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SergeiBautin |
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Post subject: What way to go with a DE thrower
Posted: Dec 26, 2005 - 06:26 AM
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Joined: Dec 04, 2005
Posts: 3
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In my cursed Dark Elf team (they are cursed, since they have fielded more than 11 players in one game in their 25 matches long career), the thrower seems to become rather interesting. He first rolled 6+4, a MA increase might be nice i thougt. Then a double 6. St+1 is almost every time a nobrainer i thought. Then he rolls a double. Hmmmm, what do i choose? The rest of the team is something like this : 2 MB witchelves, they are very nice, blitzes and cause casualties alot. 3 Blitzers, one stripball+leap+AG5, one blodge, sidestep, takle guard, and the last one St4,MB, tackle, dodge (niggle on ageing). Linos are linos, some Blodge, some sidestep and so on.
What way should i develop my precious thrower. Runningback (NoS), Extra blitzer (MB or guard), extra witch (Frenzy), or thrower (Strongarm) or perhaps something else. Please give me your suggestions. |
Last edited by SergeiBautin on Dec 28, 2005 - 04:18 AM; edited 2 times in total
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Doubleskulls |
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Post subject:
Posted: Dec 26, 2005 - 04:30 PM
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Ex-Rulz Committee
Joined: Mar 05, 2003
Undisclosed
Posts: 2627
Location: Kent, UK
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I'd be tempted by Guard - you can never have enough and it will help to clear opponents off him should he get marked. 7 4 4 8 is a fine stat line, so I might even discard the double in favour of block or dodge to try and increase his longevity. |
_________________ Ian 'Double Skulls' Williams
SLOBB
NAF Racial Results
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Xtreme |
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Post subject:
Posted: Dec 26, 2005 - 08:35 PM
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Da Boss
Joined: Mar 12, 2003
United States of America
Posts: 1096
Location: United States of America
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With the trouble you are having keeping players around I think I would disregard the doubles and take block. Its always hard to turn down doubles but with the skill rolls this guy has gotten so far who know what his next roll will be. Imagine a 7548. |
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SergeiBautin |
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Post subject:
Posted: Dec 27, 2005 - 02:36 AM
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Joined: Dec 04, 2005
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Hehe, might be nice Its a hard decision, but im thinking about the discarding of the doublechoice, after all, ageing might catch up with himbefore the normal Blodge combo. So in your opinion,m he should end his throwing carreer, and start being a blitzer? |
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SergeiBautin |
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Post subject:
Posted: Dec 28, 2005 - 12:12 PM
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Joined: Dec 04, 2005
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SolarFlare |
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Post subject:
Posted: Dec 28, 2005 - 01:04 PM
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Joined: Nov 24, 2004
Posts: 199
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I would give him block. I don't think this ends him as a thrower. It just makes him an all-around better player. He can play some defense. He's good to blitz someone. He's hard to knock down when he has the ball. And, he gets the free re-roll on failed passes.
Sure, passing up doubles is hard sometimes, but I think this guy needs block. |
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OldManDraco |
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Post subject:
Posted: Dec 29, 2005 - 04:12 AM
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Joined: Apr 04, 2004
Posts: 123
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I'd give him strong arm. With MA 7 the thrower can reach almost every spot on the pitch. Next skill: Accurate. Long bombs will then only fumble on a 1! The STR +1 will keep him alive enough against most teams, and normally you will never leave the thrower alone. |
_________________ Coach of halflings that kill!
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Notorious_jtb |
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Post subject:
Posted: Jan 07, 2006 - 03:19 PM
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Joined: Sep 02, 2005
Canada
Posts: 1456
Location: Canada
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I'd do block, this gives you another blitzer, but does not prevent you giving the chap Accurate next time and having a dual role thrower/blitzer. NOS is always a great skill, but you really want to be able to use this guy to hit people with and block will make that easier
Also, you can use him as your ball carrier, as he is fast and strong. You would only need to protect him for a few turns before he is in range to score, even if he picks up the ball in the back field! |
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Mick Moon |
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Post subject:
Posted: Jan 10, 2006 - 08:09 AM
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Joined: Sep 03, 2003
Posts: 60
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ok...what´s the job for the DE-Thrower?
Pick up Ball , carry Ball , throw the final pass or make hand off
to make his jobs secure you need: pass / allready on
For picking up ball you need sure hands. Sounds funny cause you
pick up ball on 2+ but if you fail that, than your turn ends and your offence
is in very big trouble.
To carry ball you need dodge. Dodge to leave the marking enemy
player. Dodge for make shorter way through enemy line and make the
pass as short as possible. Dodge to survive any blocks by enemy players
without blocking skill - they need a six on blockdice to bring you down. etc.
Your thrower is allready fast MA7 and strong ST4 , now make him flexible
and secure. |
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Heroic_Tackle |
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Post subject:
Posted: Jan 22, 2006 - 03:16 PM
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Joined: Aug 30, 2005
Germany
Posts: 203
Location: Germany
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Sure Hands is what I would do. You can always roll a one. Sometimes you want to pick up the ball in a tackle zone and you be glad to have a Thrower who can do it without a reroll. |
_________________ A German RTO
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DukeJan |
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Post subject:
Posted: Jan 23, 2006 - 01:33 AM
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Joined: Jun 12, 2004
Netherlands
Posts: 128
Location: Netherlands
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I'd go for strong arm. Because of the reasons listed by Draco, as well as for tactical reasons. Although block and NoS are nice skills to have on a thrower as well, you'll want to keep him out of enemy TZs anyway, making those skills little-used. A good long pass, or long bomb, is a great offensive weapon on any agility team. |
_________________ Yeah, finally won something to brag about in my sig: Most TDs @ Bubble 2511 with Chaos Dwarves.
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