double 6 on Thrower, was 1st Double on Gutter Runner
- jware30
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Gumboo wrote:Doubles on a GR. Hmmm, well apart from the obvious of Dauntless, Foul appearance is a beauty if you can combine it with passblock as well. AG4 pass block and FA; nasty.

Look back two posts (bottom page 1) and you can see my follow up team development question. What to do with a double 6 on a thrower, god I wish anyone else on the team had gotten a 12.

Anyway, I fixed the threads title!
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- jware30
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This is a long term league. Our last league lasted for four seasons, before mounting LRB changes forced a league reset.Gumboo wrote:Right. If you've only got limited games to play then i'd take strong arm.
So, I expect to play with this team next season, and possibly in other cup championships we run (chaos cup, mithril spike cup).
So, long term you would go with ST4?
With SA (and he has accurate), I'm looking at two 2+ rolls for a short pass to a GR, with pass on the thrower. That's huge!
Once, the thrower gets safe throw, I won’t even have to worry about interceptions! Much.
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Depends how long really. If you honestly expect him to last the distance than ma 7 st 4 guy with sure hands is no bad thing, once he gets block. Id probably still go with the Strong Arm option, but then again ive learnt that throwers can be more of a hinderance than a help for skaven teams, with their 3+ pick ups. On consideration id still say take SA.
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Always take STR 

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+ST +ST
takeittakeittakeittakeittakeittakeittakeittakeittakeittakeittakeit!
Edit: Now I've calmed down, TAKE IT! Smashy face on defense, scoop ball up, pitch it back upfield!
He'd be one hell of a defensive thrower and pretty strong on offense.
I mean, who wants to break inside a cage and hit a ST4 + Sure Hands player?
takeittakeittakeittakeittakeittakeittakeittakeittakeittakeittakeit!
Edit: Now I've calmed down, TAKE IT! Smashy face on defense, scoop ball up, pitch it back upfield!
He'd be one hell of a defensive thrower and pretty strong on offense.
I mean, who wants to break inside a cage and hit a ST4 + Sure Hands player?
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this is a two month old thread, so you've probably already decided but ... go with the +ST. not that easy to get, he could get strong arm eventually (I know, I know, probably not). IMHO +ST trumps the better passing. Ask yourself, do you pass EVERY turn? Do you need to to hit someone/not be hit by someone EVERY turn? My guess is no and yes, repectively.
my $0.02
my $0.02
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*Insert pithy witticism here*
- jware30
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Funny you should respond. I've been meaning to update everyone.arv9673 wrote:this is a two month old thread, so you've probably already decided but ... go with the +ST. not that easy to get, he could get strong arm eventually (I know, I know, probably not). IMHO +ST trumps the better passing. Ask yourself, do you pass EVERY turn? Do you need to to hit someone/not be hit by someone EVERY turn? My guess is no and yes, repectively.
I did go with the +ST, and what I feared happened. Since, he had the strength I used him often and he was in the thick of the action.
A hit by an ogre SI(-1AV) him, I apothecaried successfully. Very next action my opponent fouled him, dead!

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