2nd skill for Human catcher
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2nd skill for Human catcher
Need community advice pls!
x2 Catchers, both already have first skill choice of block.
both got enuf SPPs for another roll - both 'normal skills'
I've looked at all the articles etc debating skills for catchers.
I'm not keen on dauntless,
but am torn between the benefits of jump up and side step.
what do you think - do you have any other suggestions?
I play in a small league against mostly bashing sides like undead, ork and khemri.
thanks!
rev
x2 Catchers, both already have first skill choice of block.
both got enuf SPPs for another roll - both 'normal skills'
I've looked at all the articles etc debating skills for catchers.
I'm not keen on dauntless,
but am torn between the benefits of jump up and side step.
what do you think - do you have any other suggestions?
I play in a small league against mostly bashing sides like undead, ork and khemri.
thanks!
rev
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- neverdodge
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First, Dauntless requires a double. If i roll a double with human catcher i like having 1 with dauntless (especially because you are in a bashy league)
Some people like guard on doubles for catchers
Jump up requires a double too. I m not crazy about jump up but lots of ppl like it.
For standard rolls (non double) i would consider sidestep, sure feet (i find it usefull on human catchers)
Some people like to havfe diving catch, not me.
So definitely i would take 1 sidestep 1 sure feet.
Some people like guard on doubles for catchers
Jump up requires a double too. I m not crazy about jump up but lots of ppl like it.
For standard rolls (non double) i would consider sidestep, sure feet (i find it usefull on human catchers)
Some people like to havfe diving catch, not me.
So definitely i would take 1 sidestep 1 sure feet.
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With LRB4 (don't know for PBBL), you would need doubles to get Dauntless or Jump Up.
Having said that, I like Jump Up and Nerves of Steel on a catcher if you did roll doubles.
With 4 catchers on a team, you can develop them into defensive players. dodge, block, catch, sidestep and shadowing all together makes for nasty combinations (just make sure that you get shadowing last). Get a couple of these. If you play against teams that pass a lot (which looks like if it's not your case, but I'll mention it anyways), try dodge, block, catch, pass block on a couple of catchers. This can cause havoc to your opponent's passing game. Getting sidestep on top of this helps keep him alive and in position, but not as important as for the previous combo.
If you are the type that GFI's a lot, then sure feet could be good.
I feel that generally human catchers are already quite good at scoring, and they get lots of SPPs, so I tend to develop them into defensive experts, using them as safeties.
Having said that, I like Jump Up and Nerves of Steel on a catcher if you did roll doubles.
With 4 catchers on a team, you can develop them into defensive players. dodge, block, catch, sidestep and shadowing all together makes for nasty combinations (just make sure that you get shadowing last). Get a couple of these. If you play against teams that pass a lot (which looks like if it's not your case, but I'll mention it anyways), try dodge, block, catch, pass block on a couple of catchers. This can cause havoc to your opponent's passing game. Getting sidestep on top of this helps keep him alive and in position, but not as important as for the previous combo.
If you are the type that GFI's a lot, then sure feet could be good.
I feel that generally human catchers are already quite good at scoring, and they get lots of SPPs, so I tend to develop them into defensive experts, using them as safeties.
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Dauntless on doubles IMO. Otherwise you can either develop at least one of 3 ways.
"Annoying defender" - sidestep, diving tackle, shadowing. Mark the ball carrier and smile.
"TD Scorer" - sure feet, sprint for extra speed. Diving Catch to compensate for AG3 throwers, Leap for high risk plays, side step to help when being blitzed in the backfield.
"Blitzer" - strip ball, tackle. MA8 is fast. Dodge means you can risk jumping into TZ. Even 2 dice against a strip baller has a good chance of knocking the ball loose and then you can recover it and run away too. Get dauntless or an assist and you are laughing (BTW I like this since it allows you develop your blitzers more as Guard/MB rather than Strip Ball/Tackle).
"Annoying defender" - sidestep, diving tackle, shadowing. Mark the ball carrier and smile.
"TD Scorer" - sure feet, sprint for extra speed. Diving Catch to compensate for AG3 throwers, Leap for high risk plays, side step to help when being blitzed in the backfield.
"Blitzer" - strip ball, tackle. MA8 is fast. Dodge means you can risk jumping into TZ. Even 2 dice against a strip baller has a good chance of knocking the ball loose and then you can recover it and run away too. Get dauntless or an assist and you are laughing (BTW I like this since it allows you develop your blitzers more as Guard/MB rather than Strip Ball/Tackle).
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Yes, but those aren't official yet.Rev wrote:am a little confused.
I have the PBBL rules, in which dauntless etc are general skills.
as catchers can take general and agility skills normally, i wouldnt need doubles.
do you know something i dont?
they are teh PBBL rules from the experimental section on SG site, 1.11 i think.
rev

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Even though i CAN take dauntless, i'm still not a fan i must admit.
Strip ball sounds tasty - even with 2 dice and the other coach choosing, a push will pop the ball out of the cage.
although sidestep sounds good - i cant see the application on the pitch being that handy.
Jump up soudns tempting, with dogge and catch they are already hard to put down - to have them jump straight back into the fray...
hmmm its more difficult than it looks this team development lark..
Strip ball sounds tasty - even with 2 dice and the other coach choosing, a push will pop the ball out of the cage.
although sidestep sounds good - i cant see the application on the pitch being that handy.
Jump up soudns tempting, with dogge and catch they are already hard to put down - to have them jump straight back into the fray...
hmmm its more difficult than it looks this team development lark..
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Sidestep: really good when kicking so you can harass the backfield players which will try to pick up the ball. Eg a Thro-ra will try to blitz free when you mark it with a catcher, normally if he gets a push he's free to move and pick up the ball. If your catcher has sidestep however even on a push the thro-ra can't break free (you'll sidestep to a square next to him). This works even better when combined with diving tackle, tackle or shadow as it'll be even harder for the player marked to get away, even through dodging.
Strip Ball: gives you the abilty to get the ball free from stronger opponents. Every non-bashy team needs this skill at least on one fast manouvrable player IMO.
Dauntless: STR 2 might not mean that much when your trying to score but on defence it's a pain to blitz those guys in the opposing backfield right after kickoff. Dauntless helps here big time, with dauntless a MA 8, Dodge player can zip through and throw that 1-die block (or 2 die if another catcher assists) in places that other, stronger players of your team can't reach.
Jump Up: Only really usefull on blockers or in combination with other such skills like wrestle or diving tackle. I wouldn't take it for a second skill on a human catcher myself.
Strip Ball: gives you the abilty to get the ball free from stronger opponents. Every non-bashy team needs this skill at least on one fast manouvrable player IMO.
Dauntless: STR 2 might not mean that much when your trying to score but on defence it's a pain to blitz those guys in the opposing backfield right after kickoff. Dauntless helps here big time, with dauntless a MA 8, Dodge player can zip through and throw that 1-die block (or 2 die if another catcher assists) in places that other, stronger players of your team can't reach.
Jump Up: Only really usefull on blockers or in combination with other such skills like wrestle or diving tackle. I wouldn't take it for a second skill on a human catcher myself.
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Have you ever had a player with sidestep, or more relevant, played against a player with sidestep? Sidestep is soo annoying for your opponent. I love my Pro Elf Blitzers...Rev wrote:although sidestep sounds good - i cant see the application on the pitch being that handy.
EDIT: Tuern said it all.
Sidestep now, Diving Tackle next.
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- Jeremiah Kool
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Nothing is more annoying to the opponent than Diving Tackle combined with Sidestep, especially if the player has Blodge already. Should he survive that long add Tackle and you got yourself a great defender in addition to his usual talents.
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in answer to your question mootaz no i'm newish back in to the game and am getting used to the applications of skills afresh.
Tuerns description of sidestep made me do an evil laugh outloud..
i like the sound of tying up my oppo's only blitz move, and also luring opposition blitzers out to the sidelines maybe?
I have one (of 4 blitzers) with strip ball, who works in tandem with a thrower with block to retrieve balls - so sidestep is looking favourite in the 2nd...
thanks for the feedback so far fellas!
Tuerns description of sidestep made me do an evil laugh outloud..
i like the sound of tying up my oppo's only blitz move, and also luring opposition blitzers out to the sidelines maybe?
I have one (of 4 blitzers) with strip ball, who works in tandem with a thrower with block to retrieve balls - so sidestep is looking favourite in the 2nd...
thanks for the feedback so far fellas!
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What do you mean by "2nd"? Do you mean that you want to give one of your Blitzers Sidestep?Rev wrote:I have one (of 4 blitzers) with strip ball, who works in tandem with a thrower with block to retrieve balls - so sidestep is looking favourite in the 2nd...
Or was it refering to the catchers?
Because...
Blitzers need a double for sidestep and that would be a waste, they need doge much more.
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