DE Thrower "double"

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Drake
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DE Thrower "double"

Post by Drake »

My Dark Elf thrower has just earned his first skill, and I rolled a double for him, and kinda don't know what to give him.

I thought about strong arm, but it seems like such a weak skill, Accurate is better, and with AG 4 I don't know if I really need both.

I really like the idea of Nerves of steel and dump off, but this is more for a second thrower, and I have blitzers and witch elves to buy well before I get a second thrower.

The other option I came up with is leader, becuase I'd likely give my linemen guard or dauntless on a double, however I already have 3 re-rolls.

What to give him? Seems like a waste of a double if I give him a normal skill.

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Post by Nathaniel »

Strong Arm... weak? Anything that reduces the chance of a fumble on farther throws is a good thing (although I usually play with the house rule that only tacklezones contribute to fumbling). I think it's a great thing to throw a Long Bomb as good as a human throws a short pass. He'll get lots of completion points (2 to pass out to short with a reroll, catch on a 2) and then you can take Accurate. Then you can throw out an accurate Long bomb on a 3 with a reroll and only fumble on a 1.

If you find your thrower often ends up in enemy tackle zones, you may want to take Nerves of Steel-- I think it's better on a catcher though. If you want a guy to be the guy who picks up a ball after it's been knocked from the opponents, you may want Nerves of Steel and Sure Hands. Dump Off is good for those guys too.

There really isn't a lot of good choices for throwers on doubles, but Strong Arm & Accurate with Agility 4 sure is effective.

One of the coolest things I've ever seen was an Accurate, Strong Arm Dark Elf thrower that got an agility increase. 2+ with a reroll all the way along the range ruler. The owner made a homemade range ruler with one range band out of some stiff clear plastic that said "ball teleporter" on it.

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Post by Bizzy »

Strong Arm the little annoying skill.


Accurate is better.

Agility 4 is good.

Now after this DE thrower earns skill number 2 saying its not a double he takes accurate.

He is now throwing like this

Quick Pass 2+(with a reroll for pass)
Short Pass 2+(with a reroll for pass)
Long Pass 2+ (with that same pass reroll)
Long Bomb 3+

Who would turn down a 3+ Long Bomb?

Then you use him on Offensive drives only. Put him on pass the ball to some slob, score have him run to the dugout. Then pray for an AG+1 and you are set in stone with God like passer.

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Post by Olsson »

offcourse its strong arm. Then your next skill is acc and you have a ball cannon downfield.

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Post by Drake »

Wow, lots of support for strong arm.
I guess I'm just used to playing with short and safe passes only.
Dark elves dont really have to movement to send a player deep for the long bomb. I usually look for the short pass, hand off, touchdown.
But most often I score by dodging half my team down one flank to protect the ball carrier.

I'll take strong arm, and then accurate. And see how well Dark Elves can play a passing game. Thanks all.

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Post by neverdodge »

Drake wrote:Wow, lots of support for strong arm.
I guess I'm just used to playing with short and safe passes only.
Dark elves dont really have to movement to send a player deep for the long bomb. I usually look for the short pass, hand off, touchdown.
But most often I score by dodging half my team down one flank to protect the ball carrier.

I'll take strong arm, and then accurate. And see how well Dark Elves can play a passing game. Thanks all.
Even if you don t throw long pass you ll still got the option to do so and your opponent will have to consider that. When having a good thrower you can keep him safe deep in your half while the rest of your team infiltrate ennemy lines.

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Post by Thadrin »

My vote goes on NoS, for the combination with Dump Off later on. That is a hugely powerful weapon if you use it right...combine it with a Blitzer with Catch and you're going to be holding onto the ball.

Also, it means that you don't have to worry about TZs that would otherwise be a concern when passing, or the proximity of pass blocking rushers.

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Post by Bizzy »

Well when you keep your thrower back and one or 2 supporters then send the rest down the field people watch and say...what the hell then BOOM! ball fired caught and bingo he has the ball.

If you wanna look ahead to skill 3 then I would suggest Safe Throw so he can launch that over a crowd of people too.

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Post by Aksho »

With Strong Arm + Accurat you Long Pass is like a Quick one, so dont think about it longer take it ;)

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Post by Underdog »

Nathaniel wrote: If you want a guy to be the guy who picks up a ball after it's been knocked from the opponents, you may want Nerves of Steel and Sure Hands.
NoS only works with throwwing and catchign, not picking up the ball.

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Post by Underdog »

I'd go for strong arm by the way.

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Post by Mad Jackal »

Drake.

If you don't want NOS, then take the +1 to passing outside the quick range. [ Strong Arm ]

It is defense against fumbles/tackle zone and increases the range you can toss your quick pass. Thus opening up more opitions for you to run- and thus more options your opponent has to defend against.

Adding strong arm will allow you to skip the middle man on the occassional play (reducing number of rolls required to complete play.) -Or force your opponent to leave him more open due to covering the "deep" scoring threats.

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Post by omnimutant »

NoS is awsome, I'd always take that before strong arm, especially on a AG4 guy anyway.

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Post by Bizzy »

If NOS caused no modifier to picking up the ball it would be amazing.

Hense why Big Hand is a physical trait. It makes things rediclous. It would allow you to pick the ball up in 9 TZ's on a 2+ throw it on a 2+ hope he don't roll a 6, (which not many guys do) and your guy has the ball. Nerves of Steel would be overpowered and broken if it did that for pick ups.

But if you plan on getting into scrums with your thrower then passing NOS is better then strong arm. But if you get the ball then pass it Strong Arm all the way.

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Post by DoubleSkulls »

I think you have 2 choices. One is the long bomb specialist - take strong arm and then accurate & safe throw. That gives you a 3+ reroll on a bomb - meaning half the length of the pitch - and easy 2 turn TDs.

The other way is ball recovery. NoS now, followed by Sure Hands, Leap, Dodge etc. You get the ball, pick it up and chuck out of TZ.

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