Human Thrower
-
- Rookie
- Posts: 10
- Joined: Wed Apr 06, 2005 9:04 am
- Location: Germany, Frankfurt Area
Human Thrower
In a new Human Team (2 games played) one of the 2 throwers got is first developement. I rolled a double. First I was thinking to give him a normal passing talent but then I thought not to waste the double. What do you think make sense beneath the passing talents?
In the team I have 4 catchers, 4 blitzers, 2 Linos, 2 Throwers and 2 Longbeard Allies
In the team I have 4 catchers, 4 blitzers, 2 Linos, 2 Throwers and 2 Longbeard Allies
Reason: ''
BC Cuba Libre
Hasta la victoria sempre
Hasta la victoria sempre
- Sharky2k
- Star Player
- Posts: 681
- Joined: Thu Nov 06, 2003 7:31 am
- Location: near Frankfurt /Germany
- Contact:
-
- Star Player
- Posts: 682
- Joined: Tue Feb 11, 2003 3:43 pm
- Location: Copenhagen, Denmark
- Contact:
-
- Emerging Star
- Posts: 412
- Joined: Mon Jun 07, 2004 10:05 am
- Location: Still enjoying the bliss of finishing his PhD...
-
- Veteran
- Posts: 222
- Joined: Wed Dec 10, 2003 2:52 pm
- Location: Uppsala, Sweden
strong arm definately.
on a normal roll: accurate.
second skill should always be block however on a human thrower unless you roll a doubles since it is always nice on defense with a blocking, surehanded, passenabled figure as well as it prolongs his life.
I have used the blocking surehanded thrower running game with great success myself.
on a normal roll: accurate.
second skill should always be block however on a human thrower unless you roll a doubles since it is always nice on defense with a blocking, surehanded, passenabled figure as well as it prolongs his life.
I have used the blocking surehanded thrower running game with great success myself.
Reason: ''
-
- Rookie
- Posts: 10
- Joined: Wed Apr 06, 2005 9:04 am
- Location: Germany, Frankfurt Area
First of all thanks for your suggestions.
At the moment I think of sure feet, to give the thrower more mobility to reduce the ranges and to avoid interceptions.
But another question why do most of you suggest to give a thrower first strong arm and after that accurate? I think the other way round is more helpful, as it gives nearly the same bonus exept at quick pass, where strong arm is useless?
At the moment I think of sure feet, to give the thrower more mobility to reduce the ranges and to avoid interceptions.
But another question why do most of you suggest to give a thrower first strong arm and after that accurate? I think the other way round is more helpful, as it gives nearly the same bonus exept at quick pass, where strong arm is useless?
Reason: ''
BC Cuba Libre
Hasta la victoria sempre
Hasta la victoria sempre
-
- Star Player
- Posts: 682
- Joined: Tue Feb 11, 2003 3:43 pm
- Location: Copenhagen, Denmark
- Contact:
- Cloggy
- Veteran
- Posts: 298
- Joined: Tue Nov 09, 2004 2:08 pm
- Location: Netherlands, Culemborg
The right choice depends on your style of play. If you go elvish with longer passes strong arm is the obvious choice. If you play more of a running game I'd get him nerves of steel, to be combined with dump-off later. I find it frees just that 1 or 2 more players to actually participate in the offense instead of hanging back to protect the thrower.
Reason: ''
My Bulls have the "Thin Skull" trait. After every block they make, roll a D6. On a 1+ they get ko-ed and stay in the ko-box for the rest of the game.
-
- Da Collector
- Posts: 3760
- Joined: Thu Jan 02, 2003 4:27 pm
Strong arm, then Accurate, then Safe Throw
Safe throw is generally underrated. But when your opponent's thrower has it you really feel annoyed. Furthermore it makes your passing game so much more reliable, especially against Elfs and Skaven.
You can develop the second thrower differently like Block, Dump off, NoS, accurate.
Safe throw is generally underrated. But when your opponent's thrower has it you really feel annoyed. Furthermore it makes your passing game so much more reliable, especially against Elfs and Skaven.
You can develop the second thrower differently like Block, Dump off, NoS, accurate.
Reason: ''
-
- Legend
- Posts: 2381
- Joined: Tue Jan 14, 2003 9:57 pm
- Location: Zurich, Switzerland
-
- Emerging Star
- Posts: 412
- Joined: Mon Jun 07, 2004 10:05 am
- Location: Still enjoying the bliss of finishing his PhD...
- Joemanji
- Power Gamer
- Posts: 9508
- Joined: Sat Jul 05, 2003 3:08 pm
- Location: ECBBL, London, England
Is the right answer! The increased mobility is nearly as good as the range reduction that Strong Arm gives. Plus, and this is vitally important, you can use it every time you move the Thrower. Think about it? How often does a player move? Almost every turn? And how often does a player pass the ball? Once, twice, maybe three times a game? Which seems to be the most useful skill then? The one you can use almost every turn, or the one that you will usually only use twice per game.mbuku wrote:At the moment I think of sure feet, to give the thrower more mobility to reduce the ranges and to avoid interceptions.
For me the most important use of Sure Feet is that, when receiving, a single thrower can cover the whole backfield safely. Otherwise you need two players.
I always pick Sure Feet on my first doubles. Dodge is usually my second (if I ever get one). Dodge is great for getting a thrower (who already has Sure Hands) in and then out of trouble when the ball is lying on the ground.
Strong Arm is, IMHO, a complete and utter waste of a double. Accurate is a solid skill for a normal pick, as you can get 2+ quick passes, but SA is weak.
Good luck!

Naz / Joe
Reason: ''
*This post may have been made without the use of a hat.