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Dbl Human thrower
Posted: Fri Jun 02, 2006 10:06 pm
by Rev
Another human skill query - sorry!
Doubles for both a thrower and a liney after todays match -
am thinking
Lineman:
ignore double - BLOCK
Thrower:
dodge?
strong arm?
what do you think?
playing LRB5 rules.
cheers!
Posted: Fri Jun 02, 2006 10:50 pm
by duff
longish legue? - dobles on a lino means guard or maybe dodge if you want the mobility and potential for blodge (and there arn't lot's of dwarves!)
Short - yeah, go with block
Thrower - do you like a long passing game? - strong arm
do you want to mix it up with a thrower who has dump off? - NOS, dodge or gaurd
Do you want to use a catcher with sure hands to run over, pick up the ball and deliver it to the thrower by handoff? - catch
Do you have another thrower? what do they have?
Posted: Fri Jun 02, 2006 11:25 pm
by Rev
i have:
2 Blodge catchers both with sidestep
1 thrower with block
4 blitzers 1st4, 1 Blodge, 2 stripballers who normally work the wings with my catchers.
thinking the block thrower gets in the mix in case the ball comes loose from a strip ball, so considering this thrower to be the actuall 'throwing specialist.'
either that or make the most of the dbl, make HIM th blodger and the other guy can get a throw skill next time round.
doubles make life so complicated..
Posted: Sat Jun 03, 2006 3:36 am
by DoubleSkulls
Guard on the linemen, Strong arm on the thrower.
Posted: Sat Jun 03, 2006 8:03 am
by Mootaz
ianwilliams wrote:Guard on the linemen, Strong arm on the thrower.
Couldn't have said it better.
Accurate on the Thrower after that and you have a great passing game.
And Guard on the Lino is a no-brainer. Even for a short league. Guard is such a massive skill, and if your Linos have it you can concentrate your blitzers on other skills, although I would still go for "Guard on all Blitzers".
Posted: Sat Jun 03, 2006 10:01 am
by Rev
guard is the assist despite tackle zones.
my biggest problem is (dunno if you lot are the same) that if i dont give all my players the same skills i forget what skills they have at crucial moments.
thats why i find doubles actually a mixed blessing. at least 4 linos with block is easy to remember. 4 linos, one with guard, 2 with block and one with an agility upgrade or something daft makes my head spin.
maybe your right though - Guard sounds handy, especially for a busy LOS lino.
I also liked the look of strong arm to create an uber thrower. though dodge is tempting,
thanks for the help so far
Posted: Sun Jun 04, 2006 8:04 am
by DoubleSkulls
Depending on the state of your minis you can always put little "reminders" on the models. I've seen people paint hands or feet different colours, mark the base rings (coloured stripes or even abbreviated text). I've even seen one guy use small post-it notes to help him remember the skills.
Posted: Sun Jun 04, 2006 9:26 am
by Mootaz
Especially with Guard it is helpful to put little cardboard markers under the minis. The turn markers from the boxed set are ideal (I use minis as turn or reroll markers so I don't have any othe need for these markers). Just put mini on the marker and move the marker around with the mini. This really sticks out on the pitch and you won't forget that this player is "special".
Posted: Sun Jun 04, 2006 9:51 am
by mlindsay2706
ianwilliams wrote:Guard on the linemen, Strong arm on the thrower.
perfect
dont waste the double.
Posted: Sun Jun 04, 2006 10:58 am
by Rev
i like the idea of modding the base ring - i already have a coloured 'strip' with the players number on its, but could easily paintwrite the skills on the base.
i think i'd prefer that to have a loose bit of card underneath.
assuming i take gaurd on the lino, whats the best way to play him - on the LOS (i play mostly strength opponants, khemri, orc and undead) or just behind so he can swoop in on my turns to assist?
any tactical suggestions appreciated!
Posted: Sun Jun 04, 2006 11:04 am
by mlindsay2706
on the LOS he can give assits so you can get those 2 dice blocks.
Could be useful on the wide to, to open holes create gaps by assiting a blitzer?
Posted: Sun Jun 04, 2006 1:29 pm
by Da_Great_MC
Guard on the Lineman, no doubt.
I'd give the Thrower Dodge, Accurate after that and Block when he reaches 31 SPP's.
Posted: Sun Jun 04, 2006 5:45 pm
by mlindsay2706
block after SA imo. more versitible then. can move forward to to pick up those loose balls or work with strip ballers
Posted: Tue Jun 06, 2006 9:07 am
by Brokje
I would take Guard and Strong Arm as well.
Guard is always handy when on the LOS, which is where my Linos tend to end up! As you already have a Block Thrower, handy on defense, I would develop the other as an offensive passer. Strong Arm and Accurate means throwing short passes on a 2+ (with reroll!). And with that he will develop even faster!
Posted: Tue Jun 06, 2006 6:13 pm
by Andrew from Cheadle
Gaurd on the lineman...
...in the past I have written skill names etc on the base ring...
...gets a bit of a prob if you get three upgrades on the same player but now I find I don't need it...
...normally play that crap that I don't get many upgrades so not a lot to remember
