Amazon receiver advance advice
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Amazon receiver advance advice
My receiver rolled a double as her first advance.
I know the suggested skill would be NOS or Jump Up, but someone else suggested Frenzy as well. What do you think? Of course her next advance will be Block, and it is indeed true that a combo Blodge+Frenzy is quite scary, but I'm not entirely convinced by my friend's arguments. He also said that NOS is good, but more valuabble for high-agility teams (meaning Elves), which is also sort of true...
Suggestions?
Thanks,
Tomaz
I know the suggested skill would be NOS or Jump Up, but someone else suggested Frenzy as well. What do you think? Of course her next advance will be Block, and it is indeed true that a combo Blodge+Frenzy is quite scary, but I'm not entirely convinced by my friend's arguments. He also said that NOS is good, but more valuabble for high-agility teams (meaning Elves), which is also sort of true...
Suggestions?
Thanks,
Tomaz
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I would take Nerves of Steel because never having to worry about beind tied up in a tackle zone is ace. Plus with your Dodge skill, you are more likely to get pushed back, normally the blitzing player would follow up to put that tackle zone round you anyway, but, with NOS it doesn't matter.
I can see Frenzy as a cool option but your blitzers start with Block and Dodge anyway so it might be an idea to give them frenzy on a double rather than your catchers.
Hope that makes sense.
I can see Frenzy as a cool option but your blitzers start with Block and Dodge anyway so it might be an idea to give them frenzy on a double rather than your catchers.
Hope that makes sense.
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- Gus
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i think NoS is stupid because with AG3, you'r enot very likely to get out of the numerous TZs if you come to need NoS anyway (thus i agree with your friend about the high-AG thing).
now, my choice would be either Jump Up or Guard. Guard, because once you have Blodge and Sidestep (and that's the route you should follow), you have once scary player. Jump Up, because then you get Diving Tackle, and combined to the Blodge/Sidestep thing (and maybe later the addition of Tackle) you have one sick of a catcher marker.
now, my choice would be either Jump Up or Guard. Guard, because once you have Blodge and Sidestep (and that's the route you should follow), you have once scary player. Jump Up, because then you get Diving Tackle, and combined to the Blodge/Sidestep thing (and maybe later the addition of Tackle) you have one sick of a catcher marker.
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Well, i think NOS helps as much, if not more on an ag3 team like amazons. Vs ag3, the opponent can put two tackle zones on the receiver, and make it so they need to catch the ball on a 5+, which is hard, even with catch, and if they put a third TZ on her, then she has to roll a 6 to make the catch, which is not so with higher ag teams. they need 4 or 5 TZ to be forced into catching the ball only on a 6.
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- Gus
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With 3 Tz on you, you can make a 4+ followed by a 3+ to get out, unless you are right up against the sideline, which wouldnt be smart at all...
X= opponent O= catcher
--X--
--O-
X--X
then a 4+ to get to here:
--XO
-----
X--X
then the 3+ to get out
it might not be too easy, but it is definitely possible, made easier by the dodge skill and an possible TRR.
And if you have more than one catcher, it makes it harder for your opponenet to even get the 3 tz on him. Also, if not the 3 tz, there still is a big difference between a 5+ and a 3+ catch roll...
X= opponent O= catcher
--X--
--O-
X--X
then a 4+ to get to here:
--XO
-----
X--X
then the 3+ to get out
it might not be too easy, but it is definitely possible, made easier by the dodge skill and an possible TRR.
And if you have more than one catcher, it makes it harder for your opponenet to even get the 3 tz on him. Also, if not the 3 tz, there still is a big difference between a 5+ and a 3+ catch roll...
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- Gus
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- Zy-Nox
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i took NoS on a zon catcher once, i cant think why though as it was pointless, and unless you want to try the flukey dodge plays to get out of those tzs, i wouldnt bother again.
Building a Guard sidestepper blodger is a better idea, as you only have two guys/girls with access to sidestep normaly, and this combo is a real pain in the glass,
Jump up is also a viable choice but i would go guard over that.
Building a Guard sidestepper blodger is a better idea, as you only have two guys/girls with access to sidestep normaly, and this combo is a real pain in the glass,
Jump up is also a viable choice but i would go guard over that.
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you get leap as the next skill, then you can always leap out on a 4+
you get leap as the next skill, then you can always leap out on a 4+

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Ideally, yes, that is better, but who would leave a catcher alone within scoring distance of the endzone, without puttint at very least one TZ on her...Gus wrote:what i meant is that it helps catching in the middle of TZ but you still have big problems getting out of these TZ, THUS, what about not planning to catch in the middle of TZ at all and get something useful instead ?
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I would definitely NOT recommend frenzy - keep it for one of your four blitzers, or even a linewoman. Make use of the agility skills of your catcher instead.
In spite of the above arguments, I still like NoS because rarely will you find yourself with automatically three, or even two, TZs around you, to prevent you from dodging away. On top of that, you can always blitz out of your way one of those players surrounding your catcher, thus saving you from having to roll dangerous dodges.
The second choice for me would be jump up, just to give more 'resistance' to your team as a whole.
I would not jump onto taking guard, simply because your four blitzers can get it, and I would give that skill to my linewomen as well whenever they roll doubles.
In spite of the above arguments, I still like NoS because rarely will you find yourself with automatically three, or even two, TZs around you, to prevent you from dodging away. On top of that, you can always blitz out of your way one of those players surrounding your catcher, thus saving you from having to roll dangerous dodges.
The second choice for me would be jump up, just to give more 'resistance' to your team as a whole.
I would not jump onto taking guard, simply because your four blitzers can get it, and I would give that skill to my linewomen as well whenever they roll doubles.
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- Joemanji
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The only reason to take Frenzy on a 'zon catcher is that they have normal access to Side Step, which works so so well in combination.
But IMO you should, as suggested, go either:
Guard > Block > Side Step or
Jump Up > Block > Diving Tackle
Joe
But IMO you should, as suggested, go either:
Guard > Block > Side Step or
Jump Up > Block > Diving Tackle
Joe

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NOS For me also, if you want to tie up Two players on my one then good luck i'll just go another route, alternatively i'll just blitz one away, and leave her just a dodge and catch away from a TD.
Why only look at the fact that two players make her life difficult. Think laterally and those Two TZ's on her become an advantage somewhere else, or simply just blitz free
Why only look at the fact that two players make her life difficult. Think laterally and those Two TZ's on her become an advantage somewhere else, or simply just blitz free
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