+ST orc thrower
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+ST orc thrower
Obviously i don't take a agility skill or trait, but what's the best way to use and develop this guy? I tend to play against a lot of fast/agile teams.
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- Gorbad
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Re: +ST orc thrower
As soon as this guy has block, he's a pretty mean ball carrier if you like the slow drives. Next skill after could be Safe Throw to throw the ball out of the cage, over the opposition to the ready Goblin or Orc Blitzer.stormmaster1 wrote:Obviously i don't take a agility skill or trait, but what's the best way to use and develop this guy? I tend to play against a lot of fast/agile teams.
Especially against nasty Strip Balling finesse teams.
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Re: +ST orc thrower
Orc thrower has sure hands so strip ball won't worry him!Gorbad wrote:Especially against nasty Strip Balling finesse teams.

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Re: +ST orc thrower
Which is why I said he'd be good against these teams especially?Draco wrote:Orc thrower has sure hands so strip ball won't worry him!Gorbad wrote:Especially against nasty Strip Balling finesse teams.

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Doubleskulls' mighty Mordor United had a +ST Thrower. He almost exclusively used him as a ballcarrier, moving up the pitch from within the cage, then either blitzing out to score or passing off to a reciever from deep in the opponent's half. He ended up with Block, Accurate and +AG. He was almost impossible to stop when the cage started rolling forward.
I would go for Block, first of all, then Accurate. Dodge on a double. Use him in a similar way to carry the ball, focussing on skills that make him hard to put down.
I would go for Block, first of all, then Accurate. Dodge on a double. Use him in a similar way to carry the ball, focussing on skills that make him hard to put down.
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The great thing about ST4 Throwers against strength teams is that they take away your main offensive weakness. With a ST4 Thrower, 4 BOBs, 4 Blitzers, a Troll and a Lineman with Dirty Player, your opponent doesn't have any weak points to hit you at, and any poor unfortunate Chaos or Undead team will find itself unable to hang in for the long haul once the grind begins: you pop their weaker guys, and (because your would-be weak link is now ST4) you don't have any weaker guys for them to pop. Their best players find themselves outnumbered, and since all they can do is hit, the contest turns into a brawl. Since all of your guys are hard as nails and you'll outnumber them once you've taken out a couple of Beastmen or (even easier) Skeletons or Skinks, you should be able to start getting multiple assists on your opponent's CWs/Mummies/Saurus late in the drive and the bodies will really start to pile up. That one increase (+ST on a Thrower) makes you really stand out in the mirror. Just don't leave your Thrower next to a Mummy, and you're fine. 
I know everyone's already said it, but ST increases on Throwers are good against Agility teams too: most Wardancers will have a heck of a time leaping into your cage to knock the ball out. If your opponent doesn't have an extractor with Dauntless or +ST, the running game gets a lot easier.

I know everyone's already said it, but ST increases on Throwers are good against Agility teams too: most Wardancers will have a heck of a time leaping into your cage to knock the ball out. If your opponent doesn't have an extractor with Dauntless or +ST, the running game gets a lot easier.
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