chuck to your Catcher, go deep with Blitzers, and when you figure out how you're going to score, you can have your Catcher zip out of the pocket to provide an assist and chuck a QP in the same play, which is really useful so long as you have a TRR.

You can also hand off to him while he's in a TZ. That can be useful, too.

Posted: Wed Oct 10, 2007 5:06 am
by Rituro
In a lineup with only one thrower and catcher, I see those two hooking up for pass after pass over the course of a game. Nerves Of Steel would be a great choice if that's the case, since you have to think the enemy player is going to go after the ST2 AV7 non-Block player more often than the nine other potential LOS targets.

Other than NOS, there isn't really a good doubles skill for a Human catcher, save the outside possibility of Dump-Off (meh) or Juggernaut (but why are you blocking with him in the first place?). Were it not for the potential in NOS, I'd be tempted to ditch the double entirely and go with Sprint, Sure Feet, Side Step or... uh... Diving Catch, simply because it doesn't begin with "s". :wink:

Posted: Wed Oct 10, 2007 5:34 am
by rodders
I have run pro elf before also and NOS is great on an elf catcher combined with pass block. Especially if you're lucky enough to be able to get to the throwers front tz's

Posted: Wed Oct 10, 2007 7:03 am
by lauth81
NoS on Elves is great. But this is a HUMAN team, which reduces the upside of the skill. (AG3 akes the catch roll a 3+ with skill reroll anyway and you normally have to dodge away after the catch, which is another 3+ with skill reroll)

There are a few positions, on which I tend to ignore a double on the first skill, a human catcher is one of them. Block is the best choice IMHO.

Posted: Wed Oct 10, 2007 8:44 am
by fen
Because of the way I like to play Humans (when I do) I prefer as much Guard as possible. So I'd go Guard, Block, Sidestep and use him as a mobile assist.

Posted: Wed Oct 10, 2007 8:50 am
by stormmaster1
agree with fen. mobile guard is great. block, side step then makes him hard to get rid of.

Posted: Wed Oct 10, 2007 8:53 am
by Darkson
Guard would be my first choice as well, though NoS isn't a bad skill either.

Posted: Wed Oct 10, 2007 8:55 am
by besters
Nerves of steel if you play the the catcher mainly for offense, guard if you tend to use him as a very mobile defensive support.

Given your team, I might just go block to help keep him alive.

Besters

Posted: Wed Oct 10, 2007 8:56 am
by Joemanji
I've had NoS be excellent on Human Catchers, but Guard is equally useful. I think if you take NoS you need a couple more catchers on your roster, otherwise this guy is a big target.

Posted: Wed Oct 10, 2007 12:52 pm
by Cramy
Joemanji wrote:I've had NoS be excellent on Human Catchers, but Guard is equally useful. I think if you take NoS you need a couple more catchers on your roster, otherwise this guy is a big target.
Me thinks that he'll be a big target if he has guard as well. ;)