Amazon Catcher

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jollyork
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Amazon Catcher

Post by jollyork »

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

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Post by DoubleSkulls »

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.

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Post by Leipziger »

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.

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Post by DoubleSkulls »

Leipziger wrote:(does NOS count on interceptions?)
Yes, and bouncing balls too.

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Post by Bizzy »

For an offensive Catcher Nerves of Steel or Jump up. Nerves to catch on a 3+ always. Jump Up so he can help assist tackle zones, and get him up to score....excause me get HER up to score

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Post by Gus »

jump up for diving tackle.

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Post by Mad Jackal »

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


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Post by kadu-c »

Nerves Of Steel strikes again ! :wink:

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Post by jollyork »

Thanks, guys. I was thinking NOS, too, as it does seem extremely useful. In all my seasons, I've never taken NOS before so even though it might be old hat around here, it'll be new for me! :)

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Post by kithor2002 »

Jump up

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Post by Tinkywinky »

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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Post by Gus »

wow, someone is actually making any sense in this thread, i'm surprised ^^

NoS when you need a 4+ to get out of a "sandwich" marking, bleh.

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Post by MickeX »

Because of the sidestep access, catchers are my preferred position for Frenzy. And a Frenzy or two is important on any team IMHO.

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Post by Tante Kaethe »

@Gus
NoS when you need a 4+ to get out of a "sandwich" marking, bleh.
There's still the possibility to blitz away your "marker" after catching the pass...

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,

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Post by Gus »

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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