For which player do/did you choose jump up?

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Sputnik
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For which player do/did you choose jump up?

Post by Sputnik »

O.K., I guess this rather belongs to tactics, so I will post it here. To isolate this from the ghoul discussion of the other thread, I will open a new one.

Since jump up becoming a trait I personally don't select this trait anymore, because the specific player has either no access to agility skills or I find something more useful for a doulbe roll for my players. :(

Yes, there have been some suggestions how to revamp this trait, but instead of new inventive ideas I rather want to get your opinions on why you would choose or chose jump up on that specific player/position and how you (would) tactically use it (all under the current rules set, of course, so junp up/PO is ruled out :lol: ).

Is it worth it? Advantages? Especially compared to other skills/traits now?

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Post by kadu-c »

I play Amazons.
And when I'm lucky enough to roll a double for my Catchers, I don't hesitate.
They have an annoying average MA, so it works quite good on them.
I use them as scorers of course, but mainly as linebackers, and it's very important to cover all the field with a so slow team.

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DoubleSkulls
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Post by DoubleSkulls »

Probably the only players I would take it on are Elven Blitzers and Lion Warriors. Even then it would only be if I already had enough Guard/Dauntless.

JU is a poor receiver skill now (as handoffs are no longer a free action) so really its only useful on players you want to be able to hit with. Most of them can't get it, or have more urgent priorities.

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Post by plasmoid »

Agree with Ian Williams.
It's not good enough to be a trait.

I'd rather have it as a skill with the clause: Must have AG equal to or higher than ST.
Martin :)

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Wonder
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Post by Wonder »

I think Jump Up is a trait just to avoid the Piling On+Jump Up combo on mummies or black orks ...

W

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MickeX
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Post by MickeX »

I don't think I've ever chosen Jump Up, but I've been close several times.

Since Jump Up breaks a "core principle" (a player who is knocked over can't Block back) I don't think it's much of a problem though.

I'd choose Jump Up at times with AV8 players, who can be placed in a way that they risk getting knocked over. But that's only HE & DE, and I've hardly ever played them.

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Post by Flyin' Fling »

I've given it to Wardancers and Lion Warriors.

Don't think I'd give it to many other players, to be honest.

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ScottyBoneman
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Post by ScottyBoneman »

Wonder wrote:I think Jump Up is a trait just to avoid the Piling On+Jump Up combo on mummies or black orks ...

W
Not just the Piling on. This used to be THE skill for players above STR 3. If you follow up, the downed player gets to hit back w/out blitzing. If you don't the same strong player can move without TZs or MV penalty.

Made Mummies the kind of nightmare that didn't go away.

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Post by narkotic »

It would be better if you could stand players up without activating them. But it may be too good then...?

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Post by sangraal »

Seems to work OK for Vampires although I have only had it for
3 games now. Fits well with the new Hypnotic Gaze; or if you are using the
Vamp as a sort of catcher.

sangraal

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