Double on a human thrower

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Bizzy
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Double on a human thrower

Post by Bizzy »

As I posted earlier about a Welf team in a league I have a human team working in the same league (with my one friend we each play all teams) Here is the quandry. After 3 games I earned a lot of skills total and have more coming the team currently looks like this

Blitzer - Guard
Blizter -
Blitzer - Guard
Blizter - Guard
Thrower - Accurate
Thrower - Double
Catcher (Rookie who I just bought)
Lineman
Lineman
Lineman
Lineman
Ogre

3x - Rerolls
4x - Fan Factor
0x - CL
0x - AC

The Lines and Ogre are all at worst an MVP or touchdown away from a first skill, and the catcher is a rookie, because I stupidly took two throwers at the beginning.

What should I give my second thrower on a double? The team is currently undefeated and sitting at TR 125. Their next game is against the Welf team with an AG5 War Dancer, a blodging catcher, and a guarding line-elf. I was thinking if it was my other thrower he would get strong arm and become a passing giant but I since it is the rookie thrower I don't know what to give him. If he gets strong arm he needs accurate and that kind of wastes the other ones accurate. I was thinking to give him leader, and playing him on defence to give my team the 4th reroll while on offence taking him off the pitch (making sure I used his leader RR) and being left with the passer, catcher and regular team rerolls. What do you think about this choice, or is there something better for him?

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Grumbledook
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Post by Grumbledook »

dodge isn't a bad choice

block next skill and you got a block dodge sure hands ball carrier to sit in your cage

build the other one for passing and you can pick and choose which to field depending on the opposing team

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Bizzy
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Post by Bizzy »

That is something I didn't even consider. Thanks I think that is a much better idea to go with. That way I have like you said a blodging sure hands carrier and the other one who can become a specialist thrower. Thanks

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Grumbledook
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Post by Grumbledook »

heh no problem, I normally give my first thrower to skill up block before accurate, makes them more useful on defence as well as they can also hit and take hits with better success

getting dodge on him as well is always a bonus

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Bizzy
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Post by Bizzy »

Well in this league with my buddy I am playing every human game so after the first one I realized I had two throwers and no catcher, got the one accurate and kept him in the back field. After the second skilled up having a dodging player that can be protected by three guarding blitzers, an ogre and floating linemen I am fairly confident he can get block soon enough. After accurate for my actual passer baring he gets a normal skill roll whats next safe throw?

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Tarp
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Post by Tarp »

If you want to use him as the guy who holds the ball, then score or pass to a guy who then scores. Then Fend or Nerves are good skills, sidestep on another double is also nice.

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mattgslater
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Post by mattgslater »

Dodge is best, but Side Step is good on a ball-carrier or safety, while Strong Arm is a good #2 or later on a retriever, and Sure Feet is easy to underrate.

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Post by besters »

I'd take dodge on any double for the human team except the Ogre (and of course the catchers).

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DoubleSkulls
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Post by DoubleSkulls »

Given accurate already on the other thrower I'd take dodge too. Block & Fend next.

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Post by Ullis »

Bizzy wrote:After accurate for my actual passer baring he gets a normal skill roll whats next safe throw?
Leader, Block or Kick off return. Safe Throw isn't very good on an AG3 thrower. Kick off return should usually fulfill the same role on offence as he'll be three steps closer to getting the ball somewhere safe.

Leader might feel like a waste of a skill as it doesn't develop the player getting the skill, but even on a human team that'll be a saving of 30k on Team value on a slightly worse than normal reroll. Plus it obviously saves you cash as well.

Finally, Block is just a good skill and better than Wrestle on a thrower.

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Post by DoubleSkulls »

I'd take Kick Off Return next. Then his job is to pick up the ball and give it (or pass it) to the catchers or other thrower (the runner). KoR is worth a extra range band (near enough) on most 1st or 2nd turn passes and helps against blitzes etc.

HMP and Safe Throw are also options that help you develop the longer passing game - especially with the proposed changes to diving catch & safe throw. Cross you fingers for a double and get Strong Arm. 2/2/3/4 throwers are nice :)

Leader I'd probably give to the runner since you are more likely to field him on defence too - although Block & Fend are better value.

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Post by DoubleSkulls »

Ullis wrote:Finally, Block is just a good skill and better than Wrestle on a thrower.
Agreed. Anyone intended to carry the ball should have block over wrestle.

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Bizzy
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Post by Bizzy »

I wanna go block and fend on the runner first then if he somehow gets to four skills (which from how I play I really hope he doesn't this league gotta share the points) he might get leader. Kick Off Return next for the accurate thrower and I hope he gets a double making him elven in his passing ability. Lets just see how it ends up panning out for him

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mattgslater
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Post by mattgslater »

Good call. Humans aren't desperate for Re-Rolls, and don't need a Leader all that badly. Teams with expensive RRs, expensive linemen, or few fundamental skills are a different story, but there's no reason a Human team can't get 4 TRRs and loads of SH, Pass, Catch and Block very quickly (or even start out that way).

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