Human Thrower

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DoubleSkulls
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Post by DoubleSkulls »

kithor2002 wrote:I won't give him strong arm.
I prefer the running game with humans so strong arm would be a wasted skill.
What about dodge?
You can turn him into a Blodge ball carrier.
:wink:
I really prefer having the passing option though. If you've got a reliable thrower it forces your opponent to spread the defence a bit more - and gives a big helping hand when you need to score on a short drive (like the 2-3 turn ones).

Sure Feet is worse than Strong Arm for throwing because range bands are more than 2 squares. On top of which is carries a risk of failure. Ask any Chaos Dwarf coach how often their Bulls fall over if you GFI every turn... I think Sure Feet is a good 2nd double on the specialist long bomber though.

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Post by mbuku »

Thanks very much for your advise.
After a long thought I deceided to give him sure feet. It was a very good decision. In the last game I played against chaos dwarves. They injured my other thrower, but with the sure feet guy I was able to cover the whole zone for picking up the ball only with one player.
He made a very good game and after that game he devolped for the second time. And now I'm again in the shit :D 'cause I rolled a double again!

Now I'm a little bit confused what to do. Ignore the double and give him accurate or strong arm or use the double for e.g. standfirm???

Any advise is very welcome :D

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Post by Brokje »

Strong arm.
I had a thrower with strong arm and accurate and he was almost elfish...

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Post by DoubleSkulls »

mbuku wrote:Now I'm a little bit confused what to do. Ignore the double and give him accurate or strong arm or use the double for e.g. standfirm???
:o Now I'm a little confused. You need a double for strong arm because its a trait- which is why I'd suggested it before.

The obvious alternatives are sprint (because you've got sure feet) or dodge.

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Post by Mad Jackal »

I'm a big fan of the "re-roll skills"

So I lean towards Dodge. Which in addition to making him more mobile, is almost as good a defensive skill for him as Block. Which many like to take on regular rolls.

If not Dodge, I'd go with Nerves of Steel, Strong Arm, or Catch. Before Sprint. In my opinion the 6 move + 2 GFI is more than enough movement and the increased GFI from the sprint is what kills the Bulls more so than the Sure Feet. (They GFI near 50% more often that way......... 3 times instead of 2)

NOS is great for throwing in traffic, Strong Arm's reduction of fumbles (loss if -1 for a range longer than short), or catch's ability to re-roll the hand off from the other thrower will lengthen your scoring plays..

You also could consider Side step or Jump -up....but those are more defensive thrower skills in my opinion.

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