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Poll
What should this player take for his fourth skill?
+MA
48%
 48%  [ 30 ]
Jump Up
12%
 12%  [ 8 ]
Nerves of Steel
22%
 22%  [ 14 ]
Leap
16%
 16%  [ 10 ]
Total Votes : 62


Dunkpork



Joined: Jan 12, 2005

Post   Posted: Aug 30, 2005 - 18:17 Reply with quote Back to top

I chose Nerves of Steel.

I know, I'm a weak passing minded robot.

My thought is Nerves of Steel + Leap + Pass Block for the INT/Scoring machine.

Jump Up would have been my second choice, but I figured if I took Jump Up I might as well take +MA for 6 MA on "stand up" anyways.

I didn't take Guard or Dauntless, because I don't want my precious elf getting smacked around (though, he already gets blitzed every offensive drive anyways).

I forgot to mention, my team has a Strong Arm+Accurate+Safe Throw thrower, and a Nerves of Steel+Sure Feet+Side Step catcher. I think this choice complements that trio well.

Thanks for the solid thoughts guys.
StarBreeze



Joined: May 17, 2005

Post   Posted: Aug 30, 2005 - 18:41 Reply with quote Back to top

I'd take MA, Guard or NoS.
Jump Up definately no (not with av7), and Leap is NORMAL skill (waste a double).
macike



Joined: Jun 25, 2005

Post 22 Posted: Aug 30, 2005 - 19:10 Reply with quote Back to top

Montagne wrote:
Jump Up definately no (not with av7)

Why definitely not? Could you explain it a little bit? TIA

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Last edited by macike on Aug 30, 2005; edited 1 time in total
Patonius2000



Joined: Jun 03, 2004

Post   Posted: Aug 30, 2005 - 19:12 Reply with quote Back to top

cos he would get the shit kicked out of him Wink
macike



Joined: Jun 25, 2005

Post   Posted: Aug 30, 2005 - 19:14 Reply with quote Back to top

Patonius2000 wrote:
cos he would get the shit kicked out of him Wink

He could get it even without the Jump up.
I still don't understand.

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Webbe



Joined: Aug 13, 2003

Post   Posted: Aug 30, 2005 - 19:18 Reply with quote Back to top

think he means when he's down he's also out and jump up is pointless.
origami



Joined: Oct 14, 2003

Post   Posted: Aug 30, 2005 - 19:25 Reply with quote Back to top

Jump up is underpowered in general, and especially so on AV 7 players. It's effect is to give you +3 MA, but only when you've been knocked down. The ability to block from a prone position is not terribly useful on this kind of a player.

I probably would have gone with leap, but NOS is a nice choice as well. I don't generally use my +AG catchers for scoring, but as ball retrievers and as "middlemen" in the old shortpass-->handoff-->TD combo. This is not a player who you should anticipate getting to 76 SPP. He's a huge target, which makes his likely likespan fairly short, plus another skill means another aging roll - potentially crippling an excellent player. SPP on him are a bad thing.
BadMrMojo



Joined: Aug 02, 2003

Post   Posted: Aug 30, 2005 - 19:26 Reply with quote Back to top

I had early doubles on two Lion Warriors on a HE team. One took NoS, the other Jump Up.

I definitely prefer Nerves of Steel. It may just be karmic backlash, but Jump Up is just begging to get KOd or worse every time he gets hit. With a av7 scoring threat, you have to plan on him either getting injured or fouled every time he gets hit.

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Dunkpork



Joined: Jan 12, 2005

Post   Posted: Aug 30, 2005 - 19:40 Reply with quote Back to top

Nerves of Steel has definitely paid off so far. They're a double threat, and I've been able to score once to each while both were in coverage.
Zweiblumen



Joined: Aug 02, 2003

Post   Posted: Aug 31, 2005 - 10:57 Reply with quote Back to top

In my opinion Nerves of Steel on an agility 5 Elf, is a waste of a double, cause he can catch the ball in one tackle zone with 2+.
So i would go for Guard, then Jump Up and then the +MA

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macike



Joined: Jun 25, 2005

Post   Posted: Aug 31, 2005 - 11:14 Reply with quote Back to top

Zweiblumen wrote:
In my opinion Nerves of Steel on an agility 5 Elf, is a waste of a double, cause he can catch the ball in one tackle zone with 2+.
So i would go for Guard, then Jump Up and then the +MA

However when improved with Leap he can catch the ball in one TZ and leap out of it with three 2+ rolls (with 2 skill RRs possible - Catch, Dodge).

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Last edited by macike on Aug 31, 2005; edited 2 times in total
XtremeXwing



Joined: Dec 03, 2004

Post   Posted: Aug 31, 2005 - 11:26 Reply with quote Back to top

JUMP UP ROCKS!

My jump up were wolf caused so many cas (before he aged) by careless blocks on him, Jump is wicked FYI!
Laviak



Joined: Jul 19, 2004

Post   Posted: Aug 31, 2005 - 11:40 Reply with quote Back to top

jump up is great on blitzers like WWs ... bot not anywhere near as good on a catcher.
my choice would be NoS if you want to score with him .. or use him as 'bait' (your opponent can't really afford to leave him standing).
If you want to use him as more of an assistance player, Guard for sure.. With AG5, he'll pick up enough SPPs of them without really trying Wink
Not to mention that an AG5 elf that hands around near the middle of the field is a great "in-between" player that you can pass to, and run up the field with to get the ball to the real scorer.

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StarBreeze



Joined: May 17, 2005

Post   Posted: Aug 31, 2005 - 11:46 Reply with quote Back to top

Soultoken, its an HE catcher not a claw block frenzy ww Smile
MiBasse



Joined: Dec 04, 2004

Post   Posted: Aug 31, 2005 - 11:48 Reply with quote Back to top

Quote:

My jump up were wolf caused so many cas (before he aged) by careless blocks on him
ยจ

But what happens when you don't play much against people who make careless blocks? I'm also quite certain that I'd be far more inclined to foul a downed WW with Jump Up compared to one without, thus decreasing his life span even further. And like so many others I live with the superstitious belief that Jump Up increases the chances of breaking armour by a 100 % margain.
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