Next skill: Sure Hands or Kick-Off Return
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Next skill: Sure Hands or Kick-Off Return
Got a great start for my High Elf Thrower. In 5 games he got both Strong Arm and Accurate.
What skill next: Sure Hands or Kick-Off Return.
I have 3 rerolls and my other thrower has Block and I think I will get Leader as next skill or Dodge, making him a "runner".
Or is it better to have two "real" throwers?
Just vote for skillchoice, but give your opinions about a second thrower or a runner.
What skill next: Sure Hands or Kick-Off Return.
I have 3 rerolls and my other thrower has Block and I think I will get Leader as next skill or Dodge, making him a "runner".
Or is it better to have two "real" throwers?
Just vote for skillchoice, but give your opinions about a second thrower or a runner.
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With lots of RRs and AG4, the main role of Sure Hands will be to counter Strip Ball; the pick-up reroll just won't be needed much. So it belongs on runners. This guy is your offensive thrower, he should be getting rid of the ball before anyone with Strip Ball gets anywhere near him. I wouldn't bother with Block or Dodge even: Sprint or Sure Feet (to improve the odds of getting within the next shortest passing distance) would be more useful.
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It also depends on how you play the game.
What is your general tactic?
If you have a Thrower that likes to get into the thick of it then release, then Dump-Off is good if things go wrong, and with +2 modifier it certainly won't fumble easily.
Safe Throw if you are into long bombs over head.
Sure Hands definately goes to your Block Thrower regardless.
If you are sold into SH or K-OR though, K-OR is three more sqaures available to set yourself for a Pass (I have seen players throw into an already built cage, interesting ploy).
But those skills would not be my next option personally.
What is your general tactic?
If you have a Thrower that likes to get into the thick of it then release, then Dump-Off is good if things go wrong, and with +2 modifier it certainly won't fumble easily.
Safe Throw if you are into long bombs over head.
Sure Hands definately goes to your Block Thrower regardless.
If you are sold into SH or K-OR though, K-OR is three more sqaures available to set yourself for a Pass (I have seen players throw into an already built cage, interesting ploy).
But those skills would not be my next option personally.
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You play a lot more BB than me.. I'd bet you'd be in a better position to answer that! But for me with that team, probably not. I'd be OK wth the longer pass seeing as you already have the four best passing skills, so while I'd consider GFIing, I'd prefer just to stick with passing. Especially since GFIing almost certainly brings me closer to the opposition, which isn't desirable on a valuable player with no Block or Dodge.stashman wrote:Would you take Sure Feet before Kick-Off Return?
Lictor: I don't think that High Elf throwers often pick Safe Throw. 'Cos, y'know, they have it to start. Dump Off would work, since it makes this guy less disirable to hit; I might even get it before Block, since Block doesn't protect as well as simply not getting blocked.
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Normally I try to pick up with line elves - who then go for the quick pass for an easy SPP. So catch would be a good choice if you were going to do that - and both KoR and Sure Hands sub-optimal.
Dump Off & NoS are also interesting since with accurate & safe throw he's actually very good at quick passes anyway.
Otherwise dodge is always a good choice since it helps him get out of trouble.
Dump Off & NoS are also interesting since with accurate & safe throw he's actually very good at quick passes anyway.
Otherwise dodge is always a good choice since it helps him get out of trouble.
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Ian 'Double Skulls' Williams
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I voted for sure hands.
Kick off return has always seemed to me to be a great skill when you're worried about getting beaten to the ball by a faster team.
With high MV, and all your throwing skills; I doubt you'd have much trouble loading the ball into a psuedo-cage, even on a deep kick.
I like sure hands on the elven thrower types. Adding block will make him a very reliable ball carrier.
When the chips are down..you'll be thrilled to have a free re roll. (sure hands)
Kick off return has always seemed to me to be a great skill when you're worried about getting beaten to the ball by a faster team.
With high MV, and all your throwing skills; I doubt you'd have much trouble loading the ball into a psuedo-cage, even on a deep kick.
I like sure hands on the elven thrower types. Adding block will make him a very reliable ball carrier.
When the chips are down..you'll be thrilled to have a free re roll. (sure hands)
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[quote="grampyseer"]I voted for sure hands.
Kick off return has always seemed to me to be a great skill when you're worried about getting beaten to the ball by a faster team. [quote]
Same here, KoR always seemed to be a skill for slower teams. would not have thought your elves would have problems getting to the ball, Sure Hands is a skill that works 2 ways (pick up & cancel Strip ball) like Dodge (affects blocking & dodging) so I would think that on an elf team (Elves= not many "Spare" players) any 2 way skills are worth it.
Kick off return has always seemed to me to be a great skill when you're worried about getting beaten to the ball by a faster team. [quote]
Same here, KoR always seemed to be a skill for slower teams. would not have thought your elves would have problems getting to the ball, Sure Hands is a skill that works 2 ways (pick up & cancel Strip ball) like Dodge (affects blocking & dodging) so I would think that on an elf team (Elves= not many "Spare" players) any 2 way skills are worth it.
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If you're going with the experimental LRB5 rules, I'd say Safe Throw! Otherwise, go with Sure Hands.
I know elf coaches like to farm out 1spp completions, but if you are developing a player to fill a role (the master passer) then I suggest you make him reliable enough to make plays late in the half without having to rely on TRR that may already be burnt or more useful for the catch/dodge to score.
In other words, give him sure hands so he can pick up the ball and give you a chance at the late equalizer or winning TD in the first place.
I know elf coaches like to farm out 1spp completions, but if you are developing a player to fill a role (the master passer) then I suggest you make him reliable enough to make plays late in the half without having to rely on TRR that may already be burnt or more useful for the catch/dodge to score.
In other words, give him sure hands so he can pick up the ball and give you a chance at the late equalizer or winning TD in the first place.

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Warpie, ye be the second person to skip that his Thrower comes with Safe Throw, since he is a HE. I assume then that your suggesting Sure Hands.Warpstone wrote:If you're going with the experimental LRB5 rules, I'd say Safe Throw! Otherwise, go with Sure Hands.
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LOL. Damn. Sorry guys. I guess I'm still torn between LRB5 on the tabletop and LRB6 on MBBL. I think the issue is that Safe Throw is only useful in LRB6 and hence the mental disconnect since I completely ignored it in LRB5!
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