Dunkpork
Joined: Jan 12, 2005
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  Posted:
Aug 30, 2005 - 18:17 |
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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. |
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StarBreeze
Joined: May 17, 2005
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  Posted:
Aug 30, 2005 - 18:41 |
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I'd take MA, Guard or NoS.
Jump Up definately no (not with av7), and Leap is NORMAL skill (waste a double). |
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macike
Joined: Jun 25, 2005
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Posted:
Aug 30, 2005 - 19:10 |
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Montagne wrote: | Jump Up definately no (not with av7) |
Why definitely not? Could you explain it a little bit? TIA |
_________________ Hold him, thrill him, kick him, kill him!!!
Last edited by macike on Aug 30, 2005; edited 1 time in total |
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Patonius2000
Joined: Jun 03, 2004
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  Posted:
Aug 30, 2005 - 19:12 |
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cos he would get the shit kicked out of him |
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macike
Joined: Jun 25, 2005
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  Posted:
Aug 30, 2005 - 19:14 |
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Patonius2000 wrote: | cos he would get the shit kicked out of him |
He could get it even without the Jump up.
I still don't understand. |
_________________ Hold him, thrill him, kick him, kill him!!! |
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Webbe
Joined: Aug 13, 2003
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  Posted:
Aug 30, 2005 - 19:18 |
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think he means when he's down he's also out and jump up is pointless. |
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origami
Joined: Oct 14, 2003
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  Posted:
Aug 30, 2005 - 19:25 |
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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. |
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BadMrMojo
Joined: Aug 02, 2003
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  Posted:
Aug 30, 2005 - 19:26 |
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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. |
_________________ Ta-Ouch! of BloodBowl
Condensed Guide for Newbies |
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Dunkpork
Joined: Jan 12, 2005
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  Posted:
Aug 30, 2005 - 19:40 |
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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. |
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Zweiblumen
Joined: Aug 02, 2003
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  Posted:
Aug 31, 2005 - 10:57 |
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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 |
_________________ Ceterum censeo Carthaginem esse delendam
-Cato the Elder-
Recordopedia Spluttanica |
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macike
Joined: Jun 25, 2005
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  Posted:
Aug 31, 2005 - 11:14 |
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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). |
_________________ Hold him, thrill him, kick him, kill him!!!
Last edited by macike on Aug 31, 2005; edited 2 times in total |
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XtremeXwing
Joined: Dec 03, 2004
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  Posted:
Aug 31, 2005 - 11:26 |
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JUMP UP ROCKS!
My jump up were wolf caused so many cas (before he aged) by careless blocks on him, Jump is wicked FYI! |
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Laviak
Joined: Jul 19, 2004
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  Posted:
Aug 31, 2005 - 11:40 |
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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
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. |
_________________ We Fink Wer Orks
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Help save blood bowl, foul an elf today!. |
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StarBreeze
Joined: May 17, 2005
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  Posted:
Aug 31, 2005 - 11:46 |
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Soultoken, its an HE catcher not a claw block frenzy ww |
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MiBasse
Joined: Dec 04, 2004
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  Posted:
Aug 31, 2005 - 11:48 |
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Quote: |
My jump up were wolf caused so many cas (before he aged) by careless blocks on him
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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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