Amazon Catcher
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Amazon Catcher
Hi,
I'm running a new Amazon team (as in new players and new for me to coach), and last night my catcher had an amazing game with 2 TDs and the MVP! On top of that, I rolled doubles for the skill roll. Any tips on what I should give her?
For quick reference, an Amazon Catcher has: M6 S3 AG3 AV7 Dodge, Catch and access to General and Agility normally.
Thanks!
JO
I'm running a new Amazon team (as in new players and new for me to coach), and last night my catcher had an amazing game with 2 TDs and the MVP! On top of that, I rolled doubles for the skill roll. Any tips on what I should give her?
For quick reference, an Amazon Catcher has: M6 S3 AG3 AV7 Dodge, Catch and access to General and Agility normally.
Thanks!
JO
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- DoubleSkulls
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It depends.
As far as I can tell people split catcher development down two paths.
One is sure feet & sprint are vital to gain a bit of extra speed and really works best on offence.
Alternatively you go down the sidestep, diving tackle, pass block route to being an annoyance on defence.
So the choice of doubles really depends. For offence take Nerves Of Steel. Catching on 3+ with reroll is great as it makes it less useful for someone to double mark them.
For a more defence orientated player I'd take Guard or Dauntless as they are pretty critical skills for 'zons to help them bash even though they've only got S3.
As far as I can tell people split catcher development down two paths.
One is sure feet & sprint are vital to gain a bit of extra speed and really works best on offence.
Alternatively you go down the sidestep, diving tackle, pass block route to being an annoyance on defence.
So the choice of doubles really depends. For offence take Nerves Of Steel. Catching on 3+ with reroll is great as it makes it less useful for someone to double mark them.
For a more defence orientated player I'd take Guard or Dauntless as they are pretty critical skills for 'zons to help them bash even though they've only got S3.
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Ian 'Double Skulls' Williams
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I'd go with Nerves of Steel for the catcher. As Ian says a 3+ roll for a catch regardless of tacklezones is great (does NOS count on interceptions?) and with your dodge skill you then have a shot at escaping too.
Cheers
Leip

Cheers
Leip



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Nerves of Steel is my vote.- Though guard could be surprisingly usefull in extracting her from out of a scrum....
I like my shots at 3+ to catch regardless of TZ personally. And I find that it is a skill you can use to help make your opponent do things he'd not normally do. (Like cover with three men instead of 2. -Or move for the intercept instead of the cover. Or what -ever.
I like 1 catcher to be able to "run across the middle" -ie Blodge NOS - catch in traffic if need be. And one to go long to stratch the defense. (Sure Feet, Sprint)- Just like many NFL teams do.
-And the bonus on INT rolls is negated as 3 ag ints for 6s in the clear anyway. - Though it would matter if she then ag boosted later.
I'm not a huge fan of Jump Up, but +3 movement is nothing to be sneezed at when only move 6 to begin with. I've often wanted Jummp up when my dwarven runner went and failed his gfi roll trying for sq. 7 on the prep for 2 turn score. (Jump up means can reach endzone with no sprints if you're not stunned or worse from the trip.) LOL
Take Mighty Blow and watch your opponents foam at the mouth. LOL
I like my shots at 3+ to catch regardless of TZ personally. And I find that it is a skill you can use to help make your opponent do things he'd not normally do. (Like cover with three men instead of 2. -Or move for the intercept instead of the cover. Or what -ever.
I like 1 catcher to be able to "run across the middle" -ie Blodge NOS - catch in traffic if need be. And one to go long to stratch the defense. (Sure Feet, Sprint)- Just like many NFL teams do.
-And the bonus on INT rolls is negated as 3 ag ints for 6s in the clear anyway. - Though it would matter if she then ag boosted later.
I'm not a huge fan of Jump Up, but +3 movement is nothing to be sneezed at when only move 6 to begin with. I've often wanted Jummp up when my dwarven runner went and failed his gfi roll trying for sq. 7 on the prep for 2 turn score. (Jump up means can reach endzone with no sprints if you're not stunned or worse from the trip.) LOL
Take Mighty Blow and watch your opponents foam at the mouth. LOL
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You really shouldn't think that much of passing when using amazons. Sure NoS can be good for handoffs to but guard is so good that you can'at affordto not take it. Amazon is a pretty bashy team and guard makes it better at that.
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That being said I would also go for either Frenzy (combines nicely with SideStep) or Dauntless (if you do not already have it). As for "Guard", the blitzers can take in on a normal roll and for me 4 Guarders are usually sufficient as I prefer not to keep my Amazons staying next to opponents.
Cheers,
Tante Käthe.
There's still the possibility to blitz away your "marker" after catching the pass...NoS when you need a 4+ to get out of a "sandwich" marking, bleh.
That being said I would also go for either Frenzy (combines nicely with SideStep) or Dauntless (if you do not already have it). As for "Guard", the blitzers can take in on a normal roll and for me 4 Guarders are usually sufficient as I prefer not to keep my Amazons staying next to opponents.
Cheers,
Tante Käthe.
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- Gus
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there is always a way to blitz whatever player marks you. but it makes more rolls, and if you need NoS to "cancel" one TZ, i hardly see a doubles being useful. i don't think zons are made to play a long pass game, and i don't see their catchers as going by themselves in the opponent's field, waiting to be marked so as to get the best from NoS.
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