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skill choices for my throwers
Posted: Wed May 05, 2004 10:37 pm
by sven
hello all
in my dwarf team i have an AG3 longbeard with pass, what should be the next skill that i give him. and in my dark elve team my thrower has pass, strong arm and accurate (so i only need a 3 to throw a longbomb ha ha ha hmmmm) what should be his next skill. any advice is welcome - except from the MOTHER *******

CHAOS LOVING

******* DWARF HUNTER LORD RODNEY

.
sven

Posted: Wed May 05, 2004 11:55 pm
by Pardus
block, dump off
Posted: Thu May 06, 2004 12:11 am
by The Florist
Since you obviously intend to use the long beard for ball handling sure hands would be nice. The DE would benefit from block, sure hands or dump off. I'd probably go for dump off like Pardus says.
Re: skill choices for my throwers
Posted: Thu May 06, 2004 1:50 am
by Mirascael
sven wrote:in my dwarf team i have an AG3 longbeard with pass, what should be the next skill that i give him. and in my dark elve team my thrower has pass, strong arm and accurate (so i only need a 3 to throw a longbomb ha ha ha hmmmm) what should be his next skill.
A longbeard with Pass? You should have given him Stand Firm actually, the AG-upgrade was a waste as well (Guard and Mighty Blow being the obvious choices for such a player).
The DE-Thrower however wants Safe Throw and Sure Hands IMHO.
Posted: Thu May 06, 2004 1:51 am
by Mirascael
Pardus wrote:block, dump off
Why would a longbeard want to take Block twice I wonder?
Posted: Thu May 06, 2004 2:07 am
by sven
the reason for me having AG+1 for my longbeard is so that has become the thrower for my team as dwarfs do not have a natural thrower, this is why he also has pass. he is one of my most effective players and is almost on another SP roll so any suggestion on what i should give him. and i already have plenty of players with mighty blow and piling on etc. and using a long beard as a thrower free's up my highest MV and AG players to make offensive plays.
sven
sure hands
Posted: Thu May 06, 2004 2:19 am
by DangerM0use
sure hands all round.
with those skill the de isn't going to be hanging onto the ball for long. id give him sure hands, never fear wasting a re-roll on picking up the ball again. AG4 picks up the ball 97.22% of the time with sure hands.
cant be beat.
Posted: Thu May 06, 2004 3:17 am
by sven
thanks Danger MOuse i think that is what i will give him as sure hands will iron out any possible problems when it comes to picking up and throwing, and what do you think about a skill for my longbeard?
sven
Posted: Thu May 06, 2004 3:52 am
by Mirascael
sven wrote:the reason for me having AG+1 for my longbeard is so that has become the thrower for my team as dwarfs do not have a natural thrower, this is why he also has pass.
By what rules are you playing then?
I thought Runners could develop into throwers?
Can't see the point of fielding a MA 4 thrower to be honest.
Neither can I see the point of taking Piling On on a dwarf, actually I assume that your league doesn't use the current rule-set.

Posted: Thu May 06, 2004 4:04 am
by sven
runners are more effective as catchers because with their higher movement and agility i have found they are more suited to catching and running for touchdowns, and his MA4 has not let me down yet. this leaves me with with more options in my opponents half to score with. does this not make sense??? and yes our league does use the current rules.
Posted: Thu May 06, 2004 6:18 am
by Mirascael
sven wrote:runners are more effective as catchers because with their higher movement and agility i have found they are more suited to catching and running for touchdowns, and his MA4 has not let me down yet. this leaves me with with more options in my opponents half to score with. does this not make sense???
Erhm, actually it doesn't. A dwarven passing/catching game is somewhat beyond my comprehension...

Posted: Thu May 06, 2004 5:29 pm
by sven
i believe that is better to have more scoring options rather than just making a cage and bashing your way down the pitch, as this way your opponent has to plan on defending a cage and/or the throwing option. thus spreading his players and not being able to concentrate his efforts. does anyone else agree/disagree with this. and in bloodbowl you need as many options for scoring as possible and there is also no space for narrow mindedness either.
sven
in the spirit of it
Posted: Thu May 06, 2004 6:41 pm
by Lord Rodney
the beauty of the gw hobbies is that you can do whatever the hell you want provided you are within the rules, so if you want to try your luck with developing a passing dwarf team and it works for you, who can tell you you are wrong.
mirascael, instead of getting snotty about what sven should have done, why not just accept what he has done and advise accordingly.
my thoughts on the subject run in accordance with most others so far and safe hands all round is a good bet.
good gaming sven and mirascael
Re: skill choices for my throwers
Posted: Thu May 06, 2004 6:46 pm
by ScottyBoneman
sven wrote:...and in my dark elve team my thrower has pass, strong arm and accurate (so i only need a 3 to throw a longbomb ha ha ha hmmmm) what should be his next skill.
sven

Staying out of the LongBeard debate, but Mirascael is 100% about the Safe throw on the Dark Elf.
With this guy's ability to deliver the bombs you can set up forward and head deep with him against 80-90% of all team setups out there. Sure Hands is handy for an 'in-tight' sytle QB, but for this arm you might as well stay out of the action and therefore it is just a reroll for pickups. Instead you avoid the risk of a turnover and just have to get ANY player on the team uncovered and in scoring range.
Posted: Thu May 06, 2004 7:04 pm
by sven
cheers scottyboneman for your advice

,now i am totally torn between sure hands and safe throw, but i have never really had a problem picking up the ball so i may go for safe throw, as there is nothing worse than your opponent getting an interception. but come on join in the Longbeard debate.
sven