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Strategy and Tactics - What to get a thrower on a double?

Chris - Jan 13, 2004 - 04:42 AM
Post subject: What to get a thrower on a double?
When he is a Khemri thrower.

Double five, so move? Nah? Dodge? Tempting.
He already has regen, pass, sure hands, block, dump off.
Can't believe I can never roll plus ag for these guys.
Tutenkharnage - Jan 13, 2004 - 06:25 AM
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I'd take Dodge. Sure Feet wouldn't be a bad investment, either. Better than MA +1. But Dodge is almost certainly the way to go.

-Chet
Grettel - Jan 13, 2004 - 06:31 AM
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Probably dodge, but Nerves of steel would be a useful combo with dump off - just have to catch the ball then Very Happy
Mordredd - Jan 13, 2004 - 07:54 AM
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I would go for dodge and turn him into an almost decent runner. All you'd need then is that illusive AG +1 so you can pick the ball up Wink .
Tutenkharnage - Jan 13, 2004 - 08:20 AM
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Forgot about Nerves of Steel. Not a bad call at all when combined with Dump Off. I still think Dodge will prove more useful because it will help keep your player upright. But I knew I was forgetting a decent trait option.

-Chet
Doubleskulls - Jan 13, 2004 - 08:20 AM
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Passing skills (Strong Arm, Nerves of Steel) are pretty useless as not only is it still a big risk to throw, you don't have anyone who can catch.

Dodge is a possibility, but given that you don't have much (any?) on your team he's just going to attract the tacklers anyway.

Sure Feet, IMO, isn't as good as +MA - because you've got plenty of TRR.

I'd take the +MA because your team is chronically slow, and anything that speeds it up a bit is a big advantage.
Chris - Jan 13, 2004 - 09:42 AM
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+1 ma means I have 3 move 6 guys. However I also only have 2 games to play with no play off chances.
1 game against Chaos Dwarves and one against the beastmen.
Does this change anything?
Mordredd - Jan 13, 2004 - 09:58 AM
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Personally I would still go for dodge. Yes he will be a target for tackle players, but he should not be exposed to them. They should have to fight their way through 4 Mummies and 2 Blitz-Ras to get to him. (You do have 4 Mummies don't you?)

Even with MA 6 he will still be woefully slow so I really don't think that will help you much myself. Also, against those last 2 teams MA 6 is not going to be decisive, but having a blodge runner with dump off and pass could well be. And you don't want to be running up field leaving all those Mummies behind unless you're really desperate.
Sputnik - Jan 14, 2004 - 05:35 AM
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      Quote:
against those last 2 teams MA 6 is not going to be decisive, but having a blodge runner with dump off and pass could well be. And you don't want to be running up field leaving all those Mummies behind unless you're really desperate.


I like the MA+1 since it's an otherwise slow team.

You can hope for lucky dice on dodging, GFIs etc. You can never compensate a lack of movement with dice! Wink

And do not only think of running up field, think of defense, too. Someone has to be your safty, and with only e will fit better than yor blitz-ra (especially since he has sure hands, too). On defense you might run down the field and leave all those mummies behind more often than you want to. Even against beastmen! Laughing

Some totally different suggestion: I saw he is your TD maker. What about sidestep? Dodging away is not really an option with AG2 (desperate measures), so better 'field position' might help a great deal and force your oponent to think twice about placing his other guys.

Sputnik
Tutenkharnage - Jan 14, 2004 - 06:23 AM
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I've always favored Sure Feet over MA +1. The extra square of movement granted by MA +1 is a sure thing, and the extra square granted by Sure Feet is only 97% likely; score one for MA +1. But that next square of movement is much more solidly in the corner of Sure Feet. Using your Khemri Thro-Ra as an example, here are his odds of moving 7 squares without falling over or using a TRR:

* MA +1: 83%
* Sure Feet: 93%

Granted, the MA 6 player can move an 8th square, but this is tempting fate. And you won't always have a TRR handy. On the flip side, I always think of my Sure Feet players as "MA + 2" players. It just seems automatic, especially if I pass the first roll.

-Chet
fnord23 - Jan 14, 2004 - 03:00 PM
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I agree about sure feet vs +1MA.

Even if you get burnt occasionally, rolling 1 & 1, it shouldnt stop you doing it.

Statistically, it wont happen that often. --- Also, in this case, it would allow you to only use 1 thrower at the back in the middle to recieve the ball --- if it does end up near the sideline/endzone, you wont need to burn a TRR to
GFI to get to the ball. (I play Orcs so this is familiar to me).

sangraal
KLK - Jan 14, 2004 - 09:30 PM
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strong arm. he is a trhower, and throwers were created to pass.
fnord23 - Jan 14, 2004 - 10:50 PM
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A Khemri team is in our league --- I think he has played 7 or maybe 8 games, --- made all of 2 completions.

On the other hand his thrower has like 6 TDs.

sangraal
Amok - Jan 15, 2004 - 03:00 AM
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If it had been one of my Khemri Thro-Ra's I will give him dodge, this because in my team they end up doeing most of the scoring in the entire team. I know this is a weird fact but hé their the first to pick up the ball, why not keep it cause to givie it away or pass it is not always the safest option. I'd go for Dodge even if it was just for safety....

Good luck handing out the skill.

Vampire Khemri rules Vampire
Mordredd - Jan 15, 2004 - 04:52 AM
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      Quote:
strong arm. he is a trhower, and throwers were created to pass.

Laughing Khemri Thro-Ras? Laughing
Chris - Jan 15, 2004 - 07:14 AM
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      Mordredd wrote:
They should have to fight their way through 4 Mummies and 2 Blitz-Ras to get to him. (You do have 4 Mummies don't you?)


Last two games? Blitz ra and mummy permanently dead.
Mordredd - Jan 15, 2004 - 09:00 AM
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Shocked Ouch!

That happened to one of my attempts at a Khemri team, in its first game. It never recovered, just entered one long vicious downward spiral.

Still, the survivors should be able to form a pretty strong cage, especially if you hug the sideline rather than trying to drive up the centre.

I still think your best bet is to grind up field and then run the ball carrier through the resultant hole. And I reckon the Thro-Ra will be better at it with dodge.
Zombie - Jan 19, 2004 - 03:48 PM
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      Tutenkharnage wrote:
I've always favored Sure Feet over MA +1. The extra square of movement granted by MA +1 is a sure thing, and the extra square granted by Sure Feet is only 97% likely; score one for MA +1. But that next square of movement is much more solidly in the corner of Sure Feet. Using your Khemri Thro-Ra as an example, here are his odds of moving 7 squares without falling over or using a TRR:

* MA +1: 83%
* Sure Feet: 93%

Granted, the MA 6 player can move an 8th square, but this is tempting fate. And you won't always have a TRR handy. On the flip side, I always think of my Sure Feet players as "MA + 2" players. It just seems automatic, especially if I pass the first roll.

-Chet


What you're forgetting is that even without sure feet, players still have those go for it squares available to them! Sure feet is not gaining them any range, it's only gaining them rerolls. Going for it when you've got TRRs handy should be comonplace, and even without the reroll it's not that risky.

I've always found that sprint and sure feet COMBINED are about equivalent to +1MA. They give you one extra square just like +1MA, but it's not automatic (needs a 2+ with reroll). However, they gives you rerolls on the two go for its after that in case you need them (the one extra square provided by +1MA might be enough). This allows to save some TRRs.

Given the choice between having sprint + sure feet or having +1MA, i'd think long and hard. Both are pretty equivelent to me. But given the choice between sure feet alone and +1MA, there's no contest, it'd be +1MA.
Zombie - Jan 19, 2004 - 03:53 PM
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As for the question, i'd take either dodge, +1MA or strong arm, depending on your playing style. Strong arm would be more tempting, however, if you had given him accurate instead of dump up. Why did you even get that? So that you can fumble the ball before being blitzed? Even in the best case scenario where it's only one guy blitzing you and you can make a quick pass, it's still a 5+ roll, and i'm not even talking about the catch here!
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