Woodie catcher doubles question

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Lazlow
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Woodie catcher doubles question

Post by Lazlow »

My Wood Elf catcher rolled a 5,5 for his 2nd skill roll. He already has NOS (from his first skill roll). Do I take the MA+1 or go with Dauntless or some other skill/trait?

Extra Info:
- I already have a fully developed one-turner (MA+1, Sprint, Sure Feet, Leap)

- 3rd catcher: Catch, Blodge

- Also have a Dauntless WD and a ST4 WD.

(*I tend to play against ALOT of bashy teams)

Any suggestions?

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Post by ljm »

I'd develop another 1 turner. The one you already got isn't going to stay with you for ever.

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Post by Skummy »

I don't know that there is a "wrong" choice in this case, but I'd probably go with the dauntless if you've got a lot of bashy teams around.

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Post by Longshot »

nerves of stell, Dauntless, jump up can be cool

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Post by neverdodge »

I ll go for the Ma i think.

Thinking of it, dump off could be annoying for you opponents ...

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Post by DoubleSkulls »

I'd take Dauntless. It is a great skill on S2 players - especially when you've got a lot of bashy opposition.

Another option is guard - he's a very mobile assist and it means he can assist to clear opposition players that are marking him.

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Post by sean newboy »

Jump up or Dauntless.

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Post by Asperon Thorn »

Frenzy. . . 8)

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Post by Kamikaze Rudy »

Nerves of Steel followed by Leap!!

Catch the ball in an infinite # of tackle zones and leap to your TD glory....

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Post by JJB »

While all the skill offers have advantages in my opinion, I'd ultimately follow ljm's of developping another one turn tdowner. It will not be long before one of your opponent succeeds at killing or at least niggling your other fast scorer. I think it would be safer to develop another one - you could give him block after sprint, but before sure feet. He'd be more at risk while going for it, but then he could sustain more strikes...

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Post by Lazlow »

I was leaning towards Dauntless as we'll, though without Block it's effectiveness is reduced a bit. But having a safety in the backfield with a MA9 and able to knock down a ST4 Blitzer is pretty tempting.

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Post by Tim »

i'd vote for Jump Up.

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Post by Flyin' Fling »

I'd take the movement...

not necesarily to develop a one-turner, it's just that every little bit of speed helps...

if you really don't want that, one ;ore vote for dauntless :)

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Post by bluetooth »

I'd propably take MA. You'll need another one-turner (propably very soon :). If not MA I'd propably take Jump Up...

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Post by Fronko »

Even though I completely disagree with creating a second oneturner, I'd still take the MA. And here come the reasons:
A wood elf team doesn't have to rely on a oneturner to win. Agreed, in a tight situation it can make you win the game (or tie it when your oppo leads). But this will not happen too often. I'd even be quite reluctant on using him often. I would only use him, if I am receiveing in the last turn of the half or, if the game is very tight, while receiving for the last 2 or 3 turns, just to make sure, this TD comes (and with a oneturner it's quite a safe bet). But all the other time he will be on the bench and not of any use for the team.
So, building a second guy for that role would be waste of another player, as he'd also only be sittin on the bench. Where's the logic in that?

So, why then still take the MA? Because it further improves your offense. That additional point of MA cannot be rated high enough. At least my style of play, which is invading the opponents half as fast and far as possible with your players (catcher or not), craves for speed, speed and more speed. Imagine being fast emough to infiltrate the opponents half so deep, he cannot reach that player at all? That is almost as good as a oneturn TD. ANd once they deploy deeper, to account for those fast catchers, they leave wholes in their line, to exploit for the rest of your team, flooding his half with your players. Just make sure, your thrower remains invulnerable ... :)

So I'd go for MA!

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