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The Perfect (Elven) Thrower?
Posted: Fri Mar 28, 2008 5:27 pm
by Marlow
Salutations Readers,
My Veteran Elven Thrower got +AG as her second Skill, and providing they life to reach Legendary, I was wondering what was the best route to take to build them into a Quarterback?
I was also thinking about what to do with the second Thrower on the team? Perhaps build them a Retriever for getting the ball once I have knocked it loose from the opponents cage?
Quarterback Skills
To build a dedicated Long Range Thrower I wanted +AG or Strong Arm, having both is probably excessive (as well as unlikely) since I am already making Long Passes on 2+. They will want Safe Throw (eventually) to reduce Interceptions and Sure Hands will help then get the ball. Beyond that I am not sure whether to make them a Blodge player to keep them alive or give more Passing skills or Sure Feet, KoR to help with positioning for the Throw?
1) Accuracy *Skill I already have*
2) +AG (or Strong Arm)
3) ?
4) Safe Throw
5) ?
6) Sure Hands
Retriever Skills?
Sure Hands, Dump Off, Block, Dodge, NoS, Accuracy
Posted: Fri Mar 28, 2008 5:31 pm
by Craigtw
What was her first skill?
With a thrower with a +AG you can bet that every player on the opposing teams are going to be coming after her with a vengance!
Survivability is key. Go for block.
Posted: Fri Mar 28, 2008 5:40 pm
by Marlow
Craigtw wrote:What was her first skill?
1) Accuracy (edited to show this)
Craigtw wrote: every player on the opposing teams are going to be coming after her with a vengance!
That is what I was thinking!
Posted: Fri Mar 28, 2008 7:31 pm
by mattgslater
Roll 3: Dodge. Roll 4: Sure Hands. Rolls 5, 6: Leap, Block (in no particular order). Doubles: ignore (Long Bomb on a 2 doesn't help much; NoS is better for canceling penalties, but still inferior to above skills on AG5). 10: ignore if Woodie, take +MA if High/Dark/Pro. 11 or 12: +Stat. If you can get to 7 rolls in your league, then #7 maybe should be NoS.
Dodge first because Dodge has more toolbox value for this guy than Block and is similar (maybe even superior) in the blitz-survivability equation. Sure Hands next because the best way to stay alive is to score, and late in the half you may not have the TRR you need to pick up in 2 TZs. I could see getting Leap before Sure Hands, but a little creative blitz activity and Dodge is as good as Leap.
Posted: Fri Mar 28, 2008 7:35 pm
by Xtreme
Its never a good idea to plan on an elf or any player living to see legend status. Nuffle will surely kill the thrower on a dodge or go for it in your next game.

Posted: Fri Mar 28, 2008 10:29 pm
by Marlow
Xtreme wrote:Its never a good idea to plan on an elf or any player living to see legend status. Nuffle will surely kill the thrower on a dodge or go for it in your next game.

I was not planning on them living (in fact she already went splat eariler today) just looking at what skills I should aim to get!

Posted: Sat Mar 29, 2008 12:47 pm
by Cramy
If you have accurate and +AG, the next skills would be:
Dodge first.
Then Sure Hands and/or Safe Throw. The order in which you take them depends on you opposition and your style of play. I like Sure Hands especially if there are lots of Strip Ball in your league. If there aren't any Strip Balls, or you don't worry too much about it, then take Safe Throw. Block comes later.
If you want a defensive Thrower, he gets Sure Hands, NoS, Dodge, Safe Throw, and the like. Block is more useful on this guy, but remember that you will want somebody else to blitz, then the thrower scoops-up the ball.
Posted: Sat Mar 29, 2008 3:01 pm
by stashman
Get Block as 3rd skill! Then its easier to get the 4th and 5th skill.
My way of the "Quaterback"
1. Accurate (taken)
2. +AG (taken)
3. Block (to stay alive longer, and when others are injured you need to be on the field)
4. Safe Throw (easier ways to throw the ball)
5. Kick-Off Return (more movement in your first turn to go back in a safe place)
6. Sure Hands (if ever!)
If you roll a double take Strong Arm, always good when its sunny or to be safer when fumbles on long bombs.
I like NOS on catchers, on thrower I don't know how often you throw the ball when you are in a tacklezone.
My way of the "Runner"
1. Block
2. Dodge
3. Sure Hands
4. Side Step or Dump-Off
5. Sure Feet or Nerves of Steel
Posted: Sat Mar 29, 2008 3:14 pm
by PubBowler
I would take Dodge before Block on this player.
I would only take Sure Hands if mobile Strip Ballers are your bane.
I would take Strong Arm over NOS as it prevents fumbles on Long Bombs or in weather conditions even outside of Tackle Zones when NOS has no effect
Posted: Sun Mar 30, 2008 11:42 am
by DoubleSkulls
My style would indicate not bothering with sure hands. On offense other elves will generally be picking up and going for the quick pass for an SPP to get skilled up faster. And on defence the chances of this particular player being near the ball if you manage to knock it loose aren't great. MA6 isn't that quick.
So, I'd take Safe throw next - that means you can maximise the NoS on your catchers. NoS on this guy would be useful as a 4th skill, as it allows you to pass the ball away if you've just picked up in TZ without bothering with the dodge.
Doubles either take strong arm (more because 2+ long bombs are fun, rather than it being worth the added value) or ignore it entirely. 10's I'd take the MA since speed is crucial to good offense. Hopefully you'll manage to avoid getting hit too much.
The other option is to try for more of a ball retriever, but you'd really want sure hands, dodge and leap for that, and with 2 skills already used up that means you are going to be waiting a long time (if ever).